Forgotten Realms: Champions of the Realms
Spell Rule Modifications
Spell Rule Basics
-Spells are no longer memorized using a particular number of spells/spell level per day. Instead, the character receives a pool of Class Spell Points (sometimes called mana in other systems) to spend until able to rest and regain points again.
The pool of Spell Points is figured by the following:
Look at the Spells per Day per Spell Level found with the class description: the number of spells is multiplied by its spell casting level; add this to:
the appropriate ability score modifier (Int, Wis, or Cha; depending on class) multiplied by the maximum Spell Level that a caster can cast for that class & class level.
Since the points are class specific, the pools of points cannot be shared between classes, and must be calculated separately for each class on a multi-class caster.
Example: a 5th Level Wizard with a 17 Intelligence would get:
First, add the following:
3 first level spells= 3 × 1( the casting level)= 3;
2 second level spells= 2 × 2(the casting level)= 4;
1 third level spell= 1 × 3 (the casting level)= 3:
Added together: 3+4+3 equals 10.
Next, add the following results to the previous result of 10:
bonus for high intelligence (which is +3 for a 17 Intelligence);
the maximum castable spell level, which is 3 (since the Wizard can cast 3rd level spells):
Multiplied: 3 × 3 = 9
The result of 9 Added to 10 = 19 Spell Points
Again, if the Character had another casting class, the points for it would be calculated in a separate pool of points.
Casting spells using Spell Points
-A caster spends Spell Points to cast spells. A spell costs 1 point per Spell Level to cast. For instance, the 5th Level Wizard with 19 spell points could cast 5 fireballs (3rd Level Spell) using up 15 Spell Points; and would have 4 points left to use. Or perhaps the Wizard could cast 19 Magic Missile spells (1st Level Spell) or 19 different 1st Levels, etc., or any other combination, before needing to spend time to rest and recover spells. The Wizard could not borrow Spell Points from one of his other classes, if the Wizard were multi-classed.
Casters are assumed to be prepared to use all of their available spells, and don’t need to prepare individual spells as in other editions. They may cast spells off of their entire list of known spells.
Spell Buffs and Maintainable Spells
-Certain spells will be classified as Spell Buffs or “Buffs”. Spell Buffs are spells which are maintained on an individual or group, that usually have some protective value or constant effect. Spells that are Buffs and Maintainable Spells may no longer have a duration as long as the recipient stays within a radius of 10’ per maximum Spell Level that the caster may cast; which also means that the caster may not have duration on some of his own spells, since the range for the caster is 0. There may be some noted exceptions to these rules. Should the recipient move farther than the distance, then the duration noted in the spell description begins. As an example, a 10th level Cleric is able to cast 5th level spells and therefore has a Buff Range of (10’ X 5 = 50) 50’. A 20th level Cleric is able to cast 9th level spells and therefore would have a Buff Range of (10’ X 9 = 90) 90’. If someone who has received a Buff from the caster moves out of the range, the duration of the spell based on the written description begins; unless the recipient gets back into the Buff range. The caster may automatically restore the Buff on the character even if the duration ran out, without spending more Spell Points to do so.
Buffs, Group Buffs, and Maintainable Spells may be noted in the Spell Lists for each class.
-By spending double Spell Points, certain listed Buffs may be used on a group of characters. The Group Buff will cover the number of characters listed in the spell description, plus 1 additional character per caster level.
Spell initiative for Standard Cast Times
_-Determined differently than Weapon Initiative. There are three basic methods of casting to consider when casting spells. The following assumes spells with Standard Casting Time in their descriptions. Each type of casting method has a set number of segments required to cast; and the spell effect takes place on the segment after the last casting time segment: Standard Casting (2 segments, cast on 3rd), Casting Defensively (2 segments, cast on 3rd), and Combat Casting (4 segments, cast on 5th).
Before the beginning of the round (prior to segment 1) the Player decides whether the Character is going to cast spells; or fight with their Melee Weapon; or take some other action. If the Character chooses to cast a spell, then they state whenever they wish to begin casting. They may start on segment 1 if they wish, or after. So, a Standard Spell Casting that was started on 1: casts on 3. A Standard Cast Spell started on 3: casts on 5. A Standard Cast spell started on 5: casts on 1-the next round, etc..
A caster who is performing a normal Standard Casting needs both hands available to cast, and will often tuck their weapons underneath their arm, or set their weapon down, or somesuch,and thus lose their parry bonus and are not considered Threatening. Casters may cast with shields (such as clerics) in Standard Casting mode, but will not be able to parry with them, and will normally only recieve half the shield bonus (round up), as it is considered a passive defense, rather than active. The same applies to Shield spells active while performing a Standard Casting, as the spell requires some mental direction. A caster in Standard Casting mode may not parry, but may still recieve their Dodge Bonus.
A caster may perform a spell casting, and hold it until ready to release on any segment after they complete the casting requirements for the spell. If they choose not to cast the spell, they may abort and will not lose the spell points. The are only subject to Attacks of Opportunity if not holding a weapon or shield (or without a Shield spell), and are considered to be in Combat Casting mode.
Casting More Than One Spell Per Round
There are three basic ways to cast more than one spell per round:
1) Casting a spell using the Quicken Spell Feat.
2) Having a high enough Base Spell Bonus. By cross referencing a character’s Base Spell Bonus with the Spell Speed associated with the character’s casting class and the level of the spell. See Spell Speeds by Class and Level for the Spell Speeds given for each casting class and Spell Level.
3) Casting a spell that is considered a Fast Spell (See below).
Casting Fast Spells
Spells that are considered Fast Spells, are able to be cast much like spells that are cast using the Quicken Spell Feat.
-A caster may only cast one Fast Spell during a round.
