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| Titan W05-05-07, 07:46 PM | Spell-Casting Skills As a replacement for the vanician spell casting system I have developed a skill based system that should swing the balance to a more level ground between casters and combat classes in later levels. There are ten magical skills that determine a spell caster’s ability: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Neutral, Chaotic, Lawful, Good and Evil. Arcane casters use the Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, and Necromancy skills, while divine casters use the Good, Evil, Chaotic, Lawful and Neutral skills. Arcane casters gain 3 (sorcerer), 2 (wizard) or 2 (bard) magical skill ranks per level (plus casting attribute) which are placed into their casting skills (wizards may “specialize” in one spell casing skill by sacrificing the ability to take ranks in two other casting skills. The skill they specialize in then has a maximum rank of 5+ character level instead of 3+ class level). Normal casters have a 3+class level maximum skill rank. Divine casters gain 2 (cleric), 3 (druid), 1 (paladin), or 3 (ranger) points (plus casting attribute) per level (Paladins can only use the “good” spell-casting skill and thus can only use 1 skill point per level anyway, clerics of a good or evil deity have a maximum of 5 ranks + caster level in the spells related to their deity’s alignment, however cannot cast spells of the opposite alignment, and the same is true for chaotic and lawful spells. The cleric and wizard must prepare spells each day, and may prepare a total number of spell levels (the sum total of the levels of the spells they have prepared) equal to their ranks in the skills related to the spells they are preparing. The highest-level spell of which cannot exceed half their character level rounded up. Once cast the prepared spell is lost for the remainder of the day until recovered by spending 1 hour studying or praying to their deity. The sorcerer, bard, ranger, and druid, suffer a cumulative -1*(1/2 spell level, minimum 1, rounded up) penalty to all of their skill checks to cast a spell for every spell they have cast in a given day. Once they rest of a full 8 hours the penalty is removed. Sorcerers and bards can only cast a select number of spells; They know a number of spells equal to their total casting skill points per level of each spell level, however they may only cast the spells which the levels are equal to or less than ½ their character level rounded down. Casting a spell: When a spell caster casts a spell they must roll a skill check in the related skill (for divine casters this is the alignment of the spell (all druid spells are neutral), for arcane casters this is the related school) against a DC based on the conditions, and the spell level. If the check is passed then they have successfully cast the spell, if not than the spell fails, and the penalties are added (in the case of sorcerer, bard, ranger, and druid) or the spell is lost (in the case of the wizard and cleric). Spell Level 0 1 2 3 4 5 6 7 8 9 DC To Cast 1 5 10 15 20 25 30 35 40 45 Wearing Armor - DC increased by armor check penalty Damage taken after last round of action - DC increased by damage taken Extreme Weather (hurricane, sandstorm, etc.) - DC increased by 10 Strenuous Activity (running/balancing/falling) - DC increased by 15 Doubling the casting time of the spell - DC decreased by 5 – ½ the spell level. The Save DC is equal to the initial modifier of the relevant casting skill. The Effective Caster Level Check for Spell Resistance and Dispel magic checks is the initial roll for casting the spell. While I realize that initially these may seem more confusing there's actually a good bit less to keep track of (especially for sorcerers, bards, druids and rangers, as they only have one penalty in stead of lots of spell slots), and as it's more variable there's a better ability to have balance with the martial classes with a bit of work. |