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| Steelwill08-01-07, 10:26 AM | I have written up an idea for an alternate magic system, it is presented below. Any constructive recommendations and criticism appreciated. Alternate Casting Method in a Nutshell: Moving away from the less than popular Vancian spell-casting methods traditionally used in D&D, I have comprised an alternate method of spell-casting similar but not identical to the drain system found in the Shadowrun RPG. In a nutshell, all spell-casting will rely upon the skill Spellcraft already found in D&D 3.5 rules. This new method will utilize a Spellcraft Check anytime a spell-caster chooses to cast a spell. A successful check will result in the proper casting of the spell with no adverse effect upon the caster. However, a failed Spellcraft Check will result in potential spell failure, and additionally the caster will suffer AfterShock. AfterShock being the term used here to represent mental fatigue induced by the strain of casting a spell. As well, failing a Spellcraft Check when casting the spell forces the spell-caster to make a Concentration Check, similar to the check required when casting a spell interrupted by damage, with the DC being modified by the amount of AfterShock damage currently suffered by the spell-caster (including the AfterShock damage just acquired from the spell needing the Concentration Check). If this Concentration Check succeeds, then the spell is successfully completed, however if this check is failed, then the spell fails as well. If the non-lethal damage caused by AfterShock should ever render the spell-caster unconscious, then the spell they were casting automatically fails. Characters can never Take 10 or 20 on these checks. The DC for the Spellcraft Check is dependant upon the level of the spell being cast, the level of the caster, and the type of caster that is casting the spell. A list of the core casters and their Spellcraft DC’s will be shown below. Spellcraft DC’s: Wizards/Druids/Clerics/Bards/Paladins/Rangers: 15 + *Caster Level + Spell Level. Sorcerers: 10 + *Caster Level + Spell Level. Warlocks and any Psionic Classes: Completely unchanged with this new system. *Caster Level and Multiclassing: When applying the Caster Level into the spell being cast, only apply the level of the Casting Class from which the spell being cast is derived. Thus a 4th level Cleric/5th level Wizard who casts a Fireball spell would only apply his 5 levels of Wizard into the equation for his Spellcraft DC to resist the AfterShock. Class levels taken in prestige classes that add to the existing caster level of a base casting class or classes however, should be included as class levels in the formula for Spellcraft DC’s for spells which are cast from the applicable base class or classes. Prime examples being the Archmage and the Mystic Theurge prestige classes. AfterShock Damage: AfterShock Damage Formula: ½ Value of the caster class’ Hit Die x Spell Level Example: A Wizard, with a d4 hit die, would have the following AfterShock damage for a 3rd Lvl Spell: 2 x 3 = 6 points of AfterShock damage. A Paladin, with a d10 hit die, would have the following AfterShock damage for a 2nd level spell: 5 x 2 = 10 Points of AfterShock damage. Changes to the Spellcraft/Concentration Skills: Due to the heavy reliance this alternate spell-casting method demands from the Spellcraft and Concentration Skills, all character classes that receives any form of spell-casting ability, automatically receives Spellcraft and Concentration as class skills. This may already be the case in standard D&D 3.5, but is mentioned here to cover any and all exceptions. As well, both skills no longer use their default linked attributes for determining skill check bonuses/penalties. Instead these skills link to and use the primary casting attribute of whichever casting class it applies to. In other words, Wizards now use Intelligence for Spellcraft and Concentration checks, Sorcerers and Bards use Charisma as the linked attribute for these skills, and Clerics, Druids, and Paladins use Wisdom, etc etc. Information about AfterShock: AfterShock is the term I have used here as a common term for the non-lethal damage that a failed Spellcraft Check while casting a spell causes the casting character. This is similar to ordinary non-lethal damage any character can receive, with some noteworthy exceptions. AfterShock is never affected by any form of damage reduction, and cannot be healed by normal means other than 8 hours of rest. The only exception to this being that character rendered unconscious from AfterShock damage can be roused from unconsciousness to 1 point below the required non-lethal damage threshold to return the character back into a state of unconsciousness. This can occur by using heal checks, potions of curing, or any of the other normal healing means available. The caster in this state is very fragile however, and cannot attempt to