dj2145
2007-02-02, 05:43 PM
Ok, I have devised a concept to keep spellcasting at a minimum. This is a rough draft so I encourage feedback as Id like to see what you all think. The basic premise is that the world was once your normal d&d type world but an event occurreed that made magical energies somewhat "wild". Spellcasters will be limited on the number of spells they can take per level, including clerics, so that will slow the process even more. Let me know what you think.
Thanks!
DJ
* * * * *
Spellcasting:
In order to cast a spell a spell caster must first make a Spellcraft check. The difficulty class of casting said spell is ten plus the spell level squared. Thus, in order to cast a second level spell a Wizard must make a successful Spellcraft against DC 14 (10+22). This formula creates an exponential increase in the difficulty class of the spell.
DC = 10 + spell level squared
So, the base DC* to cast a given spell is as follows:
0th 10 + 02 = 10 06
1st 10 + 12 = 11 06
2nd 10 + 22 = 14 08
3rd 10 + 32 = 19 10
4th 10 + 42 = 26 12
5th 10 + 52 = 35 14
6th 10 + 62 = 46 16
7th 10 + 72 = 59 18
8th 10 + 82 = 74 20
9th 10 + 92 = 91 22
*A roll of 1 for the Spellcraft check is always a fail.
The difficulty to cast each successive level is exponentially harder. So difficult is it to control higher level spells, in fact, that it is rare for a spell user to ever attempt anything beyond 3rd or 4th level. Even a Mage who has dedicated his life to magics and achieves 20th level would be hard pressed to attempt to cast a spell anywhere beyond the 5th level.
Spellcasting Mishaps
If a spell caster fails his Spellcraft check two things happen. First, the spell is cast (or fails) and the effects are modified as indicated on the table below. The number to use is determined by subtracting the spell casters Spellcraft check result from the DC for the spell cast. A roll of 1 is treated as a -10 and is deducted from all modifiers for the purposes of this table. That number is then used to determine the mishap on the table below.
Mishap Table
# Effect
01 Spell functions, but it backlashes slightly, causing 1 point of temporary ability damage (determined randomly)
02 Spell functions at -1 caster level
03 Spell functions at -2 caster level
04 Spell transforms, roll randomly for a new spell of same level and caster type. Ignore duplicate result.
05 Spell functions, but it backlashes, causing 1 point of temporary ability damage to all attributes.
06 Spell fails
07 Spell fails, and the caster is Slowed (no save) for d4 rounds
08 Spell functions, but it also backlashes onto the caster causing d6 damage/spell level cast (reflex save DC 15+spell level for half damage)
09 Spell rebounds on caster
10 Spell affects a random target within range
11 Spell affects a random ally within range
12 Spell fizzles, but instead all creatures within 30' (including caster) are Healed or Harmed randomly.
13 Spell instead conjures a monster per the summon monster table. The monster will be from the table of the same level as that of the spell cast and will be a diametrically opposed alignment. It will also be hostile to the spell caster and will spawn at the point of attack of the original spell.
14 Spell rebounds on caster at twice the maximum effect. If the spells intent was beneficial the effects are reversed. (i.e. A Magic Missile spell would reverse and do damage on the caster. A Bless spell would reverse and confer a -2 penalty rather than a +2 penalty. )
15 A dimensional rift is created which sucks caster in (treat as dimension door). Caster is transported in a random direction at the maximum allowed distance and reappears “safely” the next round. No save allowed.
16+ Spell caster gets 1 point of taint. Take result, subtract 15, and consult table again.
31+ Spell caster gets 3 points of taint. Take result, subtract 30, and consult table again.
46+ Spell caster gets 5 points of taint. Take result, subtract 45, and consult table again.
61+ Spell caster vaporizes and is killed instantly.
For Example: A 4th level Wizard is attempting to cast Melf’s Acid Arrow. The caster has a +2 Int modifier and 7 ranks in Spellcraft for a total modifier of 9. His DC for a second level spell is 08, normally a sure bet! Unfortunately the wizards die roll is a 1 which, for the purposes of the mishap table, is treated as a -10. Subtracting 10 from his modifier of 9, the wizard consults the Mishap Table for the effects of his mishap. In addition, he rolls % to determine if he collects a point of taint from the failure. See below for more on Taint.
Extraordinary Success Table
Much like a mishap, a spell caster who passes his Spellcraft check with an extraordinary result could potentially be rewarded with greater than expected results. The very nature of the eddies and currents of magical energies on Mal Nahg present just such an opportunity. When a spell caster attempts to form a spell these energies begin to grow at the point of effect. Much like a magnet attracts metal a spell caster is attracting these energies with the hope of controlling them and forming them to his preference. At times, if properly manipulated, the results can be fantastic.
As with the mishap table the spell caster takes the difference of the roll, this time the number of points over the DC, and consults the table below. A natural 20, for the purposes of this table, is treated as a 30.
