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Weakening the magic system
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<blockquote data-quote="Drawmack" data-source="post: 363225" data-attributes="member: 4981"><p><strong>Take II</strong></p><p></p><p><span style="color: LimeGreen">Okay here we go. This is the second version of my weakened magic system. Special Items of note are.</span></p><p><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">Definitions Added</span></p><p><span style="color: LimeGreen">Casting Checks now roll against the ability that controls the number of spells a caster has.</span></p><p><span style="color: LimeGreen">Spell slots are not related to the ability of the save dc on a caster's spells</span></p><p><span style="color: LimeGreen">Using Magic Items Added</span></p><p><span style="color: LimeGreen">Examples Added</span></p><p><span style="color: LimeGreen">Optional Rules added to Casting Checks, Spell Damage and Healing, Spell Slots and Resurection</span></p><p><span style="color: LimeGreen"></span></p><p><span style="color: LimeGreen">In a seperate post I will answer all of the questions brought up earlier in the thread as they relate to the new system.</span></p><p><span style="color: LimeGreen"></span></p><p><span style="color: orange"><strong>Weakened Magic Rules</strong></span><span style="color: white"></span></p><p><span style="color: white">While the core magic rules of the d20 system are a lot of fun and work very well in a high-magic fantasy setting, using the standard combat rules they do not port well to other combat and hit point systems or to a lower magic setting. These rules are offered as a means to easily reduce the power and frequency of magic for a setting with moderate magic. This system is designed specifically for use with the <a href="http://www.rpgunited.com/eng/prod/d20sle.html" target="_blank">Grim –n- Gritty Hit Point and Battle System by Kenneth S. Hood</a> but should be generic enough to work with other systems as well.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Definitions:</span><span style="color: white"></span></p><p><span style="color: white"><strong>Day</strong> – The time it takes a day to pass on your world</span></p><p><span style="color: white"><strong>Casting Check</strong> - The roll that a player must make in order for their character to cast a spell</span></p><p><span style="color: white"><strong>Spell Slots</strong> - The number of spells, regardless of level, that a character may attempt the cast in a day</span></p><p><span style="color: white"><strong>Rebirth Check</strong> - The roll that a player must make in order for their character to be reborn</span></p><p><span style="color: white"><strong>Magic Items</strong> – Wands and Scrolls</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Casting Checks</span><span style="color: white"></span></p><p><span style="color: white">To cast a spell, the spell caster must pass a casting check with a DC of 10 + spell level + # of damage/healing dice. If a spell has no damage/healing dice then the DC becomes 10 + (spell level * 2). If the casting check is failed the caster still fills a spell slot. </span></p><p><span style="color: white"></span></p><p><span style="color: white">This check applies to creatures that gain caster levels innately such as dragons. The casting check does not apply to spell-like abilities such as a slaad’s summon slaad ability.</span></p><p><span style="color: white"></span></p><p><span style="color: white">The modifier that the caster adds to their roll is called their casting save. Casting saves for the core classes are detailed in Table 1. All casting save modifiers have a minimum of 0. All rounding is down to a minimum of 0. To calculate the casting save for a different class the formula is Ability modifier of spell save DC + ((20/Highest level spell) [rounded up] * Caster Level)</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Table 1: Casting Saves by Class</strong></span></p><p><span style="color: white">Bard – Charisma Modifier + 1/3 Bard Level </span></p><p><span style="color: white">Cleric – Wisdom Modifier + 1/2 Cleric Level</span></p><p><span style="color: white">Druid – Wisdom Modifier + 1/2 Druid Level</span></p><p><span style="color: white">Paladin – Wisdom Modifier + 1/4 Paladin Level</span></p><p><span style="color: white">Sorcerer – Charisma Modifier + 1/2 Sorcerer Level</span></p><p><span style="color: white">Wizard – Intelligence Modifier + 1/2 Wizard Level</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Optional</strong></span></p><p><span style="color: white"><strong>1)</strong> Near Miss - If the casting check is only missed by 1 the spell still goes off but it's effects are halved. If the effects cannot be halved then it is pointed at a random PC or NPC.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Each of the options detailed below should be used exclusively as they contradict one another when attempting to use them together.