cast any spells until the remainder of his AfterShock has been healed. Additionally, even if a spell-caster might be playing a class or race that is normally immune, for whatever reason, to non-lethal damage, they are not immune to AfterShock. This means it might be useful to keep track of AfterShock damage separately from regular non-lethal damage, as the methods for recovering/resisting the two are quite different. As well, normal non-lethal damage has no effect on Concentration Check DC’s for successful spell completion after failing a Spellcraft Check, only AfterShock damage does. AfterShock damage and normal non-lethal damage only work together cumulatively to determine whether or not a spell-caster is going to lose consciousness. The New Spellcasting System and its effects on Sorcerers: Because the new system allows all casters the ability to both spontaneously cast any spell they know without using the Vancian spell memorization/preparation method, and also to be able to cast spells with greater frequency than the spell slot system, Sorcerers have been accorded some additional class perks. Sorcerers have +2 added to their normal spells known for every level of spells, as listed in their class entry in the D&D PHB pg. 54, Table 3-17: Sorcerer Spells Known. This may seem of only marginal effect in the early spell levels, but very nearly doubles the total number of spells a sorcerer knows from spell levels 6-9. Spontaneous Casting Changes for Druids and Clerics & Specialist Wizard Information: In this new system, all casters can now spontaneously cast any spell they know without the need for spell memorization. However to preserve the class flavor and abilities previously afforded to Clerics and Druids, in this system, whenever they are casting a spell that previously would be a spontaneous spell for them (ie. Cure Spells for Good Clerics, Inflict Spells for Evil Clerics, and Summon Nature’s Ally for Druids) they can use the more favorable Spellcraft DC of 10 + CL + Spell Level, instead of the normal Spellcraft DC’s for their classes. As well they will only take ½ of the normal AfterShock inflicted (round down) by such spell-casting even if they should fail the Spellcraft Check. This practice for Druids and Clerics is no longer called spontaneously casting, but instead is now known as Specialist Spell Casting. These same rules apply to specialist wizards whenever they cast spells from their chosen specialty school. 0-Level Spells (Orisons, Cantrips, etc): In this new magic system, any 0-level spells a caster of any class knows are free to cast at will. There is no Spellcraft/Concentration Check or AfterShock damage for these spells. New Metamagic System: In addition to a new method of spell-casting, a new method of applying and using Metamagic is available. Now instead of Metamagic Feats applying spell level/slot increases, any Metamagic Feat that a character knows may be applied spontaneously to any spell they are casting up to a maximum of 3/day/times the feat has been taken. This works much the same way a Metamagic Rod works currently. This method is fairly straightforward for most Metamagic Feat applications, with some small exceptions. The Metamagic Feat Heighten Spell, when used in this manner can add only a +2 bonus to the spell level of a given spell per daily usage, although, more than one application of a caster’s daily usage of this feat may be applied at once to the same spell. For instance, a Wizard applying Heighten Spell for the first time on a given day could opt to apply it only once to the spell he is casting, thus raising the spell’s level +2 higher than normal, or he could use 2 of his daily applications on the same spell raising it to +4 levels higher, or he could use all 3 of his daily applications to raise it to a powerful +6 spell levels. All Metamagic Feats may now be taken multiple times, and each time the same Metamagic Feat is taken it provides 3 more per day uses. Metamagic application never alters the Spellcraft/Concentration DC’s for the purposes of spell casting, not even Heighten Spell. However, when applying Metamagic to the crafting of magic items, the default D&D 3.5 rules still apply. Feats to help with AfterShock: Below are a few feats which can assist spell-casters with the effects of AfterShock. Ignore AfterShock: Prerequisite: Caster Level 3rd of any spell-casting class. Benefit: A spell-caster with this feat may ignore an amount of acquired AfterShock equal to his primary spell-casting attribute modifier + his caster level when he is forced to make a Concentration Check due to a failed spell-casting. This total is removed from the amount of AfterShock a spell-caster must add to the Concentration DC’s for spells to still work after a failed Spellcraft Check. This feat can reduce AfterShock modifiers to zero, but not negative. Normal: Without this feat, character must calculate and add all AfterShock damage that they have acquired in a