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casting "beyond your abilities"?
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<blockquote data-quote="Kershek" data-source="post: 539777" data-attributes="member: 2900"><p>Here are rules for pushed spellcasting that we thought up but never used. Maybe you'll find it useful.</p><p></p><p></p><p></p><p>Pushed Spell Casting:</p><p></p><p>Any spell caster can push his spell-casting limit per day or even cast a spell of higher level (if he can read from a scroll or book or from a divine spell list for Clerics, Paladins, Rangers, Druids, etc…). Wiz need the feat ‘Spell Mastery’ to push the number per day.</p><p></p><p> Here are the rules:</p><p> </p><p> #1: The time for casting is increased by one unit (so if the spell normally takes 1 round it now takes two, if normally an attack action, it now take a full round).</p><p></p><p> #2: The risk/cost of casting a spell past the normal daily limit is: </p><p>+5% of failure per spell cast past the daily limit</p><p>+5% per level of the spell</p><p>+10% per caster level below what is normally needed to cast</p><p>-5% per 3 caster levels above the spell level trying to be cast</p><p>-1d4 HP of subdual damage per spell level</p><p></p><p>If the spell fails no other spell attempts may be cast at that level that day plus the spell being cast goes out of control. The results will be a 1d12 roll based of the following chart:</p><p></p><p>1 The spell hits/centers on the caster himself. No saves for the caster. Max damage / effect.</p><p>2-4 The spell hits/centers on the spell caster himself. Saves and damage are rolled normally. </p><p>5-6 Wild spell. Random targeting</p><p>7-8 Wild spell. Random targeting with only half the effect / damge.</p><p>9-12 The spell fails with no effect.</p><p></p><p>Spells that are self only always hit the caster with a roll of 1-8. Touch spells hit the caster with a roll of 1-4, hit the original target with a roll of 5-8, and fail with a roll of 9-12. Spells that are positive such as “Bull’s Strength” have the opposite effect. Spells that are attack touch that fail but still hit the original target have the opposite effect.</p><p></p><p>Ex: a 1st level human Sorcerer tries to cast an extra 1st level sleep spell (which he knows). He takes 1d4 HP of subdual at the end of the round. He rolls his spell failure %, which is +5% for the 1st try past his daily limit, +5% for the 1st level spell, 10% total. He roles a 55 and so he makes it and the spell works normally. If he tries again he takes another 1d4 points of subdual damage and the failure risk goes up to 15%. This time he roles a 12 and fails. Rolling a d12 he gets a 3 which centers on himself. He rolls his sleep spell and puts most of the party to sleep. (note: if the party were all elves this spell would of course have no effect to his party or himself.)</p></blockquote><p></p>
[QUOTE="Kershek, post: 539777, member: 2900"] Here are rules for pushed spellcasting that we thought up but never used. Maybe you'll find it useful. Pushed Spell Casting: Any spell caster can push his spell-casting limit per day or even cast a spell of higher level (if he can read from a scroll or book or from a divine spell list for Clerics, Paladins, Rangers, Druids, etc…). Wiz need the feat ‘Spell Mastery’ to push the number per day. Here are the rules: #1: The time for casting is increased by one unit (so if the spell normally takes 1 round it now takes two, if normally an attack action, it now take a full round). #2: The risk/cost of casting a spell past the normal daily limit is: +5% of failure per spell cast past the daily limit +5% per level of the spell +10% per caster level below what is normally needed to cast -5% per 3 caster levels above the spell level trying to be cast -1d4 HP of subdual damage per spell level If the spell fails no other spell attempts may be cast at that level that day plus the spell being cast goes out of control. The results will be a 1d12 roll based of the following chart: 1 The spell hits/centers on the caster himself. No saves for the caster. Max damage / effect. 2-4 The spell hits/centers on the spell caster himself. Saves and damage are rolled normally. 5-6 Wild spell. Random targeting 7-8 Wild spell. Random targeting with only half the effect / damge. 9-12 The spell fails with no effect. Spells that are self only always hit the caster with a roll of 1-8. Touch spells hit the caster with a roll of 1-4, hit the original target with a roll of 5-8, and fail with a roll of 9-12. Spells that are positive such as “Bull’s Strength” have the opposite effect. Spells that are attack touch that fail but still hit the original target have the opposite effect. Ex: a 1st level human Sorcerer tries to cast an extra 1st level sleep spell (which he knows). He takes 1d4 HP of subdual at the end of the round. He rolls his spell failure %, which is +5% for the 1st try past his daily limit, +5% for the 1st level spell, 10% total. He roles a 55 and so he makes it and the spell works normally. If he tries again he takes another 1d4 points of subdual damage and the failure risk goes up to 15%. This time he roles a 12 and fails. Rolling a d12 he gets a 3 which centers on himself. He rolls his sleep spell and puts most of the party to sleep. (note: if the party were all elves this spell would of course have no effect to his party or himself.) [/QUOTE]
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