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<blockquote data-quote="seasong" data-source="post: 298344" data-attributes="member: 5137"><p><strong>Spell Feat/Skill System</strong></p><p></p><p>Any core class can be a spell caster, by devoting a chunk of feats and skill points to the task. These rules cover the basics.</p><p></p><p>Each type of spell caster has its own feat, which you must take in order to have access to those spells. You may specialize in one, gaining ever more powerful spells (the usual specialist approach), or spread out among several and content yourself with more variety and lower levels (the usual adventurer approach).</p><p></p><p>Being a spell caster requires a lot of dedication: to be good at it will consume most of your feats and many of your skill points. In return for this, however, you can tinker with the basic forces of reality...</p><p></p><p><strong>Forgotten Realms:</strong> For forgotten realms, the "types" of spell caster are: arcanist, bard, druid, paladin, priest, ranger. Each gives access to the appropriate spell lists (priest allows a choice of spheres, just like the cleric class does; arcanist gives access to the Sor/Wiz lists).</p><p></p><p><span style="font-size: 12px"><strong>Learning Magic</strong></span></p><p></p><p><strong>Spell Caster Feat:</strong> Each type of spell caster has a special feat which you take to become one. The first time you take this feat, you gain access to 0-level spells and 2 skill points which may only be put into spells and the spell casting skill. Each additional time you take this feat, you gain access to spells one level higher, and 1 more skill points (with the same restrictions). You may put your mundane skill points into spells and spell casting skill with no restrictions.</p><p></p><p>You may never cast spells more than half your level (rounded up).</p><p></p><p>It costs 1 skill point to know a spell, or 2 skill points to master it. If you are researching the spell on your own, this takes 7 days (8 hours per day) per skill point. If you have a spellbook with the spell in it, this only takes 1 day (8 hours per day) per skill point.</p><p></p><p>You may put points into your spell casting skill with the usual level limits on skills. The spell casting skill is different for each type of spell casting, and is named after the spell caster type (thus, a diviner has a divination skill; an illusionist has an illusion skill).</p><p></p><p><span style="font-size: 12px"><strong>Casting Spells</strong></span></p><p></p><p>You may cast any spell you know. This takes one full action and requires the usual components for the spell. You then make a spell casting skill check, with the following DCs:</p><p></p><p>[CODE][COLOR=coral]</p><p>DC 10 + (spell level x 4) base casting difficulty</p><p>add damage taken if hit while casting</p><p> (halve if this is continuing damage, such as from an [i]acid arrow[/i]</p><p>add the save DC-10 (min 0) of a distracting spell (such as [i]flash[/i])</p><p>add +10 if grappling or pinned</p><p>add +5 for violent motion (galloping warhorse, small boat in white water)</p><p>add +10 for incredibly violent motion (large earthquake)</p><p>add +5 if casting defensively</p><p> [b]these rules replace the Concentration skill[/b][/COLOR][/CODE]</p><p></p><p>Against Magic Resistance, the spell only affects the target if you exceeded the target's resistance number with your spell casting check.</p><p></p><p>Once you have cast the spell, make a Will save against DC 10 + (spell level x 2). On failure, the caster becomes Winded (STR -2, DEX -2, can not run). If already Winded, caster becomes Exhausted (STR -4, DEX -4, can not move faster than a walk). If already Exhausted, caster falls unconscious. Caster may recover by one stage per hour of rest.</p><p></p><p>If you have <em>mastered</em> a spell:</p><p>+2 competency bonus to the spell casting skill check and the Will save vs fatigue.</p><p>+2 competency bonus to related rolls (such as spellcraft to identify the spell).</p><p>+2 to DCs for others to save vs your spells (or disbelieve for illusions).</p><p></p><p><strong>Impact On Setting</strong></p><p></p><p>A 5th level spell caster should be able to cast level-0 and level-1 spells all day long with little or no difficulty. Level-2 spells will be somewhat chancy, and level-3 spells may be close to impossible for any but a specialist. Regardless, the highest level spells a spell caster can use will tend to fatigue the caster very quickly, while the lowest level spells will tend to not be fatiguing at all.</p><p></p><p>Will this result in <em>magic missile</em> machine guns? In a combat heavy game, likely so. However, this is hardly different from a similarly leveled warrior (who averages considerably more damage per round), and is unlikely to disrupt combat much. And on the other hand, it means that mages will be more likely to keep an <em>unseen servant</em> running constantly to step and fetch for them, and similar wizardly things... but they will be very, very hesitant to throw <em>meteor storm</em> just because things are a little hairy.</p></blockquote><p></p>