</span></p><p><span style="color: white"><strong>2)</strong> On a casting check a natural 1 can always fail and a natural 20 can always pass. </span></p><p><span style="color: white"><strong>3)</strong> A natural 20 = 30 and a Natural 1 = -10</span></p><p><span style="color: white"><strong>4)</strong> A natural 1 is a critical failure doing 1 point of temporary ability damage to the character’s casting save ability. A natural 20 is a critical cast and the spell does not suffer the damage/healing reduction detailed below.</span></p><p><span style="color: white"><strong>5)</strong> On a natural 1 or a natural 20 the caster rolls a second casting check. If the second casting check is passed then a natural 20 becomes critical or a natural 1 does not do the ability damage. If the second casting check is failed then a natural 1 is a critical failure and a natural 20 is not a critical cast.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Spell Damage and Healing</span><span style="color: white"></span></p><p><span style="color: white">Spell damage and healing suffer a possible reduction. When rolling the damage or healing for any spell all of the dice that come up with an odd number are worth 1 point instead of the face value. This means that spells still have the same maximum damage and healing but the average damage or healing of spells is greatly reduced.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Optional</strong></span></p><p><span style="color: white">Natural ones count as zeros but all successful spells do a minimum of 1 point of damage or healing if they have damage or healing dice.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Spell Slots</span><span style="color: white"></span></p><p><span style="color: white">A character gets a number of spell slots equal to ½ their ability score from Table 2 or the number of spells allowed by the core rules; whichever is less. The spell slots are filled when a cast is attempted, not when a spell is prepared. Wizards, Clerics and other classes that must prepare or choose their spells ahead of time still prepare or choose their standard number of spells. The most spells that a caster can attempt to cast are equal to their number of spell slots. Spell slots do not have a level attached to them. You must sleep 1/3 of a day (eight out of twenty-four hours) in order to empty your spell slots again.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Table 2: Spell Slot Ability by Class</strong></span></p><p><span style="color: white">Bard – Charisma</span></p><p><span style="color: white">Cleric – Wisdom</span></p><p><span style="color: white">Druid - Wisdom</span></p><p><span style="color: white">Paladin – Wisdom</span></p><p><span style="color: white">Sorcerer – Charisma</span></p><p><span style="color: white">Wizard – Intelligence</span></p><p><span style="color: white">General – The ability of the caster’s spell save </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Optional</strong></span></p><p><span style="color: white">Spell slots may, at the GMs discretion, be regained on a prorated basis. If the DM allows this then the character will receive a percentage of their spell slots equal to the percentage of a full nights sleep that they got. For example if a wizard gets 8 spell slots and the day is 24 hours long, then they will receive 1 spell slot for each hour they sleep. </span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Turning Undead</span><span style="color: white"></span></p><p><span style="color: white">This is not a spell or a spell-like ability but rather a gift to the pious from their god. Therefore this is not affected by these rules. </span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Resurrection (rebirth)</span><span style="color: white"></span></p><p><span style="color: white">Resurrection spells are considered a special case and therefore have their own additional rules. All of the above rules still apply to the caster that is casting resurrection; however the character being resurrected must also follow the rules below.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Maximum Rebirths</strong></span></p><p><span style="color: white">You can only be resurrected, or reborn, a limited number of times. Resurrection requires the direct intervention of a god and therefore gets a god’s attention. As any clergy member will tell you, asking for the direct attention of a god is not a good thing. In this case the gods mark you with a rebirth number, which can never increase. The rebirth number decreases by one every time the same character is reborn, including the first time.