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<blockquote data-quote="punkorange" data-source="post: 2068152" data-attributes="member: 28675"><p>In this system wizards and sorcerors, maybe even clerics, get the class ability arcanist at first level. This allows them to use spellcraft to cast spells. Having five or more ranks in Knowledge(Arcane) grants a +2 synergy bonus on spellcraft checks to cast spells. </p><p> In order for a spell to be cast by a wizard, he must be reading it out of his spellbook, so the spell must be in his book, and his book must be in his hands at the time of casting. A sorcerer must have the spell in his known spell list, but does not need a spellbook to cast the spell.</p><p>Casting a spell deals it's level worth of non-lethal damage to the caster. A 0 level spell deals no damage, a first level spell deals 1 non-lethal, and a ninth level spell deals nine non-lethal. To cast the spell roll a spellcraft check, the DC's for spells are listed below. </p><p></p><p>DC 05 - cantrip</p><p> DC 08 - 1st</p><p> DC 12 - 2nd</p><p> DC 17 - 3rd</p><p> DC 22 - 4th</p><p> DC 26 - 5th</p><p> DC 30 - 6th</p><p> DC 35 - 7th</p><p> DC 40 - 8th</p><p> DC 45 - 9th</p><p></p><p> If a natural 1 is rolled on the spellcraft check the spell backlashes and deals its level x2 lethal damage to the caster. For example, Cassieass tries to cast Magic Missile, but failes with a roll of one. Rather than taking 1 non-lethal damage for casting, she takes 2 lethal damage due to the magical backlash.</p><p> If a natural 20 is rolled the caster has the choice of applying a metamagic feat to the spell.</p><p></p><p></p><p>This is still in the thought phase, and it hsan't been played, but I was just wanting to get you guy's take on it. Also what would be the best way to work a cleric into this system?</p><p></p><p>I like the way this system works. The non-lethal damage keeps a first level wizard from being a magic missile machine gun, but allows for the wizard to be more usefull in more than one encounter a day.</p><p></p><p>Also, the damage. lethal or otherwise, dealt by casting spells cannot be reduced. So damage reduction or some other similar ability will not help in removing the draining of energy while casting.</p></blockquote><p></p>
[QUOTE="punkorange, post: 2068152, member: 28675"] In this system wizards and sorcerors, maybe even clerics, get the class ability arcanist at first level. This allows them to use spellcraft to cast spells. Having five or more ranks in Knowledge(Arcane) grants a +2 synergy bonus on spellcraft checks to cast spells. In order for a spell to be cast by a wizard, he must be reading it out of his spellbook, so the spell must be in his book, and his book must be in his hands at the time of casting. A sorcerer must have the spell in his known spell list, but does not need a spellbook to cast the spell. Casting a spell deals it's level worth of non-lethal damage to the caster. A 0 level spell deals no damage, a first level spell deals 1 non-lethal, and a ninth level spell deals nine non-lethal. To cast the spell roll a spellcraft check, the DC's for spells are listed below. DC 05 - cantrip DC 08 - 1st DC 12 - 2nd DC 17 - 3rd DC 22 - 4th DC 26 - 5th DC 30 - 6th DC 35 - 7th DC 40 - 8th DC 45 - 9th If a natural 1 is rolled on the spellcraft check the spell backlashes and deals its level x2 lethal damage to the caster. For example, Cassieass tries to cast Magic Missile, but failes with a roll of one. Rather than taking 1 non-lethal damage for casting, she takes 2 lethal damage due to the magical backlash. If a natural 20 is rolled the caster has the choice of applying a metamagic feat to the spell. This is still in the thought phase, and it hsan't been played, but I was just wanting to get you guy's take on it. Also what would be the best way to work a cleric into this system? I like the way this system works. The non-lethal damage keeps a first level wizard from being a magic missile machine gun, but allows for the wizard to be more usefull in more than one encounter a day. Also, the damage. lethal or otherwise, dealt by casting spells cannot be reduced. So damage reduction or some other similar ability will not help in removing the draining of energy while casting. [/QUOTE]
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