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==Spells==
 
==Spells==
Instead of learning spells per level, the Arcanist must make a spellcraft check to create a channel in an arcane focus (and cast the spell at the same time), or through their arcane nexus to create the spells effect. The character trying to cast the spell must also have an intelligence equal to the spells level + 10. Thus casting a level 1 spell takes 11 int, and a level 9 spell requires 19 int. The DC for each check is 10 + the spells level + the minimum caster level for the spell + the number of levels the character would need for a wizard of the same level to cast the spell. This is the check while not in a hazardous situation. You add +5 to the DC while in a “hazardous” situation. If they miss the check, they cannot make the check again till they have gained a level, or you can spend your maximum spell points reserve for your level to retry all previous failed attempts. If the caster fails by more than 10, then they make a fortitude save of the roll on spellcraft. If they fail that, then the spell points lost turn into raw magic damage to the caster. A natural 1 is a fail no matter what your spellcraft is, but doesn’t necessarily incur the fortitude save. If they should succeed, then they add the spell to their Arcane focus (see Last page). Note: Metamagic feats can be added to a spell. Each time that is done, a new Channel must be created, and the spell is treated as the higher level for the purpose of Creating the new channel in the Arcane focus for the new spell cast in the future.
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Instead of learning spells per level, the Arcanist must make a spellcraft check to create a channel in an arcane focus (and cast the spell at the same time), or through their arcane nexus to create the spells effect. The character trying to cast the spell must also have an intelligence equal to the spells level + 10. Thus casting a level 1 spell takes 11 int, and a level 9 spell requires 19 int. The DC for each check is 10 + the spells level + the minimum caster level for the spell + the number of levels the character would need for a wizard of the same level to cast the spell. This is the check while not in a hazardous situation. You add +5 to the DC while in a “hazardous” situation. If they miss the check, they cannot make the check again till they have gained a level, or you can spend your maximum spell points reserve for your level to retry all previous failed attempts. If the caster fails by more than 10, then they make a fortitude save of the roll on spellcraft. If they fail that, then the spell points lost turn into raw magic damage to the caster. A natural 1 is a fail no matter what your spellcraft is, but doesn’t necessarily incur the fortitude save. If they should succeed, then they add the spell to their Arcane focus (see Last page). Note: Metamagic feats can be added to a spell. Each time that is done, a new Channel must be created, and the spell is treated as the higher level for the purpose of Creating the new channel in the Arcane focus for the new spell cast in the future.
   
 
Take n to be the level of the spell.
 
Take n to be the level of the spell.
<br />The cost = n + the previous spell levels cost.<br />
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<br/>The cost = n + the previous spell levels cost. <br/>
i.e. A 0th level spell costs 1 SP, a first level spell costs 2 SP, 2nd =4 SP, 3rd = 7 SP, etc. A 9th level spell costs 46 SP.
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i.e. A 0th level spell costs 1 SP, a first level spell costs 2 SP, 2nd =4 SP, 3rd = 7 SP, etc. A 9th level spell costs 46 SP.
   
   
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