Spellcasting Variant - Setting Specific


Homebrew and House Rules


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The following is an idea I had for a variant type of spell casting, based on the idea of the "death spiral" mechanic and reduced book-keeping for my home setting. Unfortunately, whether it was due to the way I phrased the post or some other issue I was unaware of, it seemed to confuse people and there was little in a way of commentary on the subject. As a second attempt, just over 9 months later, I've tried to simplify. Please keep in mind this is setting-specific and I'm attempting to lay the foundation.

Premise
1. Spellcasting has limitations (just like every other spellcasting system). I will call it “Enervation” and it will represent destructive energies that build up in a caster as a result of casting spells. A secondary goal of this is to eliminate the Spells Per Day tables.
2. These limitations (Enervation) will not be in the form of lethal, non-lethal, or direct ability damage. These make spellcasting completely undesirable or are too easy to overcome with other spells.
3. Magic is magic. It is not arcane. It is not divine.
4. Spellcasting will require a roll. This roll should not determine whether a spell succeeds or fails, but whether a character builds up Enervation.
5. A spellcaster should have a means by which to reduce or discharge Enervation as a class feature.
6. An Enervation check should not be skill based. There are too many ways to trivialize it or make the DCs unreachable by non-optimizers.
7. A natural 1 or natural 20 has a critical failure/success for a spellcaster.
8. Metamagic always grants Enervation in addition to any acquired from a failed Enervation check.
9. I will not set a restriction (in this case Enervation) and grant a multitude of ways to trivialize it or bypass it altogether in later work, such as certain entities do.

Enervation
The strain of using magic can erode even the strongest of minds. For every two points of Enervation accumulated by the spellcaster, she suffers a -1 penalty on Enervation checks to activate her spells. A spellcaster may gain a number of points of Enervation equal to her character level + her Charisma modifier, after which, she suffers 1 point of Intelligence damage per point of Enervation over her limit. Ability damage suffered as a result of Enervation must be healed by normal means. Unless otherwise noted, Enervation lasts until the spellcaster receives a full eight hours of rest.

Spells
A spellcaster begins play knowing four spells of her choice. Each time she achieves a new level, she unlocks the knowledge of new spells. A spellcaster casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time.
To learn a spell, a spellcaster must have a Intelligence score equal to at least 10 + the equivalent spell level. The Difficulty Class for a saving throw against a spellcaster’s spell is 10 + the equivalent spell level + the spellcaster’s Charisma modifier.
Casting a spell requires an Enervation check (DC 15 + 2 x equivalent spell level). When you make an Enervation check, you roll 1d20, add one half your spellcaster level (round down), and add your Intelligence modifier. Failure results in the spell taking effect as normal, but the spellcaster gains a number of points of Enervation equal to the equivalent spell level (minimum 1). A spellcaster need not check for Enervation with 0-level spells. A spellcaster’s caster level is equal to her level in a spellcasting class.
Critical Successes: A natural roll of a 20 on a d20 on a Enervation check always results in a critical success with the following outcomes (your choice):
* Increase the save DC for the spell by +2.
* Reduce your current Enervation by an amount equal to the Enervation you would have gained on a failed check.
* Increase your caster level by +1 for the spell cast.
Critical Failure: A roll of a 1 on a d20 on a Enervation check always results in a critical failure with the following outcome:
Suffer twice the amount of Enervation you would have normally gained.
Maximum Spell Level Known: A spellcaster begins play with the ability to learn 0-level and 1st-level spells. As she attains higher levels, a spellcaster may gain the ability to master more complex spells.

Metamagic
A spellcaster may select metamagic feats and apply them to her spells spontaneously. While this does not increase the casting time of the spell, she automatically gains a number of points of Enervation equal to the level increase granted by the feat. These points are in addition to any she might suffer from a failed Enervation check to activate a spell. A spellcaster may only apply a single metamagic feat to a single spell each round.

Those are pretty much the notes I have thusfar. I appreciate any questions or constructive comments. Once I have this concept fully hammered out, I'll post the class(es) and begin building the spell lists.

Additionally, don't read anything into the use of Intelligence, singularly, as THE spellcasting attribute. It is a placeholder until such time as I've decided how varied I want attribute choice for casters to be.


The following is a first attempt at the primary spellcasting class, a full progression caster, using the above rules.

Learning new spells will be a bit different, as well, which I'll flesh out a bit more later. As spellcasters will not forget the formula for their spells, there will be no need for spellbooks. In essence, the only ways to acquire new spells will be as follows: gained through level, taught by a mentor, drawn out from a slain foe (mechanics to come), research, and learn from scrolls.

