Crothian
First Post
While looking through some of my stuff, I have a system sort of like what you are doing. I borrowed it from the WoT book.
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.
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.