raspberrybadger
2013-01-26, 11:32 PM
I'm trying to put together some houserules on top of Pathfinder (though they would be easy enough to fit into 3.5) that would make casting take more resources or risk. I'm getting close to the point of testing them out in PBP here, and I'd like comment on how the proposed houserules might work (or not work).
1st and 2nd level casting would be unaltered.
3rd and up casting (and manifesting) would need to be 'shielded' to be entirely safe.
Unshielded casting (and manifesting) would alert many types of magical creatures, as well as anyone using detect magic (for arcane), detect evil/good/law/chaos (for divine), and detect psionics (for psionics), or similar spells. The range on that would be hundreds of miles, and it would give information on the caster and the spell cast. That would be especially problematic for divine casters, because it gives opposite aligned outsiders to intervene without breaking various agreements. The range on this is 100 miles for every 20 the casting is unshielded by.
Also, unshielded casting of arcane spells would have additional consequences.: spellblights, different spell comes out, summoning creatures from other realities, damaging the caster, a small zone where another plane bleeds through. That kind of thing. So the effects aren't always bad, but they could be rather inconvenient. The risk is worse the more unshielded the casting is.
Shielding would for the most part require prior preparation.
Anyone can use Knowledge: Arcana for preparation.
Divine casters can substitute Knowledge: Religion, druids can substitute Knowledge: Nature, and manifesters must substitute Knowledge: Psionics.
To shield level 3 spells requires a shielding value of 20
level 4, 45
level 5, 75
level 6, 110
Shielding can be obtained by drawing protective symbols on one square of the ground with chalk. The shielding produced is the result of a Knowledge Arcana check (or whatever was substituted). Retries and taking 20 are possible, but only the best roll applies. Of course, creatures or spells doing stuff in a square could easily destroy the chalk symbols, destroying the protection.
There are several other methods that provide protection which stacks with the above, or may be used instead, making their own Knowledge rolls to see how much shielding is produced.
10 gp alchemical chalk, +2 bonus on the check.
25 gp holy water (cleric or paladin only), +15 bonus on the check
freshly collected spring water (druid or ranger only), +0 bonus on the check
50 gp magical chalk, +20 bonus on the check and difficult to destroy
250 gp enchanted chalk, +35 bonus on the check and permanent
100 gp incense, +5 bonus and it can work in midair until blown away
500 gp magic incense, +30 bonus and it can work in midair until blown away
Casting blessing, +0 bonus on the check, works in midair
Casting pass without trace, +0 bonus on the check, protection goes with you
Casting protection from evil, etc. +5 bonus on the check, works in midair, protects a square.
Casting magic circle against evil, etc. +10 bonus on the check, protects both that square and goes with you, works in midair.
Casting hallow/unhallow, +50 and it is permanent. Works only for those of your faith, divine spells only.
Casting lesser globe of invulnerability, +20 on the check, protects its AOE
Casting mage's private sanctum, +40 on the check, protects its AOE
Casting globe of invulnerability, +40 on the check, protects its AOE
Some items or locations might provide positive or negative amounts of shielding.
Psionics has a different but parallel system. Manifesters do not shield an area, they shield their minds. This shielding lasts as long as they maintain their focus. A standard action (retries and taking 20 possible) gives shielding equal to a Knowledge: Psionics check. This may be stacked with checks upon manifesting Empty Mind (+5 bonus +1/pp augmented) and or Thought Shield (+10 bonus, +1/pp augmented). Mind blank gives a flat +40 shielding while it is up, and does not disappear when focus is lost. Also, I'm putting Mind Blank back in as a 7th level psion/wilder power, 6th level Psionic Warrior power.
Example: A 5th level wizard with 18 int casts fireball. First, he takes a standard action to draw protection with chalk. With 18 int, 5 ranks in Knowledge Arcana, and a +3 bonus from class skills, this nets him 1d20+16 in shielding. Should he roll 4 or higher, he is now safe to cast any 3rd level spells he wishes until someone destroys his chalk circle.
Example: A 9th level cleric with 14 int and 9 ranks of Knowledge: religion wants to be able to cast freely. He uses chalk shielding to prebuff with Magic Circle against Evil, providing 1d20+24 shielding to anyone in its AOE while it lasts. That allows him to freely use 3rd level spells, and has an even chance of allowing him to freely use 4th level spells (or better chances if he invests in feats, items, or points of int). If he wants to use 5th level spells, he'll need a total of 75 shielding. If he wants to spend only one round preparing before casting, he'd best use holy water to make his protection (+15 bonus on the check, so he'll have a total of 1d20+24+1d20+29, which fairly reliably gets you to 75).
