Spellcraft and fatigue based magic system

Eternalknight

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Any comments on the following will be highly appreciated.

Spellcraft and fatigue based Magic System

A fighter’s main weapon is his attacks, which he can do each and every round, swinging his sword at his enemies one, two or more times. A spellcaster’s main weapon is his spells. Why, therefore, are they limited in the amount of spells they can cast every day? This system attempts to address that issue.

CASTING SPELLS USING THIS SYSTEM

In order to cast a spell using this system, a spellcaster must succeed at a Spellcraft check. This means that occasionally, a spellcaster will fail to cast a spell, much the same as a fighter could fail to hit his target. Because this now makes spellcasters a little less powerful, a balancing factor is needed. Thus, spellcasters no longer forget their spells (though they still must prepare them). Anyone who does not prepare spells may add 1 spell to their spells known table for each level they can cast (with the exception of the highest level they know). For example, a 1st level sorcerer normally knows 4 cantrips and 2 1st level spells. Under this system, the 1st level sorcerer now knows 5 cantrips and 2 1st level spells.

The DC to cast the spell depends on what level the spell is. The DC’s are:

Cantrip/Orision: DC 12

1st level DC 14

2nd level DC 16

3rd level DC 18

4th level DC 20

5th level DC 22

6th level DC 24

7th level DC 26

8th level DC 28

9th level DC 30

Success means the spell works without a hitch. Failure indicates that the spell does not work.

FATIGUE

In this system, using magic is an exhaustive process. The more magic is used, the more tired the wielder becomes. This is represented using the following system.

Whenever a spellcaster fails a Spellcraft check, the efforts of spellcasting begin to tire them. A failed Spellcraft check means the caster is lightly fatigued. He suffers half of the effects listed under fatigue in the Dungeon Masters Guide. This lasts for four hours.

If a spellcaster fails a Spellcraft check whilst lightly fatigued, he becomes fatigued.

Failure whilst fatigued makes the spellcaster exhausted.

A failed Spellcraft check whilst exhausted makes the caster nauseated. This lasts for one hour. At the end of this hour, the caster makes a Fortitude save at DC 15. If he succeeds, he reverts to being exhausted. If he fails, he stays nauseated. If he rolls a natural 1, he becomes incapacitated until he passes another Fortitude save at DC 20 (check every hour), at which point he becomes exhausted once more.

METAMAGIC FEATS

Under this system, spellcasters use metamagic feats when they cast a spell, rather than when they prepare them. They simply select the spell they wish to cast and apply the metamagic feat to it. The DC to cast the spell is the DC for the (new) level of the spell.

Spellcasters may do this even if it raises a spell to a level higher than they can cast. However, if they do, the DC to cast the spell rises by +4.

CLERICS AND DOMAIN SPELLS

The DC for domain spells cast by clerics (or other divine spellcasters with access to domain spells) is 2 points less than an equivalent spell of that level. For example, a cleric with the Healing domain who wants to cast Cure Light Wounds would have to beat a DC of 12 (14 for a 1st level spell minus 2 for it being a domain spell = 12).

DIVINE SPELLCASTERS AND SPONTANEOUS CASTING

Divine spellcasters can spontaneously cast any spell under this system. They swap out a prepared spell for any spell of the same level or lower. The spell must be on the class’ spell list. However, this spell does not get added to their prepared spells; it can be cast once and only once. If they wish to cast the same spell again they must swap out another spell in the same way as before. Swapping out a spell in this way is a full-round action.

The DC to cast this spell is 4 points higher than a spell of the equivalent level.

WIZARDS AND SPONTANEOUS CASTING

Just like divine spellcasters, wizards (and other arcane casters that prepare spells) may spontaneously cast spells. This spell must be in the wizard’s spellbook. In all other respects it works just like above.

SORCERERS, BARDS AND CASTING UP

Sorcerers and bards are unable to spontaneously cast spells; thus they need a balancing factor. For this reason, sorcerers and bards (and other arcane spellcasters who do not need to prepare spells) are able to “cast up”, or in other words, raise the power of the spell. In effect, what this means is that sorcerers and bards gain the Heighten Spell metamagic feat as a class ability at 1st level.

