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Ideas for Creative Casting? Balanced Magic System?
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<blockquote data-quote="bloodymage" data-source="post: 171174" data-attributes="member: 4381"><p><strong>Dex mod</strong></p><p></p><p>The Dex modifier is only added in at 1st level to reflect an individual wizard's elegance in the somatic elements of his spellcasting. As to clerics, well...</p><p></p><p>Clerics: Clerics cast spells at the pleasure of their god. All spells are almost always available to them, including needs expressed on the spot. A cleric has no need of spell books, though records are kept in temples and monasteries, is not required to memorize spells, though many become familiar to them, and cannot actually overcast. All spells are at the pleasure (or whim) of their god. Clerics have a base 25% chance of spell failure +1%/spell level. Deities of good or evil alignments modify this by 5% either way. Law and chaos effect 10% modification. If the cleric’s alignment is not in strict accordance with his deity’s, a 5% penalty is incurred for each step of alignment difference. Chance is also modified by your W bonus. Finally, chance of failure is improved by 2%/clerical level [exception: casting a domain spell decreases chance of failure by 5%]. Welba, with 15 W, a 1st level LG cleric of a NG deity wants to cast a cure light wounds. She must roll higher than an 13 on d% to succeed. Casternia, the CN cleric (15 W) of a CN god requires above 32% to succeed! Remember, clerics have access to all clerical spells (they must at least know of the spell or simply ask a favor of their deity) and no limit on how often they supplicate to be granted one. 1% is always failure. There are usually no catastrophic failures, though a cleric with a capricious god may be in for a few surprises! Of course it works the other way, too. That same feckless deity may decide to turn in the cleric’s favor at the last possible moment and grant success! If a cleric supplicates to “overcast”, success is reduced, modified by W, by 10%/level of spell level over the caster’s ability. This difficulty, and any failure chance, may be overcome by increasing the amount of supplication (casting time) to the deity for a particular boon at the rate of 1%/round. There is always at least a 1% (100 on d%) chance of success with any clerical spell, unless the cleric is totally out of favor. Additionally neutral clerics can use either positive or negative energy and turn or command undead at any time during their adventuring career (they are neutral, after all) though they may have tendencies toward a certain behavior due to the nature of their deities.</p><p></p><p>Druids: Many druids start out of N alignment with at least tendencies (N w/G, N w/LG, etc.) striving always for true N which most achieve in the course of a long life. They cast spells as a cleric with no modifier due to deity alignment, but their chance of success increases by 3%/level. There is no druidic alphabet (the Celtic tradition was strictly oral). The only fire spell available to druids is the cantrip Spark, found in “Relics & Rituals” (enough to start a controlled burn, if needed). A druid’s fire spells instead use “vitality” as an energy source. Vitality is actually the life force surrounding the druid which he can draw upon. This is “positive” energy, the direct opposite of the negative energy of necromancers and undead. Elven Druids: Elven druids tend to be solitary in their vigilances only attending druids’ circles in time of great peril. Elven druids have an extraordinary capability in protecting their charge. They can weaken themselves to increase their power. One point of CO spent in powering their spell increases their effective casting level by 1 with no limit in a 24 hour period. That is why humans have historically been so afraid of Elven forests and the magic contained in them. Each point of CO loss is recovered in a linear progression once the druid rests from his labors in that 24 hour period. One point requires a tenday of total rest, 2 points require 2 tendays, etc. Additionally, the druid suffers a temporary loss of 1point of S for every point of CO used, recovered normally. If the druid attempts to postpone or ignore the required rest, his spell failure chance permanently increases by 3%/day and he suffers a temporary loss of 1 CO point and 1 S point. If he allows his CO to drain to 0, he dies. Obviously, this capability is not used often. If an elf decides to pour his total life force (his CO must be at full strength) into a casting the level increase is doubled. All elven druids know however, that this decision is irrevocable. Not even a wish or miracle will bring them back. Ilythiirians (drow) banished to the Underdark after the Crown Wars lost this ability.</p><p></p><p>I've posted this on another board, but if your interested, the complete (as of now) house rules for my FR campaign are at <a href="http://communities.msn.com/TheReliquary" target="_blank"> The Reliquary</a>. Enjoy.</p></blockquote><p></p>
