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<blockquote data-quote="Primitive Screwhead" data-source="post: 3418216" data-attributes="member: 20805"><p>Hmm..</p><p></p><p> Partially connected thought... use a Hit Point like stat:</p><p></p><p> Spell points {SP} are gained with Caster level, full casters get 1D10 SP, partial casters gain 1D6 SP. Your spellcasting atribute adds to this.</p><p></p><p> To cast a spell you spend however many SP as the spell costs {in EoM this is MP cost, in Core this is level x2} and succeed at a Spellcraft check DC 10 + SP cost. Failure doubles the cost of the spell. If the casting of the spell depletes your available SP, the excess is taken as lethal damage. You cannot normally cast spells without available SPs.</p><p> </p><p>Then..</p><p> If using more SP than your caster level, you have to make a Will save against DC 10 + SP or become fatigued.</p><p></p><p> If using more SP than you character level, you additinally have to make a Fort save against DC 10 + SP or take non-lethal damage equal to the SP cost.</p><p></p><p>SP regenerate at 1/8th total per hour of total rest., or at a set time of day if a divine caster.</p><p></p><p>In this manner a high level caster can reliably cast a number of low level spells..and a low level mage can try to burn through a high powered spell.</p><p></p><p>Example: Mage casting a Fireball, 3rd level spell by a 7th level caster who has 10 SP remaining. SP cost is 6.</p><p>If the spell craft check fails against DC 16 {approx 30% chance}, the SP cost increases to 12.</p><p></p><p>Since 12 is higher than the caster level *and* character level, the Mage needs to make 2 saves, a Will save and a Fort save vs DC 22. {approx 80% and 95% chance respectively}</p><p> If he fails both, he becomes fatigued and takes 22 non-lethal points of damage.</p><p> Since he only had 10 SPs remaining, his pool is reduced to 0 SP and he takes 2 HPs of lethal damage.</p><p></p><p>The use of Spell Points in this manner simply put a cap on the number of spells per day to avoid mages tossing off *one* huge spell to end battles.... but the option still exists if they are willing to possibly die from the attempt.</p><p> - Said 7th level caster could try to push out a 20 point spell {9th level}, DC 30 is about a 5% chance of success.. failing would set the Will and Fort saves at DC 40.. out of reach at his level. So he would be almost guarenteed to be fatigued, KO'd and possibly dead.</p><p></p><p></p><p>This would require only minimal tweaking to the current system...I may try this out with my current campaign if the Mage goes for EoM.. since there is only minor changes to this, added benefit of being able to overcast balanced by potential of fatigue/damage...</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3418216, member: 20805"] Hmm.. Partially connected thought... use a Hit Point like stat: Spell points {SP} are gained with Caster level, full casters get 1D10 SP, partial casters gain 1D6 SP. Your spellcasting atribute adds to this. To cast a spell you spend however many SP as the spell costs {in EoM this is MP cost, in Core this is level x2} and succeed at a Spellcraft check DC 10 + SP cost. Failure doubles the cost of the spell. If the casting of the spell depletes your available SP, the excess is taken as lethal damage. You cannot normally cast spells without available SPs. Then.. If using more SP than your caster level, you have to make a Will save against DC 10 + SP or become fatigued. If using more SP than you character level, you additinally have to make a Fort save against DC 10 + SP or take non-lethal damage equal to the SP cost. SP regenerate at 1/8th total per hour of total rest., or at a set time of day if a divine caster. In this manner a high level caster can reliably cast a number of low level spells..and a low level mage can try to burn through a high powered spell. Example: Mage casting a Fireball, 3rd level spell by a 7th level caster who has 10 SP remaining. SP cost is 6. If the spell craft check fails against DC 16 {approx 30% chance}, the SP cost increases to 12. Since 12 is higher than the caster level *and* character level, the Mage needs to make 2 saves, a Will save and a Fort save vs DC 22. {approx 80% and 95% chance respectively} If he fails both, he becomes fatigued and takes 22 non-lethal points of damage. Since he only had 10 SPs remaining, his pool is reduced to 0 SP and he takes 2 HPs of lethal damage. The use of Spell Points in this manner simply put a cap on the number of spells per day to avoid mages tossing off *one* huge spell to end battles.... but the option still exists if they are willing to possibly die from the attempt. - Said 7th level caster could try to push out a 20 point spell {9th level}, DC 30 is about a 5% chance of success.. failing would set the Will and Fort saves at DC 40.. out of reach at his level. So he would be almost guarenteed to be fatigued, KO'd and possibly dead. This would require only minimal tweaking to the current system...I may try this out with my current campaign if the Mage goes for EoM.. since there is only minor changes to this, added benefit of being able to overcast balanced by potential of fatigue/damage... [/QUOTE]
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