</span></p><p><span style="color: white"><strong>Rebirth Number:</strong> ½ constitution score (excluding temporary bonuses) rounded down</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Constitution Reduction</strong></span></p><p><span style="color: white">Each time a character is reborn their constitution score is reduced by one. If a character was under the effects of a constitution drain at the time of death then the constitution drain becomes permanent, however constitution bonuses are lost. If the character’s constitution becomes less then their remaining rebirths then their remaining rebirths equal their new constitution score.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Optional</strong></span></p><p><span style="color: white">The GM can have the player roll 1d4 and subtract that amount from the constitution.</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Rebirth Check</strong></span></p><p><span style="color: white">When an attempt is made to resurrect a character that character must pass a rebirth check (Fort save). The rebirth check is completed before the constitution reduction. If the character fails this check the spell caster still used a spell slot and the character is permanently dead.</span></p><p><span style="color: white"><strong>Rebirth Check DC:</strong> 25 – ½ con + ½ character level; round final result up</span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Optional</strong></span></p><p><span style="color: white">A natural 1 always fails and a natural 20 always passes.</span></p><p><span style="color: white">Death from Constitution Damage</span></p><p><span style="color: white">If a character dies from constitution damage they cannot be resurrected by any means.</span></p><p><span style="color: white"></span><span style="color: orange"></span></p><p><span style="color: orange">Using Magic Items</span><span style="color: white"></span></p><p><span style="color: white">In order to use a magic item the character must either be a character that can cast and knows the spell that the item casts or they must be a bard or rogue with the use magic device skill. Every magic item has a use DC of 10 + spell level + # of damage/healing dice, if the spell has no damage/healing dice then the use DC becomes 10 + (spell level*2). The use magic device skill can only be used to cast a spell from a scroll or wand a number of times equal to the character’s charisma score per day. A caster that is using a magic device rolls a standard casting check, however they only use half a spell slot when using a magic device.</span></p><p><span style="color: white"></span><span style="color: Orange"></span></p><p><span style="color: Orange">Examples</span><span style="color: white"></span></p><p><span style="color: white"><strong>Our Party</strong></span></p><p><span style="color: white">Karin - 8th Level Druid Con 14, Wis 16 (+3)</span></p><p><span style="color: white">Damien - 4th Level Wizard Con 12, Int 12 (+1)</span></p><p><span style="color: white">Seria - 18th Level Bard Con 18, Cha 18 (+4)</span></p><p><span style="color: white">Jeremiah - 10th Level Fighter Con 16, Fort Save +10</span></p><p><span style="color: white">Serilac - 4th Level Rogue Con 10, Fort Save +1 </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Spell Preparation/Selection</strong></span></p><p><span style="color: white">Since this is not affected by these rules all of the spell casters abide by the core rules. Number/Level breaks down spells.</span></p><p><span style="color: white">Karin selects 6/0, 4/1, 4/2, 3/3, 3/4, 2/5</span></p><p><span style="color: white">Damien prepares 4/0, 3/1, 2/2</span></p><p><span style="color: white">Seria says screw you guys I'm playing some tunes. But she's allowed to cast 6/0, 5/1, 5/2, 5/3, 4/4, 4/5, 3/6 spells per day. </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Spell Slots</strong></span></p><p><span style="color: white">Karin has 8(16/2) Spell slots. So even though he has prepared 22 spells he can only attempt to cast 8 of them.</span></p><p><span style="color: white">Damien has 6 (12/2) Spell slots. So even though he has prepared 9 spells he can only attempt to cast 6 of them.</span></p><p><span style="color: white">Seria has 9 (18/2) Spell slots. So even though the cores rules give her 32 spells per day she can only attempt to cast 9 of them. </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Casting Checks</strong></span></p><p><span style="color: white">Karin attempts to cast Ice Storm. The Casting Check for this spell is 10 + 5(spell level) + 5(damage dice) for a total of 20. Karin Rolls a 14 + 7(Casting Save) = 21 which is enough to cast the spell. The spell successfully goes off. Karin now has 7 spell slots left for the day. </span></p><p><span style="color: white">Damien attempts to cast Protection from Arrows on himself. The Casting Check for this spell is 10 + 4(spell level *2) = 14. Damien rolls a 4. 