-A Fast Spell may be cast on any segment of a round, even while charging, as long as the character is not taking a double move. A separate, Dexterity Based Concentration Check is needed if rushing or charging (-2 and -4 check, respectively).
-A Fast Spell provokes Attacks of Opportunity, unless specified otherwise, or an appropriate Concentration Check is made.
-While casting a Fast Spell, A failure of any Concentration Check for a Fast Spell means the spell is lost, along with the appropriate amount of Spell Points. This means that Fast Spell may be disrupted on the same segment that it was cast on.
-Fast spells may not be cast while being Surprised.
The following spells are considered Fast Spells:
Cleric: 1st – 4th
Druid: 1st – 3rd
Wizard/Sorcerer: 1st – 2nd
EverQuest, All Casters: All
A caster may go into a Combat Casting mode in which the caster paces his or her casting with the flow of combat, essentially staying on the defensive and engaging in magic. He or she is trying to carefully balance defense and casting, interchangably, and as a result, the casting takes twice as long.
A caster who is Combat Casting does not provoke Attacks of Opportunity (unless they are without a weapon, shield, or Shield spell, etc), nor do they require a Concentration Check to successfully cast the spell, although if struck during the casting they will have to make a Concentration Check as normal.
A caster who iniates in Combat Casting, who finds themself out of Threat may go into normal Standard Casting mode and complete the spell on the next available segement (this assumes a Standard Spell casting time), as long as two segments of Combat Casting have passed. For instance, Biffy the Wizard begins Combat Casting on segment 1, casting a Hold Person spell, while toe-to-toe with one of several Brigands. Skippy the Archer takes out the Brigand Threatening Biffy with an arrow on segment 2. Now that he is no longer Threatened, Biffy may take segment 3 to finish the necessary casting, thus delivering the Web spell against the other Brigands on segment 4. If in the same basic situation Skippy had shot the Threatening Brigand on segment 1, Biffy would still only be able to release the spell as early as 4, since 2 segments of casting are required. In other words, it would be as if every 2 segments of Combat Casting equalled 1 segment of Standard Casting (or a half point each segment), and therefore, the sum of the segments must equal the total required Standard Casting time (in segments).
A caster who casts defensively is attempting to desparately protect himself while casting a spell. This is very difficult, as the caster is attempting to parry/dodge while concentrating and performing the spell’s requirements. To begin Casting Defensively, the caster usually must be able to pose a Threat to an enemy, or be able to properly Defend; and thus must typically have a weapon of some sort, or perhaps have a shield, or a Shield spell. To successfully Cast Defensively, the caster must make a Concentration Check. If successful, the spell casting does not provoke an Attack of Opportunity, and the caster may complete the spell with the normal of segments of casting time. The casting can still be fouled if the caster takes any damage during that casting time. If the initial Concentration Check for Defensive Casting fails, it means that the caster could not properly maintain concentration, or failed to perform something about the spell properly, and will lose the appropriate number of Spell Points, or lose the spell as if it were cast but with no effect; thus fizzling out. The caster will still take the appropriate number of segments to cast, and will be subject to possible Attacks of Opportunity.
Being Wounded While Casting
-If wounded while casting on any segment (except the last segment of the casting), the caster must successfully make a Concentration Check, the DC equal to a d20 + 5 + damage taken + level of the spell trying to cast). If struck for 0 points of damage, the DC is a d20 + 5, for being jostled, distracted, etc.. Failure to make the DC rolls, means the spell is foiled, but the spell points are not lost.
-If wounded on the last segment of the casting, the spell completes normally, and is considered to finish simultaneously with any successful attack against the caster on that segment. Likewise, an attacker or caster who would have been disabled by the spell, simultaneously completes his or her attack, and is disabled thereafter. It is entirely possible for two foes to destroy/disable each other on the same segment.
Healing spells heal with the identical number of dice as written in its description, but now the type of dice used are based upon the class of the recipient, plus the Constitution Bonus added PER die. Thus, fighters use d10; clerics d8; wizards d6; etc. Multiclass characters use dice based upon their highest level class. If the character has the same numbers of levels for each class, then the highest hit die is used. It would also be acceptable for the Dungeon Master to divide the dice up in similar proportions to the levels.
For Damage Shield type of Spells that “protect” the recipient by causing damage to an attacker or nearby creature:
The Spell receives the Caster’s appropriate Ability Score Modifier, only when cast on themselves. If cast on someone else other than the Caster, no modifier is received.
Furthermore, a Magic Item imbued with a similar Damage Shield power does not receive an Ability Modifier, even if the Item was made by the wearer: being that the Spell is cast on the item, and not on the Caster. If on the other hand, the wearer figures out how to attune the item to themselves, then that might be able to be changed.
Shared Magic Damage-Carrier Attacks
Certain Spells can be cast onto other characters that allow them to transmit some form of additional damage, much like Damage Shields, but transmitted by means of a Physical Attack, or a Weapon. Such “Carrier Attacks” are handled similarly to Damage Shields, in that the Caster’s Ability Score Modifier is applied to said Damage, but only when the attack is made by the Caster, or when the affected object is wielded by the Caster. This means that the Ability Score Modifier is not applied to attacks or weapons wielded by other Characters, even if they are capable of casting the same Spell.
For example: A Priest casts Sun Metal as a Group Buff on several weapons in the party. Each weapon will do 1d4 points of Fire Damage, in addition to normal Weapon Damage, on a successful hit by any of the other party members; even the Ranger that is able to cast the very same Spell. However, when the Priest grasps one of the weapons, it blazes brighter in his/her hand and the Fire Damage will do 1d4 + his/her Wisdom Modifier Bonus on a successful hit made by the Priest. If the Priest hands his weapon to any other member of the party, it will dim slightly, and only do 1d4 Fire Damage for them on a successful hit.