given day to Concentration DC’s for successful spell-casting after they fail the Spellcraft Check. Indomittable Spellcaster: Prerequisite: +5 or higher bonus on primary spell-casting attribute Benefit: Spell-casting characters with this feat add their primary casting attribute bonus x 1.5 on Spellcraft and Concentration Checks related to resisting AfterShock and successfully casting a spell that causes AfterShock. In addition, a character that possesses this feat is allowed to make a Concentration Check for a spell to succeed even if the AfterShock caused renders him unconscious. Normal: Without this feat a character may only add their primary casting attribute bonus to Spellcraft and Concentration checks, not 1.5x the value. As well, without this feat, a spell that causes the AfterShock which renders the casting character unconscious automatically fails. Note: Character’s with multiple casting classes must choose which one this applies to, and the feat only effects spell-casting for the applied class. Characters may take this feat multiple times, but each time it applies to a new casting class. Mind over Matter: Prerequisite: Caster level 10th of any spell-casting class. Benefit: For the purposes of non-lethal damage caused only by AfterShock, a character with this feat only takes half-damage. Any sources of non-lethal damage other than AfterShock that a character receives are not affected at all by this feat. Normal: Characters without this feat take the full non-lethal damage caused by AfterShock. A Notation on Magic Items: As far as the creation of Magic Items goes, this system doesn’t change anything about how the default rules handle things. It should be noted that the many Magic Items that store spells or otherwise duplicate spell-casting DO NOT cause any form of AfterShock damage to their user. Also they do not require a Spellcraft/Concentration check to utilize. This potentially makes these items more desirable/powerful than they might have been previously, which may be a consideration for players and DM’s alike. Thanks in advance for all constructive feedback. - Steelwill |
| runestar08-01-07, 10:43 AM | One problem with at-will cantrips is the cure minor wounds orison, allowing parties access to virtually unlimited healing at all times. To a lesser extent, resistance and guidance at will at lower lvs. Another issue is the heavy reliance on spellcraft and concentration. Paladins get only 2+int mod skill points, and few may even consider investing in these skills at all. Same goes for rangers, even with 6+int mod skill points, there are many other vital class skills competing with these crucial skill points. I don't like it that precious skill points have to be tied up this way. How will skill-boosting features work? Skill focus: spellcraft seems like a no brainer, as is the butterfly familiar (+3 spellcraft checks). It seems that if you make the spellcraft checks "fair" for the typical player, these checks become all too easy to make (and thus inconsequential) for the optimized player (these checks can be very easy to boost if you know where to look). Conversely, set the DCs with min-maxed builds in mind, and you screw over players who did not go out of their way to optimize their builds (as they cannot conceivably make those checks reliably). This was the key problem with truenaming (and skill-based check systems in general), since it can be tricky to apply a "1 size fits all" template uniformly across different gaming styles. Interesting concept, I will give you that, but looks rather rough around the edges. Definitely needs a lot of polishing.:) |
| Steelwill08-01-07, 11:37 AM | One problem with at-will cantrips is the cure minor wounds orison, allowing parties access to virtually unlimited healing at all times. To a lesser extent, resistance and guidance at will at lower lvs. First, thanks for the quick response. As to at-will 0-levels being a problem; if within a system that basically allows casters the ability to cast any spells they have available to them with a skill check spontaneously a player's best choice is to shamelessly use a 0-level spell repeatedly, then so be it. It still takes a standard action in combat, or must be Quickened, neither of which are oft best used on a 0-Level spell. I only think the notion of at-will 0-Level spells is abusive if the mindset is that all other caster spells aren't basically so. Only a skill check to make level 1-9 spells known to a caster essentially at-will. This is the notion of this system. Another issue is the heavy reliance on spellcraft and concentration. Paladins get only 2+int mod skill points, and few may even consider investing in these skills at all. Same goes for rangers, even with 6+int mod skill points, there are many other vital class skills competing with these crucial skill points. I don't like it that precious skill points have to be tied up this way. This is by design, forcing characters to make choices