10 + 3 = 13, which is not high enough to cast the spell. The spell fizzles and Damien can only attempt to cast 5 more spells today. </span></p><p><span style="color: white">Seria attempts to cast Nightmare. The Casting Check for this 10 + 5(spell level) + 1(damage dice) = 16. She rolls a 7 + 10 (Casting Save) = 17. The spell is successful and Seria can only cast 8 more spells today. </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Damage/Healing Rolls</strong></span></p><p><span style="color: white">Karin rolls the damage for Ice Storm (5d6) and gets 3,6,2,5,1. This roll becomes 1,6,2,1,1 = 11. Karin's Ice Storm deals 11 points of damage to the target. </span></p><p><span style="color: white">Seria rolls the damage for Nightmare (1d10) and gets a 9. This becomes a 1. Seria's Nightmare does 1 point of damage. </span></p><p><span style="color: white"></span></p><p><span style="color: white"><strong>Resurrection</strong></span></p><p><span style="color: white">Jeremiah has fallen from a cliff and died. The party lugs his body back to town, while cursing themselves for not hiring a Cleric. Back in town they take the body to a temple to be resurrected. The priest is successful in resurrecting Jeremiah, now Jeremiah has to see if his spirit can find his body (His check is 25 - 8 + 5 = 23, he rolls a 16 adds the Fort modifier of +10 = 26 so he is successful). As you walk the foggy path towards the light that is shinning brightly in the distances you hear a strange voice summoning you back. You turn around and walk back from whence you came. As you feel yourself stepping back into the confines of a mortal body you hear a booming voice say, "Death is supposed to be permanent, you are a lucky warrior." Opening your eyes you find yourself in a temple with your friends standing around you. Jeremiah now has a con of 15 and can only be resurrected 7 more times. </span></p><p><span style="color: white"></span></p><p><span style="color: white">Serilac has set of a trap while attempting to disarm it and died. The party carries her back to town, grateful that they hired a halfling rogue. Back in town they take the body to a temple to be resurrected. The priest is successful in resurrecting Serilac. Now Serilac will see if she can make it back to her body (Her check is 25 - 5 + 4 = 24. She rolls a 14 + 1 = 15, which is not high enough to come back). As you walk down the foggy passage towards the light that is mystically pulling you, you pause for a moment as a voice calls you from behind. You attempt to find that voice but in the confusion you walk into the light. The body does not move. </span></p><p><span style="color: white"></span></p><p></p><p><span style="color: LimeGreen">Questions following immediatly</span></p></blockquote><p></p>
[QUOTE="Drawmack, post: 363225, member: 4981"] [b]Take II[/b] [color=LimeGreen]Okay here we go. This is the second version of my weakened magic system. Special Items of note are. Definitions Added Casting Checks now roll against the ability that controls the number of spells a caster has. Spell slots are not related to the ability of the save dc on a caster's spells Using Magic Items Added Examples Added Optional Rules added to Casting Checks, Spell Damage and Healing, Spell Slots and Resurection In a seperate post I will answer all of the questions brought up earlier in the thread as they relate to the new system. [/color] [color=orange][b]Weakened Magic Rules[/b][/color][color=white] While the core magic rules of the d20 system are a lot of fun and work very well in a high-magic fantasy setting, using the standard combat rules they do not port well to other combat and hit point systems or to a lower magic setting. These rules are offered as a means to easily reduce the power and frequency of magic for a setting with moderate magic. This system is designed specifically for use with the [url=http://www.rpgunited.com/eng/prod/d20sle.html]Grim –n- Gritty Hit Point and Battle System by Kenneth S. Hood[/url] but should be generic enough to work with other systems as well. [/color][color=orange] Definitions:[/color][color=white] [b]Day[/b] – The time it takes a day to pass on your world [b]Casting Check[/b] - The roll that a player must make in order for their character to cast a spell [b]Spell Slots[/b] - The number of spells, regardless of level, that a character may attempt the cast in a day [b]Rebirth Check[/b] - The roll that a player must make in order for their character to be reborn [b]Magic Items[/b] – Wands and Scrolls [/color][color=orange] Casting Checks[/color][color=white] To cast a spell, the spell caster must pass a casting check with a DC of 10 + spell level + # of damage/healing dice. If a spell has no damage/healing dice then the DC becomes 10 + (spell level * 2). If the casting check is failed the caster still fills a spell slot. This check applies to creatures that gain caster levels innately such as dragons. The casting check does not apply to spell-like abilities such as a slaad’s summon slaad ability. The modifier that the caster adds to their roll is called their casting save. Casting saves for the core classes are detailed in Table 1. All casting save modifiers have a minimum of 0. All rounding is down to a minimum of 0. To calculate the casting save for a