Revan Ordo
2010-08-13, 07:53 AM
The setting is a low magic one. The max spell level in this setting is 5th and many spells especially the flashier ones have been removed (i.e. No Dimension Doors, Greater Invisibility, Teleports, Wall of Force, or Summons, etc.)
There will only be one generic spellcasting class that is kind of a catch-all for healers, loremasters, and wizards. The spellcaster casts spells spontaneously and has a set amount of spells known that can be increased through study (very restricted, takes a long time to learn a new spell through study).
How spellcasting works (This is similar to how spellcasting works in LOTR Rpg but converted to d20):
There are no spells slots. You gain access to certain levels of spells as per the wizard's spellcasting progression. Casting spells causes weariness. In order to cast a spell, the caster must make a Concentration (3.5)/Spellcraft (Pathfinder) check versus the DC for that level. If they succeed the spell is cast as normal. If they fail, the caster cannot complete the spell and takes a certain amount of subdual damage as per the table below. Casters may not 'take 10' or 'take 20' on this check.
Also for each spell cast within 1 minute of casting any other spell, you suffer a -1 penalty to your Concentration/Spellcraft check for casting spells. For example, if a character casts one spell per round for three rounds (a total of 18 seconds), the first check suffers no penalty, the second suffers a -1 penalty, the third suffers a -2 penalty. If he casts another spell 5 rounds later, he suffers a -3 penalty.
Spellcasters also find it harder to make the Concentration/Spellcraft check when they have multiple spells active at once. For every spell a character has active, he suffers a -1 penalty to the check for other spells cast during that period. This penalty is cumulative with the penalty for multiple castings within a minute.
{table]Spell Level|Concentration/Spellcraft DC|Subdual Damage
0th|10|1
1st|15|3
2nd|20|6
3rd|25|9
4th|30|12
5th|35|15[/table]
I've modified the DCs a bit, since it is now skill based instead of save based. I think it should still be reasonable.
There will only be one generic spellcasting class that is kind of a catch-all for healers, loremasters, and wizards. The spellcaster casts spells spontaneously and has a set amount of spells known that can be increased through study (very restricted, takes a long time to learn a new spell through study).
How spellcasting works (This is similar to how spellcasting works in LOTR Rpg but converted to d20):
There are no spells slots. You gain access to certain levels of spells as per the wizard's spellcasting progression. Casting spells causes weariness. In order to cast a spell, the caster must make a Concentration (3.5)/Spellcraft (Pathfinder) check versus the DC for that level. If they succeed the spell is cast as normal. If they fail, the caster cannot complete the spell and takes a certain amount of subdual damage as per the table below. Casters may not 'take 10' or 'take 20' on this check.
Also for each spell cast within 1 minute of casting any other spell, you suffer a -1 penalty to your Concentration/Spellcraft check for casting spells. For example, if a character casts one spell per round for three rounds (a total of 18 seconds), the first check suffers no penalty, the second suffers a -1 penalty, the third suffers a -2 penalty. If he casts another spell 5 rounds later, he suffers a -3 penalty.
Spellcasters also find it harder to make the Concentration/Spellcraft check when they have multiple spells active at once. For every spell a character has active, he suffers a -1 penalty to the check for other spells cast during that period. This penalty is cumulative with the penalty for multiple castings within a minute.
{table]Spell Level|Concentration/Spellcraft DC|Subdual Damage
0th|10|1
1st|15|3
2nd|20|6
3rd|25|9
4th|30|12
5th|35|15[/table]
I've modified the DCs a bit, since it is now skill based instead of save based. I think it should still be reasonable.