# Effect
21 Spell functions at twice caster level for radius and damage purposes.
22 Spell functions at +1 caster level.
23 Spell functions at +2 caster level.
24 Spell is Maximised and gives a -2 penalty to saves against it.
25 The target automatically fails any saving throw against the spell.
26 The target makes any saves at a -4 penalty, and the spell is Maximised and Empowered.
27 Spell instead conjures a monster per the summon monster table. The monster will be from the table of the same level as that of the spell cast and will be the same alignment. It will also be friendly to the spell caster and will spawn at the point of attack of the original spell.
28 The spell transforms into any spell of one level higher than that cast, wether the caster could normally cast that spell or not. If this effect is not desired the caster may instead use the effects for 21.
29 The spell is as that listed in effect 26 but chains to up to three additional targets within the spells radius of effect. If the spell is a touch spell the effect jumps to one additional target within 30’
30 The spell is that listed in effect 26. In addition, the spell caster experiences a chanelling of energies commonly referred to as a mystic surge where he has inadvertently tapped into a large surplus of energies. All Spellcraft rolls for the remainder of the encounter will be at +10.
31+ Spell functions in any way desired above and additionally grants a 1 point temporary ability boost to all attributes.
Taint
Taint is a sort of latent energy that attaches itself to a caster. It is the remaining energy of a failed spell that is not manifested into the effect of the casting. This taint, in small amounts, is unnoticeable. As more and more accumulates, however, the caster will begin to suffer the effects in a variety of ways. Ultimately the caster may resist these effects but only at the expense of becoming a beacon for a far greater danger, the Matholich!
Feeding on inert arcane and divine energies, the Matholich is attracted to such carriers like a Moth is to a flame. The more taint that a caster builds up the more he becomes a target for the Matholich’s hunger. In order to expend these energies a caster has a variety of options, none of them good, but they are the lesser of two evils for certain. In effect the caster may spend his taint to acquire flaws and penalties. These hurt the caster for certain but do expend the taint and make life far safer. All of these options may be taken multiple times and the effects do stack.
Taint Effect
1 Permanent loss of 1 Hp
1 Age by 5% of life expectancy.
2 Hemophelia, lose +1 Hp per round when below 0.
2 Clouded thoughts, -1 on all WILL saves.
2 Hip joints deteriorating, -1 on all REF saves.
2 Chronic sickness, -1 on all FORT saves.
2 Physical deformity (scar, loss of hair, etc.) -1 on all CHA based skills.
2 Deteriorating Vision, 10% miss chance on all ranged attacks.
3 -1 penalty on Spellcraft checks
3 Permanent loss of 1 Attribute point
5 Permanently lose access to known spell.
Thanks!
DJ
* * * * *
Spellcasting:
In order to cast a spell a spell caster must first make a Spellcraft check. The difficulty class of casting said spell is ten plus the spell level squared. Thus, in order to cast a second level spell a Wizard must make a successful Spellcraft against DC 14 (10+22). This formula creates an exponential increase in the difficulty class of the spell.
DC = 10 + spell level squared
So, the base DC* to cast a given spell is as follows:
0th 10 + 02 = 10 06
1st 10 + 12 = 11 06
2nd 10 + 22 = 14 08
3rd 10 + 32 = 19 10
4th 10 + 42 = 26 12
5th 10 + 52 = 35 14
6th 10 + 62 = 46 16
7th 10 + 72 = 59 18
8th 10 + 82 = 74 20
9th 10 + 92 = 91 22
*A roll of 1 for the Spellcraft check is always a fail.
The difficulty to cast each successive level is exponentially harder. So difficult is it to control higher level spells, in fact, that it is rare for a spell user to ever attempt anything beyond 3rd or 4th level. Even a Mage who has dedicated his life to magics and achieves 20th level would be hard pressed to attempt to cast a spell anywhere beyond the 5th level.
Spellcasting Mishaps
If a spell caster fails his Spellcraft check two things happen. First, the spell is cast (or fails) and the effects are modified as indicated on the table below. The number to use is determined by subtracting the spell casters Spellcraft check result from the DC for the spell cast. A roll of 1 is treated as a -10 and is deducted from all modifiers for the purposes of this table. That number is then used to determine the mishap on the table below.
Mishap Table
# Effect
01 Spell functions, but it backlashes slightly, causing 1 point of temporary ability damage (determined randomly)
02 Spell functions at -1 caster level
03 Spell functions at -2 caster level
04 Spell transforms, roll randomly for a new spell of same level and caster type. Ignore duplicate result.
05 Spell functions, but it backlashes, causing 1 point of temporary ability damage to all attributes.
06 Spell fails
07 Spell fails, and the caster is Slowed (no save) for d4 rounds
08 Spell functions, but it also backlashes onto the caster causing d6 damage/spell level cast (reflex save DC 15+spell level for half damage)
09 Spell rebounds on caster
10 Spell affects a random target within range
11 Spell affects a random ally within range
12 Spell fizzles, but instead all creatures within 30' (including caster) are Healed or Harmed randomly.
13 Spell instead conjures a monster per the summon monster table. The monster will be from the table of the same level as that of the spell cast and will be a diametrically opposed alignment. It will also be hostile to the spell caster and will spawn at the point of attack of the original spell.