different class the formula is Ability modifier of spell save DC + ((20/Highest level spell) [rounded up] * Caster Level) [b]Table 1: Casting Saves by Class[/b] Bard – Charisma Modifier + 1/3 Bard Level Cleric – Wisdom Modifier + 1/2 Cleric Level Druid – Wisdom Modifier + 1/2 Druid Level Paladin – Wisdom Modifier + 1/4 Paladin Level Sorcerer – Charisma Modifier + 1/2 Sorcerer Level Wizard – Intelligence Modifier + 1/2 Wizard Level [b]Optional[/b] [b]1)[/b] Near Miss - If the casting check is only missed by 1 the spell still goes off but it's effects are halved. If the effects cannot be halved then it is pointed at a random PC or NPC. Each of the options detailed below should be used exclusively as they contradict one another when attempting to use them together. [b]2)[/b] On a casting check a natural 1 can always fail and a natural 20 can always pass. [b]3)[/b] A natural 20 = 30 and a Natural 1 = -10 [b]4)[/b] A natural 1 is a critical failure doing 1 point of temporary ability damage to the character’s casting save ability. A natural 20 is a critical cast and the spell does not suffer the damage/healing reduction detailed below. [b]5)[/b] On a natural 1 or a natural 20 the caster rolls a second casting check. If the second casting check is passed then a natural 20 becomes critical or a natural 1 does not do the ability damage. If the second casting check is failed then a natural 1 is a critical failure and a natural 20 is not a critical cast. [/color][color=orange] Spell Damage and Healing[/color][color=white] Spell damage and healing suffer a possible reduction. When rolling the damage or healing for any spell all of the dice that come up with an odd number are worth 1 point instead of the face value. This means that spells still have the same maximum damage and healing but the average damage or healing of spells is greatly reduced. [b]Optional[/b] Natural ones count as zeros but all successful spells do a minimum of 1 point of damage or healing if they have damage or healing dice. [/color][color=orange] Spell Slots[/color][color=white] A character gets a number of spell slots equal to ½ their ability score from Table 2 or the number of spells allowed by the core rules; whichever is less. The spell slots are filled when a cast is attempted, not when a spell is prepared. Wizards, Clerics and other classes that must prepare or choose their spells ahead of time still prepare or choose their standard number of spells. The most spells that a caster can attempt to cast are equal to their number of spell slots. Spell slots do not have a level attached to them. You must sleep 1/3 of a day (eight out of twenty-four hours) in order to empty your spell slots again. [b]Table 2: Spell Slot Ability by Class[/b] Bard – Charisma Cleric – Wisdom Druid - Wisdom Paladin – Wisdom Sorcerer – Charisma Wizard – Intelligence General – The ability of the caster’s spell save [b]Optional[/b] Spell slots may, at the GMs discretion, be regained on a prorated basis. If the DM allows this then the character will receive a percentage of their spell slots equal to the percentage of a full nights sleep that they got. For example if a wizard gets 8 spell slots and the day is 24 hours long, then they will receive 1 spell slot for each hour they sleep. [/color][color=orange] Turning Undead[/color][color=white] This is not a spell or a spell-like ability but rather a gift to the pious from their god. Therefore this is not affected by these rules. [/color][color=orange] Resurrection (rebirth)[/color][color=white] Resurrection spells are considered a special case and therefore have their own additional rules. All of the above rules still apply to the caster that is casting resurrection; however the character being resurrected must also follow the rules below. [b]Maximum Rebirths[/b] You can only be resurrected, or reborn, a limited number of times. Resurrection requires the direct intervention of a god and therefore gets a god’s attention. As any clergy member will tell you, asking for the direct attention of a god is not a good thing. In this case the gods mark you with a rebirth number, which can never increase. The rebirth number decreases by one every time the same character is reborn, including the first time. [b]Rebirth Number:[/b] ½ constitution score (excluding temporary bonuses) rounded down [b]Constitution Reduction[/b] Each time a character is reborn their constitution score is reduced by one. If a character was under the effects of a constitution drain at the time of death then the constitution drain becomes permanent, however constitution bonuses are lost. If the character’s constitution becomes less then their remaining rebirths then their remaining rebirths equal their new constitution score. [b]Optional[/b] The GM can have the player roll 1d4 and subtract that amount from the constitution. [b]Rebirth Check[/b] When an attempt is made to resurrect a character that character must pass a rebirth check (Fort save). The