about how and where they wish to be more effective. Rangers and Paladins may very well need to choose just how effective they wish to be at spell-casting. Part of the theme of a hybrid spell-caster IMHO. Although, bear in mind that the highest spell level they will ever add into a Spellcraft DC is 4th. In much the same way a fair amount of Paladin/Ranger players decide that a 14 in Wisdom is all they need, they probably will figure out precisely how many or few skill points it takes to have a reasonable amount of success with their spell-casting, without taking too much away from other skills they value. How will skill-boosting features work? Skill focus: spellcraft seems like a no brainer, as is the butterfly familiar (+3 spellcraft checks). It seems that if you make the spellcraft checks "fair" for the typical player, these checks become all too easy to make (and thus inconsequential) for the optimized player (these checks can be very easy to boost if you know where to look). Conversely, set the DCs with min-maxed builds in mind, and you screw over players who did not go out of their way to optimize their builds (as they cannot conceivably make those checks reliably). At level 20, a Sorcerer assuming max ranks in Spellcraft, all natural ability increases in Charisma from a base 18, pushing it to 23, has a modifier of +6. This gives him a base skill check modifier of 29. His Spellcraft DC for a level 1 spell is 31, admittedly barely fail-able (must roll a 1), but then again he's level 20! Its 39 for a 9th level spell, meaning just factoring that much in, he still has pretty close to 50/50 odds on the dice. Adding in skill focus or familiar bonuses, or magic items/spells to increase charisma are still just that, bonuses, which are meant to offer advantage. Bear in mind this is the Sorcerer as well, the class in this system that by design statistically should not fail at spell-casting as often as any other class, all of whom would have a more difficult check. Should player's who spend feats, gold, magic item slots, and class choices not be rewarded in this system? Its not so different in this magic system as in regular D&D 3.5 rules when you have someone min/max for a particular effect...they usually get it. This was the key problem with truenaming (and skill-based check systems in general), since it can be tricky to apply a "1 size fits all" template uniformly across different gaming styles. Again, if someone chooses to expend their resources (feats, familiar choice, magic item slots, gold, etc) in pursuit of a particular goal, there is no reason it shouldn't be attainable for them, otherwise what purpose does such expense serve? Being afraid to let player's succeed, as long as its by the rules, is often a problem worse than letting them. Interesting concept, I will give you that, but looks rather rough around the edges. Definitely needs a lot of polishing.:) Thanks again for your feedback 8). |
| JWT08-01-07, 01:04 PM | Why would you EVER play a sorcerer under this model. The system gives them Multiple Attribute Dependency. The lower DC on the spellcraft check doesn't come close to making up for the difference. And 2 extra spells known per level is not so good when you consider that a Wizard has access to ALL the spells in their spellbook. This makes the sorc. look like a chump. Give them something else. A break in metamagic depatment would fit best for sorc. |
| Steelwill08-01-07, 07:23 PM | Why would you EVER play a sorcerer under this model. The system gives them Multiple Attribute Dependency. The lower DC on the spellcraft check doesn't come close to making up for the difference. And 2 extra spells known per level is not so good when you consider that a Wizard has access to ALL the spells in their spellbook. This makes the sorc. look like a chump. Give them something else. A break in metamagic depatment would fit best for sorc. Changes to the Spellcraft/Concentration Skills: Due to the heavy reliance this alternate spell-casting method demands from the Spellcraft and Concentration Skills, all character classes that receives any form of spell-casting ability, automatically receives Spellcraft and Concentration as class skills. This may already be the case in standard D&D 3.5, but is mentioned here to cover any and all exceptions. As well, both skills no longer use their default linked attributes for determining skill check bonuses/penalties. Instead these skills link to and use the primary casting attribute of whichever casting class it applies to. In other words, Wizards now use Intelligence for Spellcraft and Concentration checks, Sorcerers and Bards use Charisma as the linked attribute for these skills, and Clerics, Druids, and Paladins use Wisdom, etc etc. No caster should have a multiple attribute dependancy any more than before. As well, depending on how long a campaign goes, a wizard's "access" to all the spells in the game can become highly "virtual". Unless a DM is dumping endless time, money, and scrolls on the party, the wizard doesn't usually edge out the sorcerer in spells known too badly by the middle and higher levels. But even should he this is no change from the standard D&D system, and sorcerer's still do better than any other casting class at their "forte'" which is, they cast more spells per day. They inherently have the lowest base Spellcraft DC's for spellcasting, and by virtue of their hit die type suffer the smallest amount of AfterShock even when they fail. As for Metamagic, all casters got a break in that department with the way I have shown Metamagic to work in this system. |
