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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cthulhu based spell-like abilities for all characters
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<blockquote data-quote="Cheiromancer" data-source="post: 2764202" data-attributes="member: 141"><p>How about some kind of skill roll to make the spell go off? It could be kinda funky- A DC 10 knowledge:arcana, and don't count ability modifiers (otherwise you hose abjuration spells). You need a number of successes equal to the spell level. Each +5 you make the roll by counts as an extra success. Each success causes a point of damage to the relevant stat. When you have enough successes/damage the spell goes off.</p><p></p><p>You can have as many other characters use aid other up to the level of the spell. They make the DC 10 check, and if they succeed you get another success (and pay another point of ability damage). It takes a round to make a check, or the casting time of the spell, whichever is longer.</p><p></p><p>With such harsh costs, I think that you could allow lower level characters to dabble with powerful magic. Instead of double the spell level minus one, make it so that to cast the spell your character level would has to be at least as high as the spell level.</p><p></p><p>A 5th level character with 8 ranks and skill focus would have +11 to his rolls. If he rolled a 19 or 20 he could get a 5th level spell off in just one round (DC 10 = 1 success, made it by 20 for 4 extra successes). It is more likely that it would take 2 or three rounds, or he'd stick to 2nd or 3rd level spells.</p><p></p><p>For symmetry's sake (and recognizing the importance of Constitution) I'd juggle the spells so that Abjuration is based on Dexterity, and Conjuration on Strength.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2764202, member: 141"] How about some kind of skill roll to make the spell go off? It could be kinda funky- A DC 10 knowledge:arcana, and don't count ability modifiers (otherwise you hose abjuration spells). You need a number of successes equal to the spell level. Each +5 you make the roll by counts as an extra success. Each success causes a point of damage to the relevant stat. When you have enough successes/damage the spell goes off. You can have as many other characters use aid other up to the level of the spell. They make the DC 10 check, and if they succeed you get another success (and pay another point of ability damage). It takes a round to make a check, or the casting time of the spell, whichever is longer. With such harsh costs, I think that you could allow lower level characters to dabble with powerful magic. Instead of double the spell level minus one, make it so that to cast the spell your character level would has to be at least as high as the spell level. A 5th level character with 8 ranks and skill focus would have +11 to his rolls. If he rolled a 19 or 20 he could get a 5th level spell off in just one round (DC 10 = 1 success, made it by 20 for 4 extra successes). It is more likely that it would take 2 or three rounds, or he'd stick to 2nd or 3rd level spells. For symmetry's sake (and recognizing the importance of Constitution) I'd juggle the spells so that Abjuration is based on Dexterity, and Conjuration on Strength. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cthulhu based spell-like abilities for all characters
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