Also, sorcerers and bards draw upon their magical power from within; thus, they may ignore the material component of spells they cast (unless that spell’s component has a gold piece value; if this is the case they must use the material component for that spell).
 
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Lvl 1 wizard human

Int:18

Skill Focus Spellcraft and a +2/+2 skill feat with Spell Craft.

4 Ranks in Spellcraft

4 + 3 + 2 + 4 = 13 bonus at level 1 always roll at least a 1 fo a total of 14 never fails to cast level 1 or cantrips.


Just thought I'd throw this out for you.... I think your DC for the spellcraft checks need some work. But keep up the work... I do miss non Vancian magic.

*Edited to correct bad math*
 
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Limper said:
Lvl 1 wizard human

Int:18

Skill Focus Spellcraft and a +2/+2 skill feat with Spell Craft.

4 Ranks in Spellcraft

4 + 3 + 2 + 4 = 13 bonus at level 1 always roll at least a 1 fo a total of 14 never fails to cast level 1 or cantrips.


Just thought I'd throw this out for you.... I think your DC for the spellcraft checks need some work. But keep up the work... I do miss non Vancian magic.

*Edited to correct bad math*

You used a +3 for skill focus (it is, strictly by the rules, +2) but I can see your point. This is how I cam up with the DC's.

A 1st level spellcaster can have, at maximum, 4 ranks in Spellcraft and can cast 1st level spells. So, starting at a base of 10, I added 4 (the maximum spellcraft ranks) to get 14. I did the same for all the other levels.

To tell you the truth, the Spellcraft DC's were the hardest part to come up with. Any suggetions?
 

Okay, going off the standard NPC Wizard in the Dungeon Master's Guide an using the same sort of fromula as before, here is a revised Spellcraft DC list.

Cantrips/Orisons: DC 15
1st level: DC 16
2nd level: DC 18
3rd level: DC 20
4th level: DC 22
5th level: DC 25
6th level: DC 27
7th level: DC 29
8th level: DC 32
9th level DC 36
 

While you might not want to factor it into the numbers, be aware a magical item to give a spellcraft bonus is very cheap (bonus squared times 20). So, for just 2000gp base price one can get +10 to this skill. That is not hard for even low level casters to get or even make.
 


I would suggest foregoing the use of the spellcraft feat for two reasons. One, it allows for too much abuse with skill focus type feats (Note: this is the same reason attacking with weapons is not a skill). And two, it forces spellcasters to use skill ranks for spellcraft. My suggestion is to use a BSB (base spellcasting bonus) much akin to the BAB. You only get +1 per level if you are a primary spellcasting class, such as clerics, wizards and sorcerors. Other classes like bard gets +2/3 levels, with rangers and paladins getting +1/2 levels starting at 4th. The difficultly of your spells can then be adjusted as 10 + 2/spell level, where the appropriate ability score bonus is added to the check.
 

perivas said:
I would suggest foregoing the use of the spellcraft feat for two reasons. One, it allows for too much abuse with skill focus type feats (Note: this is the same reason attacking with weapons is not a skill). And two, it forces spellcasters to use skill ranks for spellcraft. My suggestion is to use a BSB (base spellcasting bonus) much akin to the BAB. You only get +1 per level if you are a primary spellcasting class, such as clerics, wizards and sorcerors. Other classes like bard gets +2/3 levels, with rangers and paladins getting +1/2 levels starting at 4th. The difficultly of your spells can then be adjusted as 10 + 2/spell level, where the appropriate ability score bonus is added to the check.

Hey, thanks for the idea! (You too, Greatwyrm!) I like this, and I think it works quite well. Thanks guys, I'll post what I come up with shortly.
 

avoiding too many "automatic" successes

In order not to have the potential of infinite automatic successes you should consider the following:

Every previously succesful spell cast adds +(1/spell lvl) to the next DC check.

Also watch out for the problems of multiclass characters....a Sorcerer1/Rogue9 could have a Spellcraft check of +13 Ranks

Making those TrueStrike spells really horrible!
 

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