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Let's redo the Wizard class(Community Project)
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<blockquote data-quote="Crothian" data-source="post: 147093" data-attributes="member: 232"><p>That Rastlin comment reminded me of something. Have you guys seen the Over Channeling rules in WoT? It's the ability to cast spells after you have run out. Let's see how badly this copies and pastes.</p><p></p><p>Overcasting: This is the ability to cast spells after you have used your spells. This is a full round action. This is done one of two ways. You can try to cast cantrips, 1st and 2nd level spells even after you have used all of you allotted spells per day. Or you can use a lower level spell slot to cast a higher-level spell. Both attempt require a concentration check. A failed check means the spell did not happen and you need to make a fortitude saving throw. </p><p> </p><p>Over Casting Attempt Concentration DC Fortitude DC</p><p>Cast Cantrips with no slots left 15 15</p><p>Cast 1st level spell with no slots left 21 25</p><p>Cast 2nd level spell with no slots left 27 35</p><p>Cast Spell one level higher then slot* 21 15+ Spell level</p><p>Cast Spell two levels higher then slot* 27 25+ Spell Level</p><p>Cast Spell three levels higher then slot* 33 35+ Spell Level</p><p></p><p>*If the wizard is trying to cast a level of spell he usually does not have access to the concentration and fortitude check is increased by five per additional spell level. For instance if a 5th level mage was using his 3rd level spell slot to try to cast a fifth level spell his checks would be ten higher.</p><p></p><p>On a failed concentration check, the wizard must make a fortitude saving throw. If the fail saves use the following table to see what happens. The table is based off of how bad the save was missed by. On a successful saving throw nothing happens except the failure of the spell. All penalties are cumulative.</p><p>DC Missed by Result</p><p>1-5 You suffer fatigue and severe headache. You have a –1 to all attacks, saves, attributes, and skill checks until you rest for a least six hours.</p><p>6-10 As above except the penalty is –2. You also suffer 1d6 damage and cannot try to over cast until you rest for six hours.</p><p>11-15 As above except the penalty is –3. You take 2d6 damage and cannot try to over cast until you get six hours of rest and twenty-four hours have passed.</p><p>16-20 As above but penalties are –4. The damage is 3d6 and you cannot overcast for 48 hours.</p><p>21-25 As above but penalties are –5. The damage is 4d6 and you cannot overcast for two weeks.</p><p>26+ As above but penalties are –6. You suffer 6d6 damage and cannot overcast.</p></blockquote><p></p>
[QUOTE="Crothian, post: 147093, member: 232"] That Rastlin comment reminded me of something. Have you guys seen the Over Channeling rules in WoT? It's the ability to cast spells after you have run out. Let's see how badly this copies and pastes. Overcasting: This is the ability to cast spells after you have used your spells. This is a full round action. This is done one of two ways. You can try to cast cantrips, 1st and 2nd level spells even after you have used all of you allotted spells per day. Or you can use a lower level spell slot to cast a higher-level spell. Both attempt require a concentration check. A failed check means the spell did not happen and you need to make a fortitude saving throw. Over Casting Attempt Concentration DC Fortitude DC Cast Cantrips with no slots left 15 15 Cast 1st level spell with no slots left 21 25 Cast 2nd level spell with no slots left 27 35 Cast Spell one level higher then slot* 21 15+ Spell level Cast Spell two levels higher then slot* 27 25+ Spell Level Cast Spell three levels higher then slot* 33 35+ Spell Level *If the wizard is trying to cast a level of spell he usually does not have access to the concentration and fortitude check is increased by five per additional spell level. For instance if a 5th level mage was using his 3rd level spell slot to try to cast a fifth level spell his checks would be ten higher. On a failed concentration check, the wizard must make a fortitude saving throw. If the fail saves use the following table to see what happens. The table is based off of how bad the save was missed by. On a successful saving throw nothing happens except the failure of the spell. All penalties are cumulative. DC Missed by Result 1-5 You suffer fatigue and severe headache. You have a –1 to all attacks, saves, attributes, and skill checks until you rest for a least six hours. 6-10 As above except the penalty is –2. You also suffer 1d6 damage and cannot try to over cast until you rest for six hours. 11-15 As above except the penalty is –3. You take 2d6 damage and cannot try to over cast until you get six hours of rest and twenty-four hours have passed. 16-20 As above but penalties are –4. The damage is 3d6 and you cannot overcast for 48 hours. 21-25 As above but penalties are –5. The damage is 4d6 and you cannot overcast for two weeks. 26+ As above but penalties are –6. You suffer 6d6 damage and cannot overcast. [/QUOTE]
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