rebirth check is completed before the constitution reduction. If the character fails this check the spell caster still used a spell slot and the character is permanently dead. [b]Rebirth Check DC:[/b] 25 – ½ con + ½ character level; round final result up [b]Optional[/b] A natural 1 always fails and a natural 20 always passes. Death from Constitution Damage If a character dies from constitution damage they cannot be resurrected by any means. [/color][color=orange] Using Magic Items[/color][color=white] In order to use a magic item the character must either be a character that can cast and knows the spell that the item casts or they must be a bard or rogue with the use magic device skill. Every magic item has a use DC of 10 + spell level + # of damage/healing dice, if the spell has no damage/healing dice then the use DC becomes 10 + (spell level*2). The use magic device skill can only be used to cast a spell from a scroll or wand a number of times equal to the character’s charisma score per day. A caster that is using a magic device rolls a standard casting check, however they only use half a spell slot when using a magic device. [/color][color=Orange] Examples[/color][color=white] [b]Our Party[/b] Karin - 8th Level Druid Con 14, Wis 16 (+3) Damien - 4th Level Wizard Con 12, Int 12 (+1) Seria - 18th Level Bard Con 18, Cha 18 (+4) Jeremiah - 10th Level Fighter Con 16, Fort Save +10 Serilac - 4th Level Rogue Con 10, Fort Save +1 [b]Spell Preparation/Selection[/b] Since this is not affected by these rules all of the spell casters abide by the core rules. Number/Level breaks down spells. Karin selects 6/0, 4/1, 4/2, 3/3, 3/4, 2/5 Damien prepares 4/0, 3/1, 2/2 Seria says screw you guys I'm playing some tunes. But she's allowed to cast 6/0, 5/1, 5/2, 5/3, 4/4, 4/5, 3/6 spells per day. [b]Spell Slots[/b] Karin has 8(16/2) Spell slots. So even though he has prepared 22 spells he can only attempt to cast 8 of them. Damien has 6 (12/2) Spell slots. So even though he has prepared 9 spells he can only attempt to cast 6 of them. Seria has 9 (18/2) Spell slots. So even though the cores rules give her 32 spells per day she can only attempt to cast 9 of them. [b]Casting Checks[/b] Karin attempts to cast Ice Storm. The Casting Check for this spell is 10 + 5(spell level) + 5(damage dice) for a total of 20. Karin Rolls a 14 + 7(Casting Save) = 21 which is enough to cast the spell. The spell successfully goes off. Karin now has 7 spell slots left for the day. Damien attempts to cast Protection from Arrows on himself. The Casting Check for this spell is 10 + 4(spell level *2) = 14. Damien rolls a 4. 10 + 3 = 13, which is not high enough to cast the spell. The spell fizzles and Damien can only attempt to cast 5 more spells today. Seria attempts to cast Nightmare. The Casting Check for this 10 + 5(spell level) + 1(damage dice) = 16. She rolls a 7 + 10 (Casting Save) = 17. The spell is successful and Seria can only cast 8 more spells today. [b]Damage/Healing Rolls[/b] Karin rolls the damage for Ice Storm (5d6) and gets 3,6,2,5,1. This roll becomes 1,6,2,1,1 = 11. Karin's Ice Storm deals 11 points of damage to the target. Seria rolls the damage for Nightmare (1d10) and gets a 9. This becomes a 1. Seria's Nightmare does 1 point of damage. [b]Resurrection[/b] Jeremiah has fallen from a cliff and died. The party lugs his body back to town, while cursing themselves for not hiring a Cleric. Back in town they take the body to a temple to be resurrected. The priest is successful in resurrecting Jeremiah, now Jeremiah has to see if his spirit can find his body (His check is 25 - 8 + 5 = 23, he rolls a 16 adds the Fort modifier of +10 = 26 so he is successful). As you walk the foggy path towards the light that is shinning brightly in the distances you hear a strange voice summoning you back. You turn around and walk back from whence you came. As you feel yourself stepping back into the confines of a mortal body you hear a booming voice say, "Death is supposed to be permanent, you are a lucky warrior." Opening your eyes you find yourself in a temple with your friends standing around you. Jeremiah now has a con of 15 and can only be resurrected 7 more times. Serilac has set of a trap while attempting to disarm it and died. The party carries her back to town, grateful that they hired a halfling rogue. Back in town they take the body to a temple to be resurrected. The priest is successful in resurrecting Serilac. Now Serilac will see if she can make it back to her body (Her check is 25 - 5 + 4 = 24. She rolls a 14 + 1 = 15, which is not high enough to come back). As you walk down the foggy passage towards the light that is mystically pulling you, you pause for a moment as a voice calls you from behind. You attempt to find that voice but in the confusion you walk into the light. The body does not move. [/color] [color=LimeGreen]Questions following immediatly[/color] [/QUOTE]
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