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View Full Version : Spell mastery - alternate rules (3.x, PEACH)



Waargh!
2013-02-23, 01:39 AM
In a lot of fantasy settings spells are not as easy to cast. There is a chance of failure or they are hard to master. Or there is a risk. With the current system you can either cast a spell or not which doesn't represent so naturally in my point of view mastering a spell.

I propose the below ruling having in mind that the spell casters could take a bit of downgrade in power.

Arcane Spell Mastery
In order to master an arcane spell you need to have a caster level and character level greater than twice the spell level. For example, a 3rd level spell requires a caster level of 7 or higher.

When you haven't master a spell there is a risk the spell won't be cast. You need to make caster level check against DC 10+twice the spell level. If you fail, you perform all the necessary actions (including choosing a target) but the spell has actually no effect. You expend the spell slot but not any XP or gp cost when required.

Additionally, to cast defensively a spell you need to have a caster level greater than three times the spell level. For example, a 4th level spells requires a caster level of 13 or higher.

Divine Spell Mastery
In order to master an divine spell you need to have a caster level and character level greater than twice the spell level.

When you haven't mastered a spell your deity hasn't find you yet worthy to use it at your own free will. Whenever you try to cast a spell you haven't mastered there is a 50% chance that the deity won't allow you to. You still lose your action and the spell slot but there is nothing visible. You don't expend any gp or XP if the spell requires so.

Your deity can choose to grand you automatically the spell if they want to. This can be the case when you are following an explicit wish of them or a holy mission. On the other hand, if the deity is not satisfied with you they will choose not to allow you to cast any spell you haven't mastered. This is something that usually a deity makes known to you in advance as an expression of their disappointment or that they simply expect more from you.

Additionally, to cast defensively a spell you need to have a caster level greater than three times the spell level.

Arcane Spell familiarity
When you have a caster level higher than four times the arcane spell slot you may regain those spell slots by resting for an hour. During that hour you may not perform any tiring activity, including casting a spell. Zero level spell slots are thus always regain after an hour of rest. Once you regain your spell slots you may not choose different spells, you automatically get the same prepared spells.

Note that there is no familiarity with divine spells.

Yitzi
2013-02-23, 11:28 PM
Er...you do know that anyone who can cast the spell at all under the normal rules is at worst very close to mastering it under your rules?