| Steelwill08-01-07, 07:32 PM | double post |
| runestar08-01-07, 11:15 PM | Again, if someone chooses to expend their resources (feats, familiar choice, magic item slots, gold, etc) in pursuit of a particular goal, there is no reason it shouldn't be attainable for them, otherwise what purpose does such expense serve? Being afraid to let player's succeed, as long as its by the rules, is often a problem worse than letting them. I don't think it is so much a matter of expending resources for benefits, but whether the benefit you get is proportional to the resources spent this way or not. At the end of the day, are you getting your money's worth, being shortchanged or whatever? A wiz20 with starting int of 16 should have 32int (base16, +5 lvup, +6 enhancement, +5 inherent), for a spellcraft check of 36 (base 23 ranks, =11 stat, +2 synergy bonus from knowledge arcana). The dc to cast a 9th lv spell at caster lv20 is 44. Throw in skill focus, magical aptitude or even an item granting enhancement bonus to spellcraft checks and he should never fail a check. This is somewhat easier to make for a sorc, who only has to contend with a dc of 39 (meaning he will never fail). I will look at the lv breakdown and get back later.:) |
| runestar08-01-07, 11:56 PM | Lets see... 1st lv: wiz dc: 17, spellcraft score of 7 (base4+16int), sucks because you cannot take 10. Can improve to 12 with skill focus and magical aptitude, or 15 if your DM allows butterfly familiar - you fail only on a 1 (dragon 312???). 2nd lv: slightly better, since your 5 ranks of knowledge: arcana gives you +2 synergy bonus to spellcraft checks. dc is now 18, but you at least have a score of 10 (base5+16int+2synergy). With misc skill boosting abilities, you will never fail, even on a 1. 3rd lv: dc20. If you went elven wizard sub from races of destiny, now is the time to break out the champagne (your familiar's skill bonus is doubled). In a pinch, you can use fox's cunning for an extra +2, though it is costly. In a nutshell, the dc increases by 3 every 2 lvs, while your spellcraft increases by 2 ranks every 2 lvs. Assuming we are able to take up this slack with int/skill boosts, the dc does not seem all that troublesome. Your wizard is able to cast any spell he knows from his spellbook spontaneously. The sorc once again seems to get the shaft...:( I really don't know...was this meant as a nerf or a power boost? |
| Kuroimaken08-02-07, 12:15 AM | I feel something inherently wrong with this system... But more about the AfterShock damage than anything else. Why should hybrid casters get the shaft in their already limited spellcasting? The damage should be uniform to all classes, not according to Hit Die. |
| Steelwill08-02-07, 12:55 AM | Lets see... 1st lv: wiz dc: 17, spellcraft score of 7 (base4+16int), sucks because you cannot take 10. Can improve to 12 with skill focus and magical aptitude, or 15 if your DM allows butterfly familiar - you fail only on a 1 (dragon 312???). 2nd lv: slightly better, since your 5 ranks of knowledge: arcana gives you +2 synergy bonus to spellcraft checks. dc is now 18, but you at least have a score of 10 (base5+16int+2synergy). With misc skill boosting abilities, you will never fail, even on a 1. 3rd lv: dc20. If you went elven wizard sub from races of destiny, now is the time to break out the champagne (your familiar's skill bonus is doubled). In a pinch, you can use fox's cunning for an extra +2, though it is costly. In a nutshell, the dc increases by 3 every 2 lvs, while your spellcraft increases by 2 ranks every 2 lvs. Assuming we are able to take up this slack with int/skill boosts, the dc does not seem all that troublesome. Your wizard is able to cast any spell he knows from his spellbook spontaneously. The sorc once again seems to get the shaft...:( I really don't know...was this meant as a nerf or a power boost? Ok you have some solid points here, thanks for the reply. The only way I could correct something that will not bone average gamers and min maxers alike is to completely detach the Spellcasting Roll from anything that can be significantly changed by a player. The first solution that comes to mind is to scrap the link between spellcasting and the Spellcraft Skill, and make it something along the lines of a Caster Level Check. Maybe base 15 + (2xSpell Level) DC, for