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Spellcasting (3.5e Variant Rule)

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Created By
Sam Kay (talk)
Date Created: 12th August 2007
Status: complete
Editing: Spelling only, please!


SpellcastingEdit

Casting a SpellEdit

Using this variant set of rules, a spellcaster does not automatically succeed when casting a spell. Instead, the caster must make a caster level check (D20+ Caster Level+ Characteristic Modifier[1]). The DC for this check is 10+ the spell's level. If this check is passed, the spell is cast successfully as normal. If it fails, the spell is not cast (it takes no more than a standard action to fail a casting attempt[2]). If a natural one is rolled, then the spell goes horribly wrong. See the section on Critical Spell Failures for details of the result. If a natural twenty is rolled, then the spell is a critical success. See the section on critical successes for details.

A spellcaster that has a line of sight to the spellcaster casting the spell may make a spellcraft check (DC 10+ spell's level [3]) to see if they can tell that you are casting a spell or not. If they succeed, they can attempt to counterspell. See the section on counterspells for details.

CounterspellsEdit

A spellcaster attempting to counterspell a spell being cast by another spellcaster makes an opposed caster level check (D20 + Caster Level + Characteristic Modifier[1]) against the caster level check made by the opposing spellcaster when he attempted to cast the spell. If the check is passed, then the spell is negated. Counterspelling can only succeed if the character attempting to counterspell is within range of the spell, and only if the counterspeller is willing to use up one of his spells per day (level is equal to the level of the spell being cast).

Critical Spell SuccessEdit

If a spell is a critical spell success, it automatically succeeds. In addition, the spellcaster makes another caster level check (D20+ Caster Level+ Characteristic Modifier[1]). The DC for this check is 20+ (2x Spell Level). If this check succeeds, then the spell's range, duration and damage caused/cured are doubled (if applicable), and the caster level check result to cast the spell is twenty higher than normal (i.e. D20 [4]+Characteristic Modifier[1] +20).

Critical Spell failuresEdit

If a spell is a critical failure, then not only does it fail, but something goes horribly wrong. The spellcaster must roll 1d% and consult the chart below7.

Table: Critical Spell Failure ResultEdit
1d% Critical Spell Failure Result
1-8 A void opens in the fabric of reality, and the caster (and anyone within 5ft of him) is sucked through into a random plane (DM's choice).
9-16 The spell energy explodes, causing D4/caster level damage to the caster, and D2/caster level to anyone within 5ft of the caster.
17-24 The spell energy explodes, causing D2/caster level damage to the caster, and 1/caster level damage to anyone within 5ft of the caster.
25-32 The spellcaster takes D2 negative levels. This is reversed D12 hours later.
33-40 The spellcaster takes one negative level. This is reversed D6 hours later.
41-48 Sudden blasts of energy backlash the spellcaster's mind, addling his wits. The wizard becomes Intelligence 3 for D4 hours.
49-56 The spellcaster makes a mistake when casting the spell. The spellcaster forgets how to cast the spell (and so cannot cast it again) for D6 hours.
57-64 The spellcaster warps, and reappears in a random location within 50ft of his current location (DM's choice).
65-72 The energy dissipates into the air, affecting the spellcaster's mind in the process. The spellcaster takes 2 points of intelligence damage. This is reversed D6 hours later.
73-80 The energy dissipates into the air, affecting the spellcaster's mind in the process. The spellcaster takes 1 point of intelligence damage. This is reversed D6 hours later.
81-88 The energy dissipates into the air, affecting the spellcaster's mind in the process. The spellcaster takes D6 points of nonlethal damage.
89-96 The energy dissipates into the air, affecting the spellcaster's mind in the process. The spellcaster takes D3 points of nonlethal damage.
95-99 The energy dissipates into the air, affecting the spellcaster's mind in the process. The spellcaster takes D2 points of nonlethal damage. This is reversed D6 hours later.
100 The energy dissipates into the air.

References Edit

  1. 1.0 1.1 1.2 1.3 The characteristic modifier is what characteristic the caster's magic is based on; for example, charisma for a sorcerer.
  2. It still uses up a spell per day as if it where successfully cast.
  3. If the DC is beat by 5 or more, the spellcaster can recognise the spell being cast.
  4. The D20 result was 20.



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