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Looking for feedback on a rough variant casting system.
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<blockquote data-quote="Jason Kain" data-source="post: 3365953" data-attributes="member: 46949"><p>I'm looking to place a bit of a split between arcane and divine magic in a setting I'm working on. The idea came from separating magic based on the source. Divine would be given(through dieties, nature, etc), while arcane would be taken from the world around the casters. Remembering some childrens books I used to read, I've been toying with the idea that arcane magic is basically unlimited, however, using it drains the caster both mentally and physically. I started fleshing out the mechanic, but it would use some serious work. Here's what I have so far:</p><p></p><p>To cast an arcane spell, the caster must make an Arcana check against the DC of the spell. The Arcana check consists of 1d20 + primary spellcasting stat modifier + 1/2 caster level + Misc. modifiers. The DC for each spell is 10 + the spell's level + Overcharge + Misc. modifiers. A natural 20 on the Arcana check is an automatic success, while a natural 1 is an automatic failure.</p><p></p><p>Overcharge: For every spell past the class's usual maximum successfully cast, an overcharge modifer is added to the DC of all arcana checks until the caster gets a full night's rest. The modifier is equal to the effective spell level of the spell cast.</p><p></p><p>For every failed casting attempt, the caster takes an amount of nonlethal damage equal to the effective level of the spell cast.</p><p></p><p>This would be accompanied by a reduction on the number of spells normally cast per day by arcane classes. My gut is telling me reducing every spell level by one. The final goal of this is to attempt to even out spellcasting over the levels, as I've seen many first or second level casters too scared to cast their spells in smaller battles, and it would give higher level casters potential for failure.</p><p></p><p>The first issue that jumps out at me is making sure the comparative numbers are balanced across the levels. I wanted to try and garuntee that they would be able to cast their normal amount of spells per day without difficulty, but exceeding it would make things more difficult the harder they pushed themselves. For example, a first level wizard with an Int of 16 would have a bonus of +4 on the Arcana roll, with the DC of an average 1st level spell set at 11. A 7 would need to be rolled. An 8th level wizard with an 18 Int would get a +8 modifier, with the average 4th level spell DC set at 14. A 6 would need to be rolled. A 20th level wizard with an Int of 21 would get a +15 to the roll, and the DC of the average 9th level spell set at 19. Just a 4 to succeed. However, going over the base spells per day would increase difficulty by a large amount comparative to level, making every spell more difficult to cast.</p><p></p><p>The other problem is that I built this with the wizard and sorcerer in mind, and I haven't figured out how to work with the bard or other classes that don't cast from first to ninth level spells. It could be changing the bonus based on caster level from 1/2 caster level to 1/3 caster level.</p><p></p><p>Any feedback would be appreciated...especially if I'm working on a lost cause. Thanks for your time.</p></blockquote><p></p>
[QUOTE="Jason Kain, post: 3365953, member: 46949"] I'm looking to place a bit of a split between arcane and divine magic in a setting I'm working on. The idea came from separating magic based on the source. Divine would be given(through dieties, nature, etc), while arcane would be taken from the world around the casters. Remembering some childrens books I used to read, I've been toying with the idea that arcane magic is basically unlimited, however, using it drains the caster both mentally and physically. I started fleshing out the mechanic, but it would use some serious work. Here's what I have so far: To cast an arcane spell, the caster must make an Arcana check against the DC of the spell. The Arcana check consists of 1d20 + primary spellcasting stat modifier + 1/2 caster level + Misc. modifiers. The DC for each spell is 10 + the spell's level + Overcharge + Misc. modifiers. A natural 20 on the Arcana check is an automatic success, while a natural 1 is an automatic failure. Overcharge: For every spell past the class's usual maximum successfully cast, an overcharge modifer is added to the DC of all arcana checks until the caster gets a full night's rest. The modifier is equal to the effective spell level of the spell cast. For every failed casting attempt, the caster takes an amount of nonlethal damage equal to the effective level of the spell cast. This would be accompanied by a reduction on the number of spells normally cast per day by arcane classes. My gut is telling me reducing every spell level by one. The final goal of this is to attempt to even out spellcasting over the levels, as I've seen many first or second level casters too scared to cast their spells in smaller battles, and it would give higher level casters potential for failure. The first issue that jumps out at me is making sure the comparative numbers are balanced across the levels. I wanted to try and garuntee that they would be able to cast their normal amount of spells per day without difficulty, but exceeding it would make things more difficult the harder they pushed themselves. For example, a first level wizard with an Int of 16 would have a bonus of +4 on the Arcana roll, with the DC of an average 1st level spell set at 11. A 7 would need to be rolled. An 8th level wizard with an 18 Int would get a +8 modifier, with the average 4th level spell DC set at 14. A 6 would need to be rolled. A 20th level wizard with an Int of 21 would get a +15 to the roll, and the DC of the average 9th level spell set at 19. Just a 4 to succeed. However, going over the base spells per day would increase difficulty by a large amount comparative to level, making every spell more difficult to cast. The other problem is that I built this with the wizard and sorcerer in mind, and I haven't figured out how to work with the bard or other classes that don't cast from first to ninth level spells. It could be changing the bonus based on caster level from 1/2 caster level to 1/3 caster level. Any feedback would be appreciated...especially if I'm working on a lost cause. Thanks for your time. [/QUOTE]
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