I have been thinking about the whole 'magic fatigues' issue ever since I read /Dragons of Autum Twilight/ and have finally come up with the following changes to magic, please PEACH.
Magic users prepare their spells for the day normally, however they need prepare each spell only once.
Casting a spell:
To cast a spell make a Spellcraft skill check DC 10+spell level+caster level(The character can adjust their caster level to make it lower than normal suffering reduced effects as per a lower caster level). If successful the spell is cast and the caster recieves 1d3/spell level non-lethal damage (0th level spells deal 1d3-1 non-lethal damage). Succeeding ad the check by 5 or more reduces the damage the caster takes from that spell by 1/die. Success by 10 or more gives a +1 to anny attack, damage rolls and increases save DCs by 2 and deals non-lethal damage equal to 1d3/caster level Fort Save DC 10 for none.
Failing a Spellcraft check when casting spells has its drawbacks: failure by less than 5 still means one has used the magical energy but not manipulated into the desired effect and suffers non-lethal damage as if they had successfuly cast the spell, however this damage is reduced by half.
(Synergy: Divine casters gain a +2 to Spellcraft checks to cast spells for each 5 ranks of Knowledge(Religion). Arcane casters gain a +2 to Spellcraft checks to cast spells for each 5 ranks of Knowledge(Arcana)
Specialist Wizards cast spells of their specialist school with a +1/3 levels to their spellcraft check and suffer a -3 when casting spells of any school other than 'Universal'.
All healing spells now only convert the damage to non-lethal damage and cannot heal non-lethal damage.
Now, some suggested changes to classes to cope with this:
Bard: As is. The bard does not need to prepare spells, and so may cast any spell at any time until he falls unconcious.
Cleric: Get rid of. Add the clerics spell list to the wizards spell list, taking the wizard spell level for spells with conflicting spell levels. Add all allowable spells from lv 1 through 4 to the paladin spell list.
Druid: Get rid of. Add the /Wild Shape/ abilities to the ranger as an optional variant to combat styles and Favoured Enemy. Add the Lv 1 through 4 spellss from the druid spell list to the ranger.
Paladin: Adds all non-evil and non-chaotic 1st, 2nd, 3rd, and 4th level cleric spells to their spell list (unless using the variant alignment paladins, in which case alter the spell list accordingly) The Paladin has access to the Cleric Domains: Good, Law, Protection and Sun. The paladin may chose one domain at 3rd level. The Paladin can use his domain power at any time subject to its restrictions. When able to cast spells the paladin can spontaneously cast the spells on his domain list.
Ranger: The Ranger can choose to have the ability to /wild shape/ as a druid of his level, however, to do so he must give up the /Favoured Enemy/ and /Comabat Style/ abilities. Add all 1st, 2nd, 3rd, 4th level Druid spells to the Ranger's spell list. The Ranger has access to the Cleric Domains: Air, Animal, Earth, Fire, Plant, and Water. The Ranger may chose one domain at 3rd level. The Ranger can use his domain power at any time subject to its restrictions. When able to cast spells the Ranger can spontaneously cast the spells on his domain list.
Sorcerer: As Bard entry. Add CHA modifier to Spellcraft check to cast spells.
Wizard: HD: D6, has access to all cleric spells, however, like a normal wizard, must learn them and copy them into their spell book.
Dungeons and Dragons Gamers Of Gaia
![]() |
|
|||||
|
||||||
|
//
//
//
//
//
Have an account? Login Now!