Example: A wizard forgoes any shielding and casts a 5th level spell. A tentacled horror appears from another reality and does whatever a tentacled horror would do in that situation.
Comments?
1st and 2nd level casting would be unaltered.
3rd and up casting (and manifesting) would need to be 'shielded' to be entirely safe.
Unshielded casting (and manifesting) would alert many types of magical creatures, as well as anyone using detect magic (for arcane), detect evil/good/law/chaos (for divine), and detect psionics (for psionics), or similar spells. The range on that would be hundreds of miles, and it would give information on the caster and the spell cast. That would be especially problematic for divine casters, because it gives opposite aligned outsiders to intervene without breaking various agreements. The range on this is 100 miles for every 20 the casting is unshielded by.
Also, unshielded casting of arcane spells would have additional consequences.: spellblights, different spell comes out, summoning creatures from other realities, damaging the caster, a small zone where another plane bleeds through. That kind of thing. So the effects aren't always bad, but they could be rather inconvenient. The risk is worse the more unshielded the casting is.
Shielding would for the most part require prior preparation.
Anyone can use Knowledge: Arcana for preparation.
Divine casters can substitute Knowledge: Religion, druids can substitute Knowledge: Nature, and manifesters must substitute Knowledge: Psionics.
To shield level 3 spells requires a shielding value of 20
level 4, 45
level 5, 75
level 6, 110
Shielding can be obtained by drawing protective symbols on one square of the ground with chalk. The shielding produced is the result of a Knowledge Arcana check (or whatever was substituted). Retries and taking 20 are possible, but only the best roll applies. Of course, creatures or spells doing stuff in a square could easily destroy the chalk symbols, destroying the protection.
There are several other methods that provide protection which stacks with the above, or may be used instead, making their own Knowledge rolls to see how much shielding is produced.
10 gp alchemical chalk, +2 bonus on the check.
25 gp holy water (cleric or paladin only), +15 bonus on the check
freshly collected spring water (druid or ranger only), +0 bonus on the check
50 gp magical chalk, +20 bonus on the check and difficult to destroy
250 gp enchanted chalk, +35 bonus on the check and permanent
100 gp incense, +5 bonus and it can work in midair until blown away
500 gp magic incense, +30 bonus and it can work in midair until blown away
Casting blessing, +0 bonus on the check, works in midair
Casting pass without trace, +0 bonus on the check, protection goes with you
Casting protection from evil, etc. +5 bonus on the check, works in midair, protects a square.
Casting magic circle against evil, etc. +10 bonus on the check, protects both that square and goes with you, works in midair.
Casting hallow/unhallow, +50 and it is permanent. Works only for those of your faith, divine spells only.
Casting lesser globe of invulnerability, +20 on the check, protects its AOE
Casting mage's private sanctum, +40 on the check, protects its AOE
Casting globe of invulnerability, +40 on the check, protects its AOE
Some items or locations might provide positive or negative amounts of shielding.
Psionics has a different but parallel system. Manifesters do not shield an area, they shield their minds. This shielding lasts as long as they maintain their focus. A standard action (retries and taking 20 possible) gives shielding equal to a Knowledge: Psionics check. This may be stacked with checks upon manifesting Empty Mind (+5 bonus +1/pp augmented) and or Thought Shield (+10 bonus, +1/pp augmented). Mind blank gives a flat +40 shielding while it is up, and does not disappear when focus is lost. Also, I'm putting Mind Blank back in as a 7th level psion/wilder power, 6th level Psionic Warrior power.
Example: A 5th level wizard with 18 int casts fireball. First, he takes a standard action to draw protection with chalk. With 18 int, 5 ranks in Knowledge Arcana, and a +3 bonus from class skills, this nets him 1d20+16 in shielding. Should he roll 4 or higher, he is now safe to cast any 3rd level spells he wishes until someone destroys his chalk circle.
Example: A 9th level cleric with 14 int and 9 ranks of Knowledge: religion wants to be able to cast freely. He uses chalk shielding to prebuff with Magic Circle against Evil, providing 1d20+24 shielding to anyone in its AOE while it lasts. That allows him to freely use 3rd level spells, and has an even chance of allowing him to freely use 4th level spells (or better chances if he invests in feats, items, or points of int). If he wants to use 5th level spells, he'll need a total of 75 shielding. If he wants to spend only one round preparing before casting, he'd best use holy water to make his protection (+15 bonus on the check, so he'll have a total of 1d20+24+1d20+29, which fairly reliably gets you to 75).
Example: A wizard forgoes any shielding and casts a 5th level spell. A tentacled horror appears from another reality and does whatever a tentacled horror would do in that situation.
Comments?