wayfare
2011-08-14, 03:23 PM
All:
I've always wanted to run a D&D game that requires rolling to cast spells, much like Earthdawn. My group doesn't want to transition to 4.0, so I came up with this 3.5 variant rules set as a way to incorporate rolling into spellcasting. Any thoughts would be appreciated!
A Few Notes:
1) I use spellcaster and mage interchangeably -- I don't have a fluffy way of applying this to clerics, so I left them out for the moment. Any suggestions would be appreciated!
2) The descriptions here only go up to character level 10, as that is the limit of the campaign I am running. I believe that these rules can be applied to higher level campaigns, as long as the Spellcastning DCs were modified.
3) Just to make this explicit, this system replaces Vancian casting. You can cast a memorized spell as often as you like, so long as you make the spellcasting roll.
Casting A Spell
To cast a spell, the spellcaster must make a caster-level check with a DC dependent upon the spell level to be cast:
Level 0: DC 15
Level 1: DC 16
Level 2: DC 18
Level 3: DC 21
Level 4: DC 25
Level 5: DC 30
A Mage adds his Intelligence modifier to a caster level check to determine the result.
If the spellcaster is being attacked while casting a spell (regardless if the attack hits or not), the DC to cast the spell increases by 5.
Memorized Spells vs. Ritual Spells
Arcane spellcasters know two different types of spells: Memorized Spells and Ritual Spells.
Memorized Spells are spells that the mage can cast from memory, almost like a reflex. These spells are more or less equivalent to a warrior swinging as word in terms of the effort the mage expends in casting the spell.
Memorized Spells do not require material components or foci (even if these are listed in the spell description). However, a mage cannot add metamagic feats to his memorized spells -- the patterns a mage memorizes to cast a spell are unique, abbreviated versions of ritual spells. Modifying memorized spells with metamagic requires that the spell be "re-written" on the fly, an act too complex for even the most puissant of mortal casters (it is rumored that divine creatures can accomplish this feat).
A spellcaster can only memorize a certain number of spells of each level. (Unlike the Wizard class, this a high Intelligence modifier does not modify this number).
The Mage: Maximum Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th
1st|2|-|-|-|-
2nd|3|-|-|-|-
3rd|3|1|-|-|-
4th|4|2|-|-|-
5th|4|2|1|-|-
6th|4|3|2|-|-
7th|4|3|2|1|-
8th|4|4|3|2|-
9th|4|4|3|2|1
10th|4|4|4|3|2[/table]
At 1st level, the spellcaster know 2 spells of 1st level. Each time the spellcaster gains access to a new spell level, she gains access to 1 new spell of that level. All other spells are learned through research (see Learning Spells below).
Ritual Spells are spells that a mage has written in his spellbook. While the mage is unable to cast these spells as easily as spells he has memorized, these spells can still be cast through ritual magic.
A ritual spell requires any material components and foci listed in the spell description. Casting the spell is an extended action consisting of 5 caster level checks over a listed period, against the spellcasting DC of the spell. The mage must succeed at 3 of these checks to successfully cast the spell. Even if the Mage earns all 3 successes in his first 3 rolls, the spell still takes the listed duration to complete, and the mage must maintain the spell (ie, if the mage dies or is knocked unconscious or otherwise prevented from casting, the spell fails).
The duration of the spellcasting depends on the level of the spell.
{table=head]Spell Level|Duration|Checks At
1st|1 minute|2 rounds
2nd|5 minutes|1 minute
3rd|10 minutes|2 minutes
4th|1 hour|12 minutes
5th|5 hours|1 hour[/table]
Unlike Memorized spells, a Ritual Spell can have Metamagic feats applied to it. Each metamagic feat applied adds 2 to the Spellcasting DC of the spell. A mage is subject to normal metamagic limitations when enhancing a spell in this way (if the modified spell level exceeds the maximum level you can cast, the spell becomes too difficult for you to cast and fails).
Learning Spells
To learn a spell, the spellcaster must write that spell in his spelbook as a ritual. This is an extended action taking 1 hour and requiring a successful caster level check against the casting DC of the spell.
Once the caster has written his spell in a spell book, he may attempt to memorize that spell. Memorizing a spell requires a number of days of research dependent upon the spell level:
Level 1 = 1 day
Level 2 = 3 days
Level 3 = 5 days
Level 4 = 7 days
Level 5 = 9 days
At the end of each day of research, the mage must make a caster level check. Success indicates that the day counts as a successful day of research. Failure indicates that the day is wasted. Failing 3 times in a row or abandoning research for 3 days cancels all successful days of research.
Once a mage accumulates all successful days of research requires, the spell is added to his list of memorized spells.
Replacing a Spell
Once a mage has memorized his maximum number of spells of a particular level, he can only learn new spells by abandoning a known spell. To abandon a spell, the mage must not cast that spell for a week. At the end of that week, the mage removes that spell from his list of spells memorized. He can then memorize any spell of equivalent level in his spell book, as normal.
Magic Foci (Many Thanks to Shadowlord)
Staffs are magical foci that enhance your spellcasting rolls and allow you to add metamagic effects to your spells.
Staffs can be enchanted with up to a +5 enhancement bonus on spellcasting attempts.
Additionally, staffs can be enhanced with metamagic feats that can be applied to your spells 3 times per day. Each metamagic feat applied to a staff adds to the effective enhancement bonus of the item.
Empower Spell: +3 Bonus
Enlarge Spell: +2
Extend Spell: +2
Heighten Spell 1 Level: +1
Heighten Spell 2 Levels: +2
Heighten Spell 3 Levels: +3
Maximize Spell: +4
Quicken Spell: +5
Silent Spell: +1
Still Spell: +1
Only 1 metamagic feat can be applied to a spell in this way at any individual casting.