General Information
Spellcaster (Full Progression)
Alignment Any.
Hit Die d6
Bab Poor
Saves Fort (Poor), Reflex (Poor)

Class Skills
The spellcaster (full progression)'s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level 2 + Int modifier.

Class Table:
Level | Special | Max Spell Level Known
1st | Metamagic, cantrips, enervation, weapon and armor proficiency| 1st level spells
2nd | Spell Secret |
3rd | Bonus feat | 2nd level spells
4th | Improved Control |
5th | Spell Secret | 3rd level spells
6th | Bonus feat |
7th | Grounding (1/day) | 4th level spells
8th | Spell Secret |
9th | Bonus feat | 5th level spells
10th | Grounding (2/day) |
11th | Spell Secret | 6th level spells
12th | Bonus feat |
13th | Greater Control, Grounding (3/day) | 7th level spells
14th | Spell Secret |
15th | Bonus feat | 8th level spells
16th | Grounding (4/day) |
17th | Spell Secret | 9th level spells
18th | Bonus feat |
19th | Grounding (5/day) |
20th | Spell Secret, Unleashed |

Class Features:
Weapon and Armor Proficiency Spellcaster (Full Progression)s are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a spellcaster's movements, which can cause his spells with somatic components to fail.

Metamagic A spellcaster may select metamagic feats and apply them to her spells spontaneously. While this does not increase the casting time of the spell, she automatically gains a number of points of Enervation equal to the level increase granted by the feat. These points are in addition to any she might suffer from a failed Enervation check to activate a spell. A spellcaster may only apply a single metamagic feat to a single spell each round.

Enervation The strain of using magic can erode even the strongest of minds. For every two points of Enervation accumulated by the spellcaster, she suffers a -1 penalty on Enervation checks to activate her spells. A spellcaster may gain a number of points of Enervation equal to her character level + her Charisma modifier, after which, she suffers 1 point of Intelligence damage per point of Enervation over her limit. Ability damage suffered as a result of Enervation must be healed by normal means. Unless otherwise noted, Enervation lasts until the spellcaster receives a full eight hours of rest.

Spells
A spellcaster begins play knowing four spells of her choice. Each time she achieves a new level, she unlocks the knowledge of new spells. A spellcaster casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time.
To learn a spell, a spellcaster must have a Intelligence score equal to at least 10 + the equivalent spell level. The Difficulty Class for a saving throw against a spellcaster’s spell is 10 + the equivalent spell level + the spellcaster’s Charisma modifier.
Casting a spell requires an Enervation check (DC 15 + 2 x equivalent spell level). When you make an Enervation check, you roll 1d20, add one half your spellcaster level (round down), and add your Intelligence modifier. Failure results in the spell taking effect as normal, but the spellcaster gains a number of points of Enervation equal to the equivalent spell level (minimum 1). A spellcaster need not check for Enervation with 0-level spells. A spellcaster’s caster level is equal to her level in a spellcasting class.
Critical Successes A natural roll of a 20 on a d20 on a Enervation check always results in a critical success with the following outcomes (your choice):
Increase the save DC for the spell by +2.
Reduce your current Enervation by an amount equal to the Enervation you would have gained on a failed check.
Increase your caster level by +1 for the spell cast.
Critical Failure A roll of a 1 on a d20 on a Enervation check always results in a critical failure with the following outcome:
Suffer twice the amount of Enervation you would have normally gained.
Maximum Spell Level Known A spellcaster begins play with the ability to learn 0-level and 1st-level spells. As she attains higher levels, a spellcaster may gain the ability to master more complex spells.

Spell Secret At 2nd level, and every three levels thereafter, a spellcaster may select one spell that she can manifest without a Enervation check. At each of these levels, the spellcaster may select one 0-, 1st-, 2nd-, or 3rd-level spell she knows. From that point on, she may use that spell without checking for Enervation.

Bonus Feats At 3rd level, and every three levels thereafter, the spellcaster gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. The spellcaster must meet the prerequisites of the selected bonus feat.

Improved Control At 4th level, a spellcaster becomes more capable of resisting Enervation. She gains a +2 bonus on Enervation checks to avoid gaining Enervation.