Cleric, Druid, and Wizard, 10 + (2xSpell Level) DC for Sorcerers, and 15 + (3xSpell Level) for Ranger and Paladin. These will be versus a Caster Level Check which will only be d20 + Caster Level. I could retain the Concentration Check mechanic, and the Aftershock damage. Then it becomes less that casters have any more or less difficulty casting a spell because of skill point limits/priorities, and more a limit as to whether or not that spell will go off anyway on a failed Caster Level Check, which pure spellcasters are likely but not guaranteed to be better at than hybrid spellcasters, which seems sensible to me. Also to give all levels of spellcasting a bit of random chance I could apply the Rule of 1 and 20 to these Caster Level Checks, that way it isn't always certain that a level 20 spellcaster is going to never, ever fail at casting lower level spells, just very unlikely. This change would of course be cause for a re-write, negating several of the other rule changes in the system, but might prove to be a better methodology (at least more balanced and less abusive). Let me know what you think of this concept. -Kuroimaken- Technically hybrid casters aren't getting any more or less "boned" than any other spellcasting class, because the AfterShock non-lethal damage dealt by any spell is a function of the class' hit die and the level of the spell they are trying to cast. Since Pally/Ranger have more hitpoints and will only ever be casting against a top level spell of 4, this only serves to keep AfterShock from being completely negligible to hybrid casters who will have a much greater number of hitpoints on average, thus a much higher threshold of non-lethal damage, before it ever becomes a threat to them as a limiter in this system. |
| Steelwill08-02-07, 03:07 AM | Ok here is the Alternate Magic System revised using Caster Level Checks, instead of Spellcraft checks. Alternate Casting Method in a Nutshell: Moving away from the less than popular Vancian spell-casting methods traditionally used in D&D, I have comprised an alternate method of spell-casting similar but not identical to the drain system found in the Shadowrun RPG. In a nutshell, all spell-casting will rely upon the Caster Level Check already found in D&D 3.5 rules (1d20 + Caster Level). This new method will utilize a Caster Level Check anytime a spell-caster chooses to cast a spell. A successful check will result in the proper casting of the spell with no adverse effect upon the caster. However, a failed Caster Level Check will result in potential spell failure, and additionally the caster will suffer AfterShock. AfterShock being the term used here to represent mental fatigue induced by the strain of casting a spell. As well, failing a Caster Level Check when casting a spell forces the spell-caster to make a Concentration Check, similar to the check required when casting a spell interrupted by damage, with the DC being modified by the amount of AfterShock damage currently suffered by the spell-caster (including the AfterShock damage just acquired from the spell needing the Concentration Check). If this Concentration Check succeeds, then the spell is successfully completed, however if this check is failed, then the spell fails as well. If the non-lethal damage caused by AfterShock should ever render the spell-caster unconscious, then the spell they were casting automatically fails. Characters can never Take 10 or 20 on these checks. The DC for the Caster Level Check is dependant upon the level of the spell being cast, the level of the caster, and the type of caster that is casting the spell. A list of the core casters and their Caster Level Check DC’s will be shown below. Caster Level Check DC’s: Wizards/Druids/Clerics/Bards: 15 + (2 x Spell Level). Sorcerers: 10 + (2 x Spell Level). Rangers/Paladins: 15 + (3 x Spell Level) Warlocks and any Psionic Classes: Completely unchanged with this new system. *Caster Level and Multiclassing: When applying the Caster Level into the spell being cast, only apply the level of the Casting Class from which the spell being cast is derived. Thus a 4th level Cleric/5th level Wizard who casts a Fireball spell would only apply his 5 levels of Wizard into the equation for his Caster Level Check to resist the AfterShock. Class levels taken in prestige classes that add to the existing caster level of a base casting class or classes however, should be included as class levels in the formula for Caster Level Checks for spells which are cast from the applicable base class or classes. Prime examples being the Archmage and the Mystic Theurge prestige classes. AfterShock Damage: AfterShock Damage Formula: ½ Value of the caster class’ Hit Die x (2 x Spell Level) Example: A Wizard, with a d4 hit die, would have the following AfterShock damage for a 3rd Lvl Spell: 2 x 6 = 12 points of AfterShock damage. A Paladin, with a d10 hit die, would have the following AfterShock damage for a 2nd level spell: 