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Attempting to change spellcasting
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<blockquote data-quote="Sempronius" data-source="post: 4682267" data-attributes="member: 82616"><p>Something my group tried once:</p><p>Casting spells does (1d3-1) non-lethal damage to the caster per spell level, except for cantrips/orizons which do 1d3-2.</p><p>Healing changes the healed amount of damage to non-lethal damage, and healing rate for non-lethal damage was doubled.</p><p>To stop spamming, or rather, to slow it down, you might want to try the following:</p><p>To cast a spell, the caster must succeed at a Spellcraft check, DC 20+minimum caster level for spell+desired caster level for spell.</p><p>You could go a step further, and demand, instead of a spellcraft check, a spellcraft(school) check. This forces all casters, arcane and divine to specialize in a school or three, and never be masters of all magic. You can get awesome bonusses for this, but that just means you can cast your favourite schools well, but can barely cast anything else.</p><p></p><p>(I have not used the second idea (spellcraft(school)) though, so I don't kknow how it would work in practice.)</p><p></p><p></p><p>If you combine the checks with damage, you could say a crit-miss would do double damage, or even lethal damage, while a crit-success would do half, or no damage.</p><p>You could also make the magic do damage whether or not the casting was successful.</p><p></p><p>Just a few ideas. Hopefully not too n00by</p></blockquote><p></p>
[QUOTE="Sempronius, post: 4682267, member: 82616"] Something my group tried once: Casting spells does (1d3-1) non-lethal damage to the caster per spell level, except for cantrips/orizons which do 1d3-2. Healing changes the healed amount of damage to non-lethal damage, and healing rate for non-lethal damage was doubled. To stop spamming, or rather, to slow it down, you might want to try the following: To cast a spell, the caster must succeed at a Spellcraft check, DC 20+minimum caster level for spell+desired caster level for spell. You could go a step further, and demand, instead of a spellcraft check, a spellcraft(school) check. This forces all casters, arcane and divine to specialize in a school or three, and never be masters of all magic. You can get awesome bonusses for this, but that just means you can cast your favourite schools well, but can barely cast anything else. (I have not used the second idea (spellcraft(school)) though, so I don't kknow how it would work in practice.) If you combine the checks with damage, you could say a crit-miss would do double damage, or even lethal damage, while a crit-success would do half, or no damage. You could also make the magic do damage whether or not the casting was successful. Just a few ideas. Hopefully not too n00by [/QUOTE]
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