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Spellcasting for wizards
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<blockquote data-quote="DanMcS" data-source="post: 352252" data-attributes="member: 6530"><p>House rules, seeking comments. DC/skill appropriateness, should these be feats, anything really.</p><p></p><p>Grimoire Casting</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Longer Conjuration</p><p></p><p>Normal conjuration (summon monster I-IX) takes one round, and lasts 1 round/level.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>This one seems pretty powerful to me, and may need to be a feat.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 352252, member: 6530"] 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. [/QUOTE]
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