5 x 4 = 20 Points of AfterShock damage. Information about AfterShock: AfterShock is the term I have used here as a common term for the non-lethal damage that a failed Caster Level Check while casting a spell causes the casting character. This is similar to ordinary non-lethal damage any character can receive, with some noteworthy exceptions. AfterShock is never affected by any form of damage reduction, and cannot be healed by normal means other than 8 hours of rest. The only exception to this being that character rendered unconscious from AfterShock damage can be roused from unconsciousness to 1 point below the required non-lethal damage threshold to return the character back into a state of unconsciousness. This can occur by using heal checks, potions of curing, or any of the other normal healing means available. The caster in this state is very fragile however, and cannot attempt to cast any spells until the remainder of his AfterShock has been healed. Additionally, even if a spell-caster might be playing a class or race that is normally immune, for whatever reason, to non-lethal damage, they are not immune to AfterShock. This means it might be useful to keep track of AfterShock damage separately from regular non-lethal damage, as the methods for recovering/resisting the two are quite different. As well, normal non-lethal damage has no effect on Concentration Check DC’s for successful spell completion after failing a Caster Level Check, only AfterShock damage does. AfterShock damage and normal non-lethal damage only work together cumulatively to determine whether or not a spell-caster is going to lose consciousness. The New Spellcasting System and its effects on Sorcerers: Because the new system allows all casters the ability to both spontaneously cast any spell they know without using the Vancian spell memorization/preparation method, and also to be able to cast spells with greater frequency than the spell slot system, Sorcerers have been accorded some additional class perks. Sorcerers have +2 added to their normal spells known for every level of spells, as listed in their class entry in the D&D PHB pg. 54, Table 3-17: Sorcerer Spells Known. This may seem of only marginal effect in the early spell levels, but very nearly doubles the total number of spells a sorcerer knows from spell levels 6-9. Spontaneous Casting Changes for Druids and Clerics & Specialist Wizard Information: In this new system, all casters can now spontaneously cast any spell they know without the need for spell memorization. However to preserve the class flavor and abilities previously afforded to Clerics and Druids, in this system, whenever they are casting a spell that previously would be a spontaneous spell for them (ie. Cure Spells for Good Clerics, Inflict Spells for Evil Clerics, and Summon Nature’s Ally for Druids) they can use the more favorable Caster Level Check DC of 10 + (2 x Spell Level), instead of the normal Caster Level Check DC’s for their classes. As well they will only take ½ of the normal AfterShock damage inflicted (round down) by such spell-casting even if they should fail the Caster Level Check. This practice for Druids and Clerics is no longer called spontaneously casting, but instead is now known as Specialist Spell Casting. These same rules apply to specialist wizards whenever they cast spells from their chosen specialty school. Spell Levels for Rangers/Paladins: Since this system doesn’t have a component for bonus spells, Paladins and Rangers are able to start casting spells of a given level the first time an entry of “0” appears for a given spell level on their spells per day charts found in The Player’s Handbook. 0-Level Spells (Orisons, Cantrips, etc): In this new magic system, any 0-level spells a caster of any class knows are free to cast at will. There is no Caster Level Check/Concentration Check or AfterShock damage for these spells. New Metamagic System: In addition to a new method of spell-casting, a new method of applying and using Metamagic is available. Now instead of Metamagic Feats applying spell level/slot increases, any Metamagic Feat that a character knows may be applied spontaneously to any spell they are casting up to a maximum of 3/day/times the feat has been taken. This works much the same way a Metamagic Rod works currently. This method is fairly straightforward for most Metamagic Feat applications, with some small exceptions. The Metamagic Feat Heighten Spell, when used in this manner can add only a +2 bonus to the spell level of a given spell per daily usage, although, more than one application of a caster’s daily usage of this feat may be applied at once to the same spell. For instance, a Wizard applying Heighten Spell for the first time on a given day could opt to apply it only once to the spell he is casting, thus raising the spell’s level +2 higher than normal, or he could use 2 of his daily applications on the same spell raising it to +4 levels higher, or