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Spellcraft and fatigue based magic system
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<blockquote data-quote="Eternalknight" data-source="post: 236271" data-attributes="member: 1075"><p>Any comments on the following will be highly appreciated.</p><p></p><p><span style="color: gold"><strong>Spellcraft and fatigue based Magic System</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>CASTING SPELLS USING THIS SYSTEM</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">The DC to cast the spell depends on what level the spell is. The DC’s are:</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">Cantrip/Orision: DC 12</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">1st level DC 14</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">2nd level DC 16</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">3rd level DC 18</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">4th level DC 20</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">5th level DC 22</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">6th level DC 24</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">7th level DC 26</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">8th level DC 28</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">9th level DC 30</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">Success means the spell works without a hitch. Failure indicates that the spell does not work. </span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>FATIGUE</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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. </span></p><p><span style="color: gold"></span></p><p><span style="color: gold">If a spellcaster fails a Spellcraft check whilst lightly fatigued, he becomes fatigued.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">Failure whilst fatigued makes the spellcaster exhausted.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>METAMAGIC FEATS</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>CLERICS AND DOMAIN SPELLS</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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).</span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>DIVINE SPELLCASTERS AND SPONTANEOUS CASTING</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">The DC to cast this spell is 4 points higher than a spell of the equivalent level.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>WIZARDS AND SPONTANEOUS CASTING</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold"><strong>SORCERERS, BARDS AND CASTING UP</strong></span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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.</span></p><p><span style="color: gold"></span></p><p><span style="color: gold">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).</span></p></blockquote><p></p>
[QUOTE="Eternalknight, post: 236271, member: 1075"] Any comments on the following will be highly appreciated. [color=gold][b]Spellcraft and fatigue based Magic System[/b] 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. [b]CASTING SPELLS USING THIS SYSTEM[/b] 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. [b]FATIGUE[/b] 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. [b]METAMAGIC FEATS[/b] 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. [b]CLERICS AND DOMAIN SPELLS[/b] 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). [b]DIVINE SPELLCASTERS AND SPONTANEOUS CASTING[/b] 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. [b]WIZARDS AND SPONTANEOUS CASTING[/b] 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. [b]SORCERERS, BARDS AND CASTING UP[/b] 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).[/color] [/QUOTE]
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