Matrix Sorcica
Hero
Because Mearls and Monte has stated it as being compatible?Wulf Ratbane said:And I still don't understand why people seem to want it to be...![]()
Because Mearls and Monte has stated it as being compatible?Wulf Ratbane said:And I still don't understand why people seem to want it to be...![]()
Really... I'm quite shocked they didn't get a boost here. Maybe with all the extra combat oomph it was decided more wasn't needed.Sorcica said:No change to ability raises.
Sorcica said:Magic:
1. Gather mana. The arcanist must determine how much mana to gather. Depending on his level, he there's a limit to how much he can gather without risking damage to mind and body. When spending mana you reduce the remaining available mana by the mana spent. If this brings you mana in the negative, you must save (Fort DC15 + amount of negative mana) or suffer strain. Strain is temporary damage equal to your negative mana to *all* ability scores...
Sorcica said:...
3. Channel the spell. 1d20 + mastery of school. DC equal to mana spent on spell + 5 + your int mod. Fail by 10 or less, a moderate disaster strikes. Fail by more than 10, a major disaster strikes. Each scool has different disasters listed....
A'koss said:Really... I'm quite shocked they didn't get a boost here. Maybe with all the extra combat oomph it was decided more wasn't needed.
Wulf Ratbane said:And I still don't understand why people seem to want it to be...![]()
Sorcica said:1. Gather mana. The arcanist must determine how much mana to gather. Depending on his level, he there's a limit to how much he can gather without risking damage to mind and body. When spending mana you reduce the remaining available mana by the mana spent. If this brings you mana in the negative, you must save (Fort DC15 + amount of negative mana) or suffer strain. Strain is temporary damage equal to your negative mana to *all* ability scores.
2. Create spell effect. There are eight scools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. An arcanist chooses at 1st level which scool to be his primary and another to be his secondary. At 3rd level he gets a tertiary scool and at 5th level he gets access to all scools. This determines his spell mastery ratings in the various schools.
The mastery determines what is possible to do with the spell.
3. Channel the spell. 1d20 + mastery of school. DC equal to mana spent on spell + 5 + your int mod. Fail by 10 or less, a moderate disaster strikes. Fail by more than 10, a major disaster strikes. Each scool has different disasters listed.
I will get back with a more detailed example of spellcasting
fuindordm said:Wait, the smarter you are the harder it is to cast? Does the Int mod really go on the DC, or does it go on the roll?
Ben