GreatWyrmGold
2009-06-25, 08:52 PM
Well, I was going to post this here (http://www.giantitp.com/forums/showthread.php?t=99697), but I looked, and saw it would be thread necromancy.
Well.
System:
Rules
When you cast a spell, make a special check with a DC of 10+(4*the spell level). If this fails, roll again, doubling the DC. If this check succeeds, nothing happens except losing the action and spell slot. If it fails, roll on the Spell Failure table. The bonus on the special check is equal to the caster's caster level+his/her primary spellcasting ability bonus.
Tables:
DCs
{table=head]Spell level|DC|DC for failure
0|10|20
1|14|28
2|18|36
3|22|44
4|26|52
5|30|60
6|34|68
7|38|76
8|42|84
9|46|92[/table]
Spell Failure Table
{table=head]%|Effect
1-15|No effect; spell slot/components wasted.
16-30|No effect; spell slot/components not wasted.
31-40|Roll on wild magic table.*
41-50|Roll on Rod of Wonder table.**
51-55|Caster takes 1d8 points of damage per spell level (1d4 for 0-level spells).
56-60|Caster is healed 1d8 points of damage per spell level (1d4 for 0-level spells).
61-63|Caster takes 1d3 points of damage to his primary spellcasting ability score.***
64-65|Caster gains a +2 bonus to his primary spellcasting ability for 1 hour.***
66-80|Random monster summoned from the Summon Monster spell list of the appropriate spell level. If this is rolled for a 0-level spell, roll again.
81-90|Spell has opposite effect. For example, a fireball might heal or deal cold damage.
91-94|Spell has random but useless effect similar to the spell's original effect. For example, a feather fall might cover the caster with feathers.
95-97|Spell has double effect. If this cannot apply to the spell, roll again.
98-99|Roll twice again.
100|Powerful magic is unlocked. Roll on the Powerful Magic table. If the caster suceeds on a Spellcraft check (DC 25+spell level+DC modifier), the caster can remember how to cast the spell that way for 24 hours unless written down. If remembered, add the DC modifier to the DC to cast when using the Powerful Magic result. A remembered result [/table]
*See Planar Traits in the DMG.
**See the item description in the DMG.
***Primary spellcasting ability is defined as the ability that modifies the spells for the class the spellcaster is casting the spell with. If there is more than one possibility, determine randomly.
Powerful Magic Table
{table=heading]%|Result|DC modifier
1-50|The spell is succesfully cast despite failing the Spellcraft check. Cannot be repeated.|n/a
51-75|The spell has, instead of the usual effect, a useful effect related to the spell. For example, a Cone of Cold spell might grant the caster reaistance or immunity to cold. |+1-+5, depending on the power of the effect.
76-90|As above, but the effect is in addition to the normal effect.|+3-+7
91-99|A random metamagic feat is applied to the spell.|+1.5/+1 spell level of the metamagic feat (round down)
100|DM's dicretion, but very powerful.|+10 or more (usually)[/table]
Comments?
Well.
System:
Rules
When you cast a spell, make a special check with a DC of 10+(4*the spell level). If this fails, roll again, doubling the DC. If this check succeeds, nothing happens except losing the action and spell slot. If it fails, roll on the Spell Failure table. The bonus on the special check is equal to the caster's caster level+his/her primary spellcasting ability bonus.
Tables:
DCs
{table=head]Spell level|DC|DC for failure
0|10|20
1|14|28
2|18|36
3|22|44
4|26|52
5|30|60
6|34|68
7|38|76
8|42|84
9|46|92[/table]
Spell Failure Table
{table=head]%|Effect
1-15|No effect; spell slot/components wasted.
16-30|No effect; spell slot/components not wasted.
31-40|Roll on wild magic table.*
41-50|Roll on Rod of Wonder table.**
51-55|Caster takes 1d8 points of damage per spell level (1d4 for 0-level spells).
56-60|Caster is healed 1d8 points of damage per spell level (1d4 for 0-level spells).
61-63|Caster takes 1d3 points of damage to his primary spellcasting ability score.***
64-65|Caster gains a +2 bonus to his primary spellcasting ability for 1 hour.***
66-80|Random monster summoned from the Summon Monster spell list of the appropriate spell level. If this is rolled for a 0-level spell, roll again.
81-90|Spell has opposite effect. For example, a fireball might heal or deal cold damage.
91-94|Spell has random but useless effect similar to the spell's original effect. For example, a feather fall might cover the caster with feathers.
95-97|Spell has double effect. If this cannot apply to the spell, roll again.
98-99|Roll twice again.
100|Powerful magic is unlocked. Roll on the Powerful Magic table. If the caster suceeds on a Spellcraft check (DC 25+spell level+DC modifier), the caster can remember how to cast the spell that way for 24 hours unless written down. If remembered, add the DC modifier to the DC to cast when using the Powerful Magic result. A remembered result [/table]
*See Planar Traits in the DMG.
**See the item description in the DMG.
***Primary spellcasting ability is defined as the ability that modifies the spells for the class the spellcaster is casting the spell with. If there is more than one possibility, determine randomly.
Powerful Magic Table
{table=heading]%|Result|DC modifier
1-50|The spell is succesfully cast despite failing the Spellcraft check. Cannot be repeated.|n/a
51-75|The spell has, instead of the usual effect, a useful effect related to the spell. For example, a Cone of Cold spell might grant the caster reaistance or immunity to cold. |+1-+5, depending on the power of the effect.
76-90|As above, but the effect is in addition to the normal effect.|+3-+7
91-99|A random metamagic feat is applied to the spell.|+1.5/+1 spell level of the metamagic feat (round down)
100|DM's dicretion, but very powerful.|+10 or more (usually)[/table]
Comments?