[QUOTE="bloodymage, post: 171174, member: 4381"] [b]Dex mod[/b] The Dex modifier is only added in at 1st level to reflect an individual wizard's elegance in the somatic elements of his spellcasting. As to clerics, well... Clerics: Clerics cast spells at the pleasure of their god. All spells are almost always available to them, including needs expressed on the spot. A cleric has no need of spell books, though records are kept in temples and monasteries, is not required to memorize spells, though many become familiar to them, and cannot actually overcast. All spells are at the pleasure (or whim) of their god. Clerics have a base 25% chance of spell failure +1%/spell level. Deities of good or evil alignments modify this by 5% either way. Law and chaos effect 10% modification. If the cleric’s alignment is not in strict accordance with his deity’s, a 5% penalty is incurred for each step of alignment difference. Chance is also modified by your W bonus. Finally, chance of failure is improved by 2%/clerical level [exception: casting a domain spell decreases chance of failure by 5%]. Welba, with 15 W, a 1st level LG cleric of a NG deity wants to cast a cure light wounds. She must roll higher than an 13 on d% to succeed. Casternia, the CN cleric (15 W) of a CN god requires above 32% to succeed! Remember, clerics have access to all clerical spells (they must at least know of the spell or simply ask a favor of their deity) and no limit on how often they supplicate to be granted one. 1% is always failure. There are usually no catastrophic failures, though a cleric with a capricious god may be in for a few surprises! Of course it works the other way, too. That same feckless deity may decide to turn in the cleric’s favor at the last possible moment and grant success! If a cleric supplicates to “overcast”, success is reduced, modified by W, by 10%/level of spell level over the caster’s ability. This difficulty, and any failure chance, may be overcome by increasing the amount of supplication (casting time) to the deity for a particular boon at the rate of 1%/round. There is always at least a 1% (100 on d%) chance of success with any clerical spell, unless the cleric is totally out of favor. Additionally neutral clerics can use either positive or negative energy and turn or command undead at any time during their adventuring career (they are neutral, after all) though they may have tendencies toward a certain behavior due to the nature of their deities. Druids: Many druids start out of N alignment with at least tendencies (N w/G, N w/LG, etc.) striving always for true N which most achieve in the course of a long life. They cast spells as a cleric with no modifier due to deity alignment, but their chance of success increases by 3%/level. There is no druidic alphabet (the Celtic tradition was strictly oral). The only fire spell available to druids is the cantrip Spark, found in “Relics & Rituals” (enough to start a controlled burn, if needed). A druid’s fire spells instead use “vitality” as an energy source. Vitality is actually the life force surrounding the druid which he can draw upon. This is “positive” energy, the direct opposite of the negative energy of necromancers and undead. Elven Druids: Elven druids tend to be solitary in their vigilances only attending druids’ circles in time of great peril. Elven druids have an extraordinary capability in protecting their charge. They can weaken themselves to increase their power. One point of CO spent in powering their spell increases their effective casting level by 1 with no limit in a 24 hour period. That is why humans have historically been so afraid of Elven forests and the magic contained in them. Each point of CO loss is recovered in a linear progression once the druid rests from his labors in that 24 hour period. One point requires a tenday of total rest, 2 points require 2 tendays, etc. Additionally, the druid suffers a temporary loss of 1point of S for every point of CO used, recovered normally. If the druid attempts to postpone or ignore the required rest, his spell failure chance permanently increases by 3%/day and he suffers a temporary loss of 1 CO point and 1 S point. If he allows his CO to drain to 0, he dies. Obviously, this capability is not used often. If an elf decides to pour his total life force (his CO must be at full strength) into a casting the level increase is doubled. All elven druids know however, that this decision is irrevocable. Not even a wish or miracle will bring them back. Ilythiirians (drow) banished to the Underdark after the Crown Wars lost this ability. I've posted this on another board, but if your interested, the complete (as of now) house rules for my FR campaign are at [url=http://communities.msn.com/TheReliquary] The Reliquary[/url]. Enjoy. [/QUOTE]
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