[QUOTE="seasong, post: 298344, member: 5137"] [b]Spell Feat/Skill System[/b] Any core class can be a spell caster, by devoting a chunk of feats and skill points to the task. These rules cover the basics. Each type of spell caster has its own feat, which you must take in order to have access to those spells. You may specialize in one, gaining ever more powerful spells (the usual specialist approach), or spread out among several and content yourself with more variety and lower levels (the usual adventurer approach). Being a spell caster requires a lot of dedication: to be good at it will consume most of your feats and many of your skill points. In return for this, however, you can tinker with the basic forces of reality... [b]Forgotten Realms:[/b] For forgotten realms, the "types" of spell caster are: arcanist, bard, druid, paladin, priest, ranger. Each gives access to the appropriate spell lists (priest allows a choice of spheres, just like the cleric class does; arcanist gives access to the Sor/Wiz lists). [SIZE=3][b]Learning Magic[/b][/SIZE] [b]Spell Caster Feat:[/b] Each type of spell caster has a special feat which you take to become one. The first time you take this feat, you gain access to 0-level spells and 2 skill points which may only be put into spells and the spell casting skill. Each additional time you take this feat, you gain access to spells one level higher, and 1 more skill points (with the same restrictions). You may put your mundane skill points into spells and spell casting skill with no restrictions. You may never cast spells more than half your level (rounded up). It costs 1 skill point to know a spell, or 2 skill points to master it. If you are researching the spell on your own, this takes 7 days (8 hours per day) per skill point. If you have a spellbook with the spell in it, this only takes 1 day (8 hours per day) per skill point. You may put points into your spell casting skill with the usual level limits on skills. The spell casting skill is different for each type of spell casting, and is named after the spell caster type (thus, a diviner has a divination skill; an illusionist has an illusion skill). [SIZE=3][b]Casting Spells[/b][/SIZE] You may cast any spell you know. This takes one full action and requires the usual components for the spell. You then make a spell casting skill check, with the following DCs: [CODE][COLOR=coral] DC 10 + (spell level x 4) base casting difficulty add damage taken if hit while casting (halve if this is continuing damage, such as from an [i]acid arrow[/i] add the save DC-10 (min 0) of a distracting spell (such as [i]flash[/i]) add +10 if grappling or pinned add +5 for violent motion (galloping warhorse, small boat in white water) add +10 for incredibly violent motion (large earthquake) add +5 if casting defensively [b]these rules replace the Concentration skill[/b][/COLOR][/CODE] Against Magic Resistance, the spell only affects the target if you exceeded the target's resistance number with your spell casting check. Once you have cast the spell, make a Will save against DC 10 + (spell level x 2). On failure, the caster becomes Winded (STR -2, DEX -2, can not run). If already Winded, caster becomes Exhausted (STR -4, DEX -4, can not move faster than a walk). If already Exhausted, caster falls unconscious. Caster may recover by one stage per hour of rest. If you have [i]mastered[/i] a spell: +2 competency bonus to the spell casting skill check and the Will save vs fatigue. +2 competency bonus to related rolls (such as spellcraft to identify the spell). +2 to DCs for others to save vs your spells (or disbelieve for illusions). [b]Impact On Setting[/b] A 5th level spell caster should be able to cast level-0 and level-1 spells all day long with little or no difficulty. Level-2 spells will be somewhat chancy, and level-3 spells may be close to impossible for any but a specialist. Regardless, the highest level spells a spell caster can use will tend to fatigue the caster very quickly, while the lowest level spells will tend to not be fatiguing at all. Will this result in [i]magic missile[/i] machine guns? In a combat heavy game, likely so. However, this is hardly different from a similarly leveled warrior (who averages considerably more damage per round), and is unlikely to disrupt combat much. And on the other hand, it means that mages will be more likely to keep an [i]unseen servant[/i] running constantly to step and fetch for them, and similar wizardly things... but they will be very, very hesitant to throw [i]meteor storm[/i] just because things are a little hairy. [/QUOTE]
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