he could use all 3 of his daily applications to raise it to a powerful +6 spell levels. All Metamagic Feats may now be taken multiple times, and each time the same Metamagic Feat is taken it provides 3 more per day uses. Metamagic application never alters the Caster Level Check/Concentration DC’s for the purposes of spell casting, not even Heighten Spell. However, when applying Metamagic to the crafting of magic items, the default D&D 3.5 rules still apply. Feats to help with AfterShock: Below are a few feats which can assist spell-casters with the effects of AfterShock. Ignore AfterShock: Prerequisite: Caster Level 3rd of any spell-casting class. Benefit: A spell-caster with this feat may ignore an amount of acquired AfterShock equal to his primary spell-casting attribute modifier + his caster level when he is forced to make a Concentration Check due to a failed spell-casting. This total is removed from the amount of AfterShock a spell-caster must add to the Concentration DC’s for spells to still work after a failed Caster Level Check. This feat can reduce AfterShock modifiers to zero, but not negative. Normal: Without this feat, a spell-caster must calculate and add all AfterShock damage that they have acquired in a given day to Concentration DC’s for successful spell-casting after they fail the Caster Level Check. Indomittable Spellcaster: Prerequisite: +5 or higher bonus on primary spell-casting attribute Benefit: Spell-casting characters with this feat may add their primary casting attribute bonus on Caster Level Checks related to resisting AfterShock 1/day. In addition, a character that possesses this feat is allowed to make a Concentration Check for a spell to succeed even if the AfterShock caused renders him unconscious. Normal: Without this feat a character may not add their primary casting attribute bonus to Caster Level Checks. As well, without this feat, a spell that causes the AfterShock which renders the casting character unconscious automatically fails. Note: Character’s with multiple casting classes must choose which one this applies to, and the feat only effects spell-casting for the applied class. Characters may take this feat multiple times, but each time it applies to a new casting class. Mind over Matter: Prerequisite: Caster level 10th of any spell-casting class. Benefit: For the purposes of non-lethal damage caused only by AfterShock, a character with this feat only takes half-damage. Any sources of non-lethal damage other than AfterShock that a character receives are not affected at all by this feat. Normal: Characters without this feat take the full non-lethal damage caused by AfterShock. A Notation on Magic Items: As far as the creation of Magic Items goes, this system doesn’t change anything about how the default rules handle things. It should be noted that the many Magic Items that store spells or otherwise duplicate spell-casting DO NOT cause any form of AfterShock damage to their user. Also they do not require a Caster Level Check/Concentration check to utilize. This potentially makes these items more desirable/powerful than they might have been previously, which may be a consideration for players and DM’s alike. Additional Notations: This is a work in progress, and has not been play tested thoroughly, so any glitches in the system, or clashes with the existing D&D rules have not yet fully been ironed out. As well, applying these alternate spell-casting rules to every spell-casting monster that may appear in game encounters might prove tedious, so it is fine to ignore these rules for the monsters, as typically they are not in the game persistently enough to matter the same way PC’s are. As a general assumption, anything not expressly changed in this alternate rule-set means that the related default rules of D&D 3.5 apply in full. As well, when applying these alternate rules to a homemade casting class, or a class/prestige class not expressly covered here, determine a core class that the casting class in question is most similar to, and then apply the spell-casting rules for that class to it. That said I hope that anyone who tries these alternate rules has fun with them, and finds them helpful for enriching their D&D experiences. Thanks. |
| Torln08-28-07, 10:39 AM | Any one got any gaming feedback on how this works. Soon I'm tto GM a new Eberron-esque themed campaign. Exceptions to my classes being NO Cleric, instea\d its been replaced by the Cloistered Cleric from UA. Now comes the problem. I HATE the Vancian system. I'm proposing to Merge the sorc/Wiz classes - as an Arcanist. Simply put Wizard level Progression, with spontaneous casting, and Eschew material as core class features. With ALL spellcasters needing to succeed at a SPELLCRAFT check (Hence my fist reason for checking this thread) Now the problem - Need to work out a MANA system (read power points/spell cost). And a consequental negative to the casting. ie. Mana Burn (ala ShadowRun) |