RickVigorous
First Post
I am well aware that many people dislike psionics in D&D in general and in 3e in particular. I am not one of those people. The existence of psionics as a separate system (but one which is compatible with the standard system) got me thinking: should divine spellcasters use the same Vancian magic system as arcane casters?
The regular 3e system works; I have no problem with it. However, I'm toying with the idea of running a plane-hopping game, and it would be interesting to have divine casters work differently. There is a Cthulu-esque component to the campaign cosmology (the Far Realm), and I'd like a system that can handle mad cultists calling out to their alien lords and also the party cleric casting cure light wounds on another character.
I am also lazy, so the less work that has to be done to implement it, the better.
That said, here is what I have:
Rather than cast spells, divine casters call for miracles. To do this, the caller rolls a d20+class level+Wis bonus versus a DC of 10+a number determined by the level of the miracle+the number of attempts to call a miracle that have been made that day. Calling for a miracle always requires a divine focus, and may require other components.
The DC increase for miracles is as follows:
Miracles are chosen from the standard list of divine spells. A 1st-level cleric can attempt to call miracles of up to 3rd level; at 7th, level, the cleric can call miracles of up to 6th level, and at 13th level, any miracle can be attempted.
The caller still pays any XP costs associated with the miracle.
For example, a 1st-level cleric wis a Wis of 16 wants to heal his friend. He calls for his god to have mercy on this wounded soul and asks for a cure light wounds. He rolls 1d20+4 versus a DC of 11. If he succeeds, the wounds close; if not, he tries again, but the DC goes up by one. In fact, it goes up by one for any further attempts to call a miracle.
As usual, a 20 is always a success; a 1 is always a failure. I may want to include some sort of critical success/failure rules.
It is possible to take 10 and take 20 on this check, even though there is a penalty for failure. Taking 20 still increases the DC only by 1. This represents a lengthy ceremony to channel the deity's favor.
Metamagic feats add to the calling DC; treat the miracle as though it were of the indicated level.
This is still only half-formed. I haven't really worked through the balance issues entirely. My hunch is that clerics will get one, maybe two big attack spells per day, plenty of healing, and less buffing. They gain quite a bit of potential versatility, but their primary skill relies a bit much on the dice. Overall, I think this is weaker than the normal clerical spellcasting. Any thoughs would be welcome.
The regular 3e system works; I have no problem with it. However, I'm toying with the idea of running a plane-hopping game, and it would be interesting to have divine casters work differently. There is a Cthulu-esque component to the campaign cosmology (the Far Realm), and I'd like a system that can handle mad cultists calling out to their alien lords and also the party cleric casting cure light wounds on another character.
I am also lazy, so the less work that has to be done to implement it, the better.
That said, here is what I have:
Rather than cast spells, divine casters call for miracles. To do this, the caller rolls a d20+class level+Wis bonus versus a DC of 10+a number determined by the level of the miracle+the number of attempts to call a miracle that have been made that day. Calling for a miracle always requires a divine focus, and may require other components.
The DC increase for miracles is as follows:
Code:
[color=white]
Level DC Level DC
1 1 6 11
2 3 7 13
3 5 8 15
4 7 9 17
5 9[/color]
The caller still pays any XP costs associated with the miracle.
For example, a 1st-level cleric wis a Wis of 16 wants to heal his friend. He calls for his god to have mercy on this wounded soul and asks for a cure light wounds. He rolls 1d20+4 versus a DC of 11. If he succeeds, the wounds close; if not, he tries again, but the DC goes up by one. In fact, it goes up by one for any further attempts to call a miracle.
As usual, a 20 is always a success; a 1 is always a failure. I may want to include some sort of critical success/failure rules.
It is possible to take 10 and take 20 on this check, even though there is a penalty for failure. Taking 20 still increases the DC only by 1. This represents a lengthy ceremony to channel the deity's favor.
Metamagic feats add to the calling DC; treat the miracle as though it were of the indicated level.
This is still only half-formed. I haven't really worked through the balance issues entirely. My hunch is that clerics will get one, maybe two big attack spells per day, plenty of healing, and less buffing. They gain quite a bit of potential versatility, but their primary skill relies a bit much on the dice. Overall, I think this is weaker than the normal clerical spellcasting. Any thoughs would be welcome.