| Post/Author/DateTime | Post |
|---|---|
| IceFractal04-01-05, 09:19 PM | I'm making a minor tweak to the rules, which will hopefully make things more exciting. Are there any problems that could arise from this change? Add to Spellcraft skill, this is my main idea: Overburn: By making a Spellcraft check (DC 15+3*spell level), a spellcaster can attempt to cast a spell of that level without spending a slot. If the check fails, they take 1d6/level subdual damage, 1d4 temporary damage to their casting stat, and lose a slot of their highest level. You can take 10 on this check but you can't take 20. And a feat, suggested by a player: Arcane Focus [General] You can channel your magic energies into greater understanding of the foundations of magic. Benefit: Whenever you cast a spell, you can choose to cancel its effects and instead gain a bonus to your next Knowledge(arcana) or Spellcraft check equal to 4 times the spell level. (Pretty good, I know, but you are giving up a spell slot just to better identify a spell or whatnot). |
| Bopple04-01-05, 09:37 PM | Never, Never, Never. That is not minor, nor exciting. That is munchkin. |
| kSquared04-01-05, 09:43 PM | That's insanity, even more so if you can take 10. A 15th-level wizard has an infinite supply of 0-level and 1-level slots. With reasonable magic gear, a 10th-level wizard can get a near-infinite supply of 4th-level slots as well: take 10 + 13 ranks + Ring of Magery [+5 competence bonus] = 28 ranks. |
| MrMagoo04-01-05, 10:50 PM | Broken, broken, broken. You're going to completely change the dynamics of spellcasting in your game. |
| spamfiltre04-01-05, 11:47 PM | I can see your intent, and in theory, something like this could work, but as has been pointed out, it's far too easy to get a ridiculously high rank in spellcraft. I would suggest you alter this to: --------------------------- Feat: Overburn Prerequisite: arcane caster level 5 An arcane spellcaster can attempt to cast a spell without losing the spell slot by making a spellcraft check with a DC of 15 + the level of the spell being cast, taking 1 hp of lethal damage per level of the spell, and taking 1d6 points of nonlethal damage per level of the spell being cast. This damage cannot be reduced in any way. A failed spellcraft check has the following effects: The caster takes an additional 1d10 points of lethal damage that cannot be reduced in any way The spell is cast normally but the effective caster level of the spell is reduced by 4 The caster takes 1d4 ability damage to the primary casting stat. This ability damage cannot be reduced in any way, even if the caster is normally immune to ability damage. ------------------------- The effect of these changes means that it is easier to succeed on the spellcraft check, but there are always consequences, and the consequences for failure are potentially lethal. In practice, this means that a caster can pull a few last-ditch spells, but won't be able to cast continuously without dropping from the "overburn." |
| IceFractal04-02-05, 03:13 AM | I think it's time to reveal that this has been a subtle, perhaps too subtle, April Fool's joke (for a much less subtle one, see my thread in D&D General). While overburning can work in theory, the setup I've laid out is fundamentally broken, and not just because of skill boosting items. The reason is the Arcane Focus feat I also included, which creates an amplifying effect with the Overburn option. Consider: Wizard(1st level, 18 Int): Takes 10 and Overburns to cast a free 1st level spell. Uses Arcane Focus to cancel out the spell and instead get a +4 bonus to the next Spellcraft check. Next Round: Overburns, with the +4 bonus, to cast a free 2nd level spell. Feeds it into Arcane Focus for a +8 bonus. Next Round: Overburns a 3rd level spell, trades it for a +12 bonus. Repeat all the way up to 9th level spells with a 1st level caster. |