Info for spellcasters
Score: 568 | 04/09/19 |
Some important info. Playing a spellcaster is a bit more involved than most other classes. In addition, in attempts to both free up casters, and keep them balanced, we've made a lot of house rules over the years. Here's the information in one place.
HALF CASTERS
NOTE: For purposes of "Caster Level", half-casters (Rangers, Paladins, and certain Prestige Classes) halve their level when determining Caster Level. For example, a n 8th level Ranger is only a 4th level Caster. This is typically stated in the class descriptions, but wanted to emphasize it here. So when calculating Spell Points, DC of Saves, etc. this is the value used. You are basically getting spell power and the ability of a warrior, for one class advancement, so this is the tradeoff in the rules.
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SPELL POINTS
This is calculated using a complex Excel sheet. I think Dan and I are the only ones who actually get it all, but really, all you have to do is input the values (or just ask me), and I can tell you your points. I'll be happy to go over it for anyone who really wants to know how it is derived though. Suffice to say that you want a HIGH stat bonus to really maximize your spell points. This should be your FIRST consideration as a caster, as EVERYTHING derives from it.
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TO HIT BONUS FOR SPELLS THAT REQUIRE A TO HIT ROLL
Melee Attack Roll Spells = Base Attack Bonus + STR Bonus + 10 (but target doesn't get the benefit of the armor's base AC value) SPECIAL: If you have the Unarmed Attack feat, add +2 to this value.
DIstance Attack Roll Spells = Base Attack Bonus + DEX Bonus + 10 (but target doesn't get the benefit of the armor's base AC value) SPECIAL: If you have the Point Blank feat, add +2 to this value.
(the +10 is just easier than recalculating a foe's AC for touch or ray attacks)
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COPYING SPELLS FROM OTHER CASTERS
Equal to = Add each level of spell you can cast.....multiply the result by your Stat bonus
EXAMPLE: if you can cast up to 4th level spells and had a +4 Stat bonus, you can copy (1+2+3+4) or (10) times 4 (Stat bonus) = 40 spell levels you could copy.
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SPELL SAVING THROW DC (How hard it is for others to save against your spells)
This is equal to = 10 + Stat Bonus + Highest Level Spell You Can Cast + 1/3 your level
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SPELL RESISTANCE
In 3.5 (and 3.0), Magic Resistance was replaced by Spell Resistance. This is a set number for the creature, NOT a percentage. To get by it, a caster must roll 1d20 and add their level. There are also feats, items that can help here, and some spells have ways to get a bonus. So, even on a creature with Spell Resistance, there's always a chance of magic affecting it. For example, if a creature had Spell Resist of 15, you'd roll a d20, add your level, and at 15 or higher, the spell gets through. A natural 20 always gets through, and gives the target a -4 to their saving throw to boot.
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MAKING SPELL GEMS (for yourself and others)
For yourself, this is equal to = Caster Level x Stat Bonus
For others, this is equal to = 1/3 (rounded down) the number you can make for yourself (both in levels each, and in number of people you can attune gems to)
EXAMPLE - If you were a 10th level caster, with a +3 Stat Bonus. For yourself, you could cast (10 x 3) or 30 spell levels worth of gems for yourself. And, you could cast (30 / 3) or for 10 people, for 10 spell levels each.
GEM PRICING - Gems must be suitable quality to hold a spell. It isn't cheap to make these one-shot items.
1st - 2nd Level Spells = gem costs at least 50gp / level
3rd - 4th Level Spells = gem costs at least 100gp / level
5th Level Spells = highest level a gem can hold, costs at least 1000gp
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MAKING MAGIC ITEMS
Mostly going to tackle this only if somebody wants to do it. Similar to how gems work. Same with Permanency in spells, we'll cross that bridge when we come to it.
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CHANGES / CLARIFICATIONS TO EXISTING SPELLS
In the List, are spells that work a little differently in the campaign, Or are further clarified here.
This list may grow as the PCs do, and gain more powerful spells. Mostly, a product of previous campaigns and rulings, and clarification between 3.0 and 3.5 (we are deferring to 3.5 rules).
General Rule - Cantrips and Orisons (all are available to casters, and cost 0 spell points to cast). These are effectively "at will" spells. (but do take a full action, unless otherwise stated).
Animal Buff Spells - Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, all work just as stated in 3.5. They last for 1 min/lvl, not hours. (clarification, not a change. In Dan's campaign, we used the 3.0 duration, as he used 3.0 rules. (however in 3.0, it is a d6 vs. +4 bonus). So more of a before-combat buff than an all day spell.
In most other cases, these changes or clarifications should be beneficial to the PCs. I can't be sure to catch all of these, but we'll adjudicate them as needed. In the final analysis, the spell should a) make sense, and b) be commensurate with it's assigned level's power level. Some higher level spells are considerably underpowered, so these may be altered, or require changing the level of the spell.