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View Full Version : Idea: Primal Spellcasting.



magic9mushroom
2009-02-26, 12:44 PM
Basic Idea: Run normal spells along lines similar to those given for Epic Spells. A Spellcraft check is required to cast each spell, with more powerful spells having a higher DC. Relevant Knowledge skills determine spells/day and spells known. Spontaneous casters get a straight decrease to the DC of their Spellcraft checks, while "prepared" casters get a bigger decrease if they prepared the spell beforehand. Work in progress, suggestions welcome.



Magical Capability: In order to cast spells, one must have the Arcane Aptitude (for arcane spells), Divine Favor (for cleric-type spells) or Natural Attunement (for druid-type spells) feat. Any character can take these feats; Wizards, Sorcerers and Bards get Arcane Aptitude free, Clerics get Divine Favor free, and Druids get Natural Attunement free. Paladins get Divine Favor at level 4, while Rangers get Natural Attunement at level 4.

Spell Complexity: Spellcraft DCs are doubled from the normal Epic DC. Characters cannot cast spells with a Spellcraft DC higher than the sum of their Spellcraft and relevant Knowledge skill ranks + 10, or with a Spellcraft DC greater than 3 times their relevant ability score.

Spells/Day: All spellcasters may cast one spell per day per two ranks they have in the relevant Knowledge skill (Arcana, Religion or Nature). Spells with a Spellcraft DC less than a character's maximum allowed DC by 10 or more count half, by 20 or more count 1/4, by 30 or more count 1/8, and so on. Wizards, Clerics and Druids may prepare some or all of their spells at the beginning of the day; this decreases the Spellcraft DC of the spell. If they wish, they may abandon these spells in favor of others at some later point, though this loses the benefits of preparation. Relevant ability modifiers count as skill ranks for this purpose.

Learning Spells: Wizards may add spells to their spellbooks as normal, subject to the rules below about spellbook space. They gain (Int modifier) free new spells at each level. Sorcerers gain 2 + Cha modifier new mastered spells at each level. Bards gain 1 + Cha modifier. This does not work retroactively with an increased Cha modifier. All other classes do not get these benefits.

Spellcasting: Any spellcaster can cast any spell, with the following limitations:

Spells take 4x as long to cast as normal, ie 1 action -> 2 full-round actions, 1 round -> 4 rounds, etc. This is bypassed by prepared spells and mastered spells.

Casting a spell inappropriate to the knowledge you are using to cast it, e.g. a character with Arcane Aptitude but not either of the other spellcasting feats casting a healing spell, raises the Spellcraft DC by 20.

More to be added later, specifically class stuff.