I've always wanted to run a D&D game that requires rolling to cast spells, much like Earthdawn. My group doesn't want to transition to 4.0, so I came up with this 3.5 variant rules set as a way to incorporate rolling into spellcasting. Any thoughts would be appreciated!
A Few Notes:
1) I use spellcaster and mage interchangeably -- I don't have a fluffy way of applying this to clerics, so I left them out for the moment. Any suggestions would be appreciated!
2) The descriptions here only go up to character level 10, as that is the limit of the campaign I am running. I believe that these rules can be applied to higher level campaigns, as long as the Spellcastning DCs were modified.
3) Just to make this explicit, this system replaces Vancian casting. You can cast a memorized spell as often as you like, so long as you make the spellcasting roll.
Casting A Spell
To cast a spell, the spellcaster must make a caster-level check with a DC dependent upon the spell level to be cast:
Level 0: DC 15
Level 1: DC 16
Level 2: DC 18
Level 3: DC 21
Level 4: DC 25
Level 5: DC 30
A Mage adds his Intelligence modifier to a caster level check to determine the result.
If the spellcaster is being attacked while casting a spell (regardless if the attack hits or not), the DC to cast the spell increases by 5.
Memorized Spells vs. Ritual Spells
Arcane spellcasters know two different types of spells: Memorized Spells and Ritual Spells.
Memorized Spells are spells that the mage can cast from memory, almost like a reflex. These spells are more or less equivalent to a warrior swinging as word in terms of the effort the mage expends in casting the spell.
Memorized Spells do not require material components or foci (even if these are listed in the spell description). However, a mage cannot add metamagic feats to his memorized spells -- the patterns a mage memorizes to cast a spell are unique, abbreviated versions of ritual spells. Modifying memorized spells with metamagic requires that the spell be "re-written" on the fly, an act too complex for even the most puissant of mortal casters (it is rumored that divine creatures can accomplish this feat).
A spellcaster can only memorize a certain number of spells of each level. (Unlike the Wizard class, this a high Intelligence modifier does not modify this number).
The Mage: Maximum Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th
1st|2|-|-|-|-
2nd|3|-|-|-|-
3rd|3|1|-|-|-
4th|4|2|-|-|-
5th|4|2|1|-|-
6th|4|3|2|-|-
7th|4|3|2|1|-
8th|4|4|3|2|-
9th|4|4|3|2|1
10th|4|4|4|3|2[/table]
At 1st level, the spellcaster know 2 spells of 1st level. Each time the spellcaster gains access to a new spell level, she gains access to 1 new spell of that level. All other spells are learned through research (see Learning Spells below).
Ritual Spells are spells that a mage has written in his spellbook. While the mage is unable to cast these spells as easily as spells he has memorized, these spells can still be cast through ritual magic.
A ritual spell requires any material components and foci listed in the spell description. Casting the spell is an extended action consisting of 5 caster level checks over a listed period, against the spellcasting DC of the spell. The mage must succeed at 3 of these checks to successfully cast the spell. Even if the Mage earns all 3 successes in his first 3 rolls, the spell still takes the listed duration to complete, and the mage must maintain the spell (ie, if the mage dies or is knocked unconscious or otherwise prevented from casting, the spell fails).
The duration of the spellcasting depends on the level of the spell.
{table=head]Spell Level|Duration|Checks At
1st|1 minute|2 rounds
2nd|5 minutes|1 minute
3rd|10 minutes|2 minutes
4th|1 hour|12 minutes
5th|5 hours|1 hour[/table]
Unlike Memorized spells, a Ritual Spell can have Metamagic feats applied to it. Each metamagic feat applied adds 2 to the Spellcasting DC of the spell. A mage is subject to normal metamagic limitations when enhancing a spell in this way (if the modified spell level exceeds the maximum level you can cast, the spell becomes too difficult for you to cast and fails).
Learning Spells
To learn a spell, the spellcaster must write that spell in his spelbook as a ritual. This is an extended action taking 1 hour and requiring a successful caster level check against the casting DC of the spell.
Once the caster has written his spell in a spell book, he may attempt to memorize that spell. Memorizing a spell requires a number of days of research dependent upon the spell level:
Level 1 = 1 day
Level 2 = 3 days
Level 3 = 5 days
Level 4 = 7 days
Level 5 = 9 days
At the end of each day of research, the mage must make a caster level check. Success indicates that the day counts as a successful day of research. Failure indicates that the day is wasted. Failing 3 times in a row or abandoning research for 3 days cancels all successful days of research.
Once a mage accumulates all successful days of research requires, the spell is added to his list of memorized spells.
Replacing a Spell
Once a mage has memorized his maximum number of spells of a particular level, he can only learn new spells by abandoning a known spell. To abandon a spell, the mage must not cast that spell for a week. At the end of that week, the mage removes that spell from his list of spells memorized. He can then memorize any spell of equivalent level in his spell book, as normal.
Magic Foci (Many Thanks to Shadowlord)
Staffs are magical foci that enhance your spellcasting rolls and allow you to add metamagic effects to your spells.
Staffs can be enchanted with up to a +5 enhancement bonus on spellcasting attempts.
Additionally, staffs can be enhanced with metamagic feats that can be applied to your spells 3 times per day. Each metamagic feat applied to a staff adds to the effective enhancement bonus of the item.
Empower Spell: +3 Bonus
Enlarge Spell: +2
Extend Spell: +2
Heighten Spell 1 Level: +1
Heighten Spell 2 Levels: +2
Heighten Spell 3 Levels: +3
Maximize Spell: +4
Quicken Spell: +5
Silent Spell: +1
Still Spell: +1
Only 1 metamagic feat can be applied to a spell in this way at any individual casting.