14 Spell rebounds on caster at twice the maximum effect. If the spells intent was beneficial the effects are reversed. (i.e. A Magic Missile spell would reverse and do damage on the caster. A Bless spell would reverse and confer a -2 penalty rather than a +2 penalty. )
15 A dimensional rift is created which sucks caster in (treat as dimension door). Caster is transported in a random direction at the maximum allowed distance and reappears “safely” the next round. No save allowed.
16+ Spell caster gets 1 point of taint. Take result, subtract 15, and consult table again.
31+ Spell caster gets 3 points of taint. Take result, subtract 30, and consult table again.
46+ Spell caster gets 5 points of taint. Take result, subtract 45, and consult table again.
61+ Spell caster vaporizes and is killed instantly.
For Example: A 4th level Wizard is attempting to cast Melf’s Acid Arrow. The caster has a +2 Int modifier and 7 ranks in Spellcraft for a total modifier of 9. His DC for a second level spell is 08, normally a sure bet! Unfortunately the wizards die roll is a 1 which, for the purposes of the mishap table, is treated as a -10. Subtracting 10 from his modifier of 9, the wizard consults the Mishap Table for the effects of his mishap. In addition, he rolls % to determine if he collects a point of taint from the failure. See below for more on Taint.
Extraordinary Success Table
Much like a mishap, a spell caster who passes his Spellcraft check with an extraordinary result could potentially be rewarded with greater than expected results. The very nature of the eddies and currents of magical energies on Mal Nahg present just such an opportunity. When a spell caster attempts to form a spell these energies begin to grow at the point of effect. Much like a magnet attracts metal a spell caster is attracting these energies with the hope of controlling them and forming them to his preference. At times, if properly manipulated, the results can be fantastic.
As with the mishap table the spell caster takes the difference of the roll, this time the number of points over the DC, and consults the table below. A natural 20, for the purposes of this table, is treated as a 30.
# Effect
21 Spell functions at twice caster level for radius and damage purposes.
22 Spell functions at +1 caster level.
23 Spell functions at +2 caster level.
24 Spell is Maximised and gives a -2 penalty to saves against it.
25 The target automatically fails any saving throw against the spell.
26 The target makes any saves at a -4 penalty, and the spell is Maximised and Empowered.
27 Spell instead conjures a monster per the summon monster table. The monster will be from the table of the same level as that of the spell cast and will be the same alignment. It will also be friendly to the spell caster and will spawn at the point of attack of the original spell.
28 The spell transforms into any spell of one level higher than that cast, wether the caster could normally cast that spell or not. If this effect is not desired the caster may instead use the effects for 21.
29 The spell is as that listed in effect 26 but chains to up to three additional targets within the spells radius of effect. If the spell is a touch spell the effect jumps to one additional target within 30’
30 The spell is that listed in effect 26. In addition, the spell caster experiences a chanelling of energies commonly referred to as a mystic surge where he has inadvertently tapped into a large surplus of energies. All Spellcraft rolls for the remainder of the encounter will be at +10.
31+ Spell functions in any way desired above and additionally grants a 1 point temporary ability boost to all attributes.
Taint
Taint is a sort of latent energy that attaches itself to a caster. It is the remaining energy of a failed spell that is not manifested into the effect of the casting. This taint, in small amounts, is unnoticeable. As more and more accumulates, however, the caster will begin to suffer the effects in a variety of ways. Ultimately the caster may resist these effects but only at the expense of becoming a beacon for a far greater danger, the Matholich!
Feeding on inert arcane and divine energies, the Matholich is attracted to such carriers like a Moth is to a flame. The more taint that a caster builds up the more he becomes a target for the Matholich’s hunger. In order to expend these energies a caster has a variety of options, none of them good, but they are the lesser of two evils for certain. In effect the caster may spend his taint to acquire flaws and penalties. These hurt the caster for certain but do expend the taint and make life far safer. All of these options may be taken multiple times and the effects do stack.
Taint Effect
1 Permanent loss of 1 Hp
1 Age by 5% of life expectancy.
2 Hemophelia, lose +1 Hp per round when below 0.
2 Clouded thoughts, -1 on all WILL saves.
2 Hip joints deteriorating, -1 on all REF saves.
2 Chronic sickness, -1 on all FORT saves.
2 Physical deformity (scar, loss of hair, etc.) -1 on all CHA based skills.
2 Deteriorating Vision, 10% miss chance on all ranged attacks.
3 -1 penalty on Spellcraft checks
3 Permanent loss of 1 Attribute point
5 Permanently lose access to known spell.