I'm thinking of allowing non-spellcasting characters to be able to cast spells in my game.
Er, let me rephrase that: I'm considering creating a highly expensive option for characters not having levels in a spellcasting class, but possessing great knowledge of magical theory, who wish to cast spells. It would revolve around a high Knowledge (Arcana) roll along with some hefty expenditures in time, money, and personal energy (exp).
Right now, what I'm considering is this:
• To cast a spell, you must have at least two more ranks in Knowledge (Arcana) than twice the spell's level, and must have a deciphered scroll or other magical text detailing how to cast the spell on hand. If you use a scroll, it is not used up in the casting. Your effective caster level is your rank in Knowledge (Arcana) minus three.
• Casting the spell requires a Knowledge (Arcana) check with a DC of 20 plus twice the spell's level and takes one hour plus ten minutes per spell level or the spell's standard casting time, whichever is higher. Any number of assistants that also meet the minimum rank requirements may use the Aid Another action to help you cast the spell.
• On top of any componants that the spell requires to cast, you must spend 100 exp and material componants worth 100 gp per level of the spell, or 50 exp and 50 gp for a 0 level spell. If the caster has assistants, each assistant must expend 10 exp per spell level (or 5 exp for a level 0 spell).
• If the Knowledge (Arcana) check to cast the spell fails, the caster wastes the alloted time and loses half the requisite exp (as do any assistants), but suffers no other penalties and may continue in their attempt to cast the spell by again spending the required amount of time and making another check. If any check fails by 5 or more, the caster and their assistants waste all the time and resources put into the effort. In addition, the caster takes 1d6 points of damage per spell level. Any assistants take 1 point of damage per die.
Opinions? Thoughts on balance?
Thanks,
--Jeff
Er, let me rephrase that: I'm considering creating a highly expensive option for characters not having levels in a spellcasting class, but possessing great knowledge of magical theory, who wish to cast spells. It would revolve around a high Knowledge (Arcana) roll along with some hefty expenditures in time, money, and personal energy (exp).
Right now, what I'm considering is this:
• To cast a spell, you must have at least two more ranks in Knowledge (Arcana) than twice the spell's level, and must have a deciphered scroll or other magical text detailing how to cast the spell on hand. If you use a scroll, it is not used up in the casting. Your effective caster level is your rank in Knowledge (Arcana) minus three.
• Casting the spell requires a Knowledge (Arcana) check with a DC of 20 plus twice the spell's level and takes one hour plus ten minutes per spell level or the spell's standard casting time, whichever is higher. Any number of assistants that also meet the minimum rank requirements may use the Aid Another action to help you cast the spell.
• On top of any componants that the spell requires to cast, you must spend 100 exp and material componants worth 100 gp per level of the spell, or 50 exp and 50 gp for a 0 level spell. If the caster has assistants, each assistant must expend 10 exp per spell level (or 5 exp for a level 0 spell).
• If the Knowledge (Arcana) check to cast the spell fails, the caster wastes the alloted time and loses half the requisite exp (as do any assistants), but suffers no other penalties and may continue in their attempt to cast the spell by again spending the required amount of time and making another check. If any check fails by 5 or more, the caster and their assistants waste all the time and resources put into the effort. In addition, the caster takes 1d6 points of damage per spell level. Any assistants take 1 point of damage per die.
Opinions? Thoughts on balance?
Thanks,
--Jeff
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