Grounding At 7th level, as a full-round action, a spellcaster can reduce her Enervation by 1d4 + her Intelligence modifier. She may discharge a portion of her Enervation once per day at 7th level, plus one additional time per day for every three levels beyond 7th, to a maximum of 5 times per day at 19th level.
Alternatively, she may meditate for one hour to restore 1d4 points of temporary Intelligence damage caused by Enervation. This use of Grounding also eliminates any fatigue suffered by the spellcaster.
Notes: I need to double check this value to make sure it allows a spellcaster to be sustainable, while not allowing them to ignore the base restrictions of the Enervation mechanic.

Greater Control At 13th level, a spellcaster's ability to resist Enervation increases further. Anytime the spellcaster would gain additional Enervation from a spell, she reduces the Enervation gained by -1 (minimum 1).

Unleashed At 20th level, the spellcaster gains immunity to all mind-affecting effects and the ability to communicate telepathically with any creature within 100 feet that has a language.
Once per day, the spellcaster may add +4 to her caster level for 1 round per two character levels. During this time, all level-dependent effects are adjusted appropriately, During the first round, all Enervation is released in a pulse of light as if she is the subject of the daylight spell, reducing her Enervation to zero. For the remaining duration, she need not check for Enervation.

If you notice any math that is incorrect, have questions or constructive comments or ideas, please feel free to share. My next post will contain an example of the system with a "Wizard's Duel" to show the mechanics in action.


Basic Combat Scenario with Dumb & Dumber

Lloyd (hps 21)
Str 8, Dex 13, Con 12, Int 18, Wis 10, Cha 14
Enervation (Current/Max): 0/7
Spell Secrets (2): Vampiric Touch, Magic Missile
Improved Control: +2 on Enervation checks.

Harry (hps 21)
Str 8, Dex 13, Con 12, Int 18, Wis 10, Cha 14
Enervation (Current/Max): 0/7
Spell Secrets (2): Fireball, Magic Missile
Improved Control: +2 on Enervation checks.

Spell List (assume the same for ease)
3rd (2) - fireball, vampiric touch
2nd (4) - acid arrow, darkness, gust of wind, web
1st (6) - magic missile, shield, burning hands, mage armor, grease, ray of enfeeblement
Cantrips - (intentionally blank)

Lloyd has a 15 init; Harry has a 4 init. I'm using a dice roller to illustrate the mechanics.

Round 1 - Lloyd (21 hps, Enervation 0/7), Harry (21 hps, Enervation 0/7)
Lloyd decides to open big - he has the space, but not the best aim. If he can take out Harry in one shot, why not? He casts fireball. Lloyd checks for Enervation (1d20 + 1/2 caster level + Intelligence + Misc = 1d20 + 7) and rolls a 5 for a total of 12 (DC 21). Lloyd gains 3 enervation. Until he rests for 8 hours, Lloyd will suffer a -1 to all of his Enervation checks for the rest of the day. On 5d6, he totals 14. Harry fails his save.

At this point, Harry doesn't have many options. Vampiric Touch is going to be his best bet for survival. He moves into position and hits Lloyd, checks for enervation and succeeds with a roll of 16 (total 23 with modifiers), and deals 7 hit points of damage. Harry now has 7 temporary hit points, but the odds are not in his favor.

Round 2 - Lloyd (14 hps, Enervation 3/7), Harry (7 hps, 7 temp, Enervation 0/7)
Ultimately, Lloyd's big open paid off. He has Harry on the defensive and unless his luck fails, this will be over shortly. He decides to stay on the offensive and use magic missile, totalling 9 damage. As his first spell secret involved the formula for magic missile, he doesn't need to check for enervation.

Harry is down to 6 hit points. He is losing the game of rocket tag and he knows it. He tries vampiric touch again, hoping to outlast his opponent. A successful hit - he checks for Enervation and rolls a natural 20 - a critical success. Harry selects to increase his Caster Level by 1, granting him an additional die on his Vampiric Touch. Rolling 3d6, he deals 17 damage (!) to Lloyd and gains 17 temporary hit points. Lloyd, now at -3 hps, is painfully unaware of the coup de grace delt him until he wakes up in the afterlife.

Notes
The purpose of this was to illustrate the system in action, of course. It also pointed out to me, as I rolled it out, a flaw or two I had not noticed before. I "tested" several other scenarios and will need to make the following changes:
1. Order of operations: Declare spell. Cast spell. Check for enervation.
2. Remove critical success from Enervation checks. It interferes with/makes awkward the order of operations. Retain critical failure.
3. Spell Secret violates Premise #9 significantly. The mechanics must be altered to retain usefulness, while not violating Premise #9.
4. Reduce/alter the benefit of the "Improved Control and Greater Control" to +1/+2 on Enervation checks.
5. Move all current data to google.docs for ease of viewing and editing.

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