House rules, seeking comments. DC/skill appropriateness, should these be feats, anything really.
Grimoire Casting
When wizards run out of spells, or don't prepare one they turn out to need, they're SOL for a day, especially at low levels. Fantasy literature and film includes many examples of casting from spellbooks, so here's a rule for that.
For any spell the wizard has in his spellbook at hand, he can cast it as a time-consuming ritual, with the following extra requirements.
1. Casting time is 10 minutes per level of the spell for spells with a normal casting time of 1 action or round (5 minutes for a cantrip). Spells with a longer casting time take 10 minutes/level + normal casting time. If you're interrupted during the casting time, make a concentration check as normal or lose the spell and make the fortitude save as described below.
2. At the end of the casting time, make a Concentration check at DC 15+ spell level. If it succeeds, the spell casts normally. If it fails, make a fortitude save at the same DC or take 1 point each of temporary Str and Dex loss from fatigue and uncontrolled power.
This makes the extra spellcasting not so useful in combat, but a viable option for wizards who are out of options for the day and need an effect.
Longer Conjuration
Normal conjuration (summon monster I-IX) takes one round, and lasts 1 round/level.
At casting time, wizards can opt to increase the casting time and lengthen the service of the conjuree proportionally. Take a minute for the spell, duration is 1 minute/level. Take an hour, duration is 1 hour/level.
Dynamically altering the casting time like this requires the wizard to make a concentration check at DC 15+ spell level or the spell fizzles (with no other ill effects).
This one seems pretty powerful to me, and may need to be a feat.
Grimoire Casting
When wizards run out of spells, or don't prepare one they turn out to need, they're SOL for a day, especially at low levels. Fantasy literature and film includes many examples of casting from spellbooks, so here's a rule for that.
For any spell the wizard has in his spellbook at hand, he can cast it as a time-consuming ritual, with the following extra requirements.
1. Casting time is 10 minutes per level of the spell for spells with a normal casting time of 1 action or round (5 minutes for a cantrip). Spells with a longer casting time take 10 minutes/level + normal casting time. If you're interrupted during the casting time, make a concentration check as normal or lose the spell and make the fortitude save as described below.
2. At the end of the casting time, make a Concentration check at DC 15+ spell level. If it succeeds, the spell casts normally. If it fails, make a fortitude save at the same DC or take 1 point each of temporary Str and Dex loss from fatigue and uncontrolled power.
This makes the extra spellcasting not so useful in combat, but a viable option for wizards who are out of options for the day and need an effect.
Longer Conjuration
Normal conjuration (summon monster I-IX) takes one round, and lasts 1 round/level.
At casting time, wizards can opt to increase the casting time and lengthen the service of the conjuree proportionally. Take a minute for the spell, duration is 1 minute/level. Take an hour, duration is 1 hour/level.
Dynamically altering the casting time like this requires the wizard to make a concentration check at DC 15+ spell level or the spell fizzles (with no other ill effects).
This one seems pretty powerful to me, and may need to be a feat.