Ferus' Spellcraft Rules

I have decided that arcane spellcasters can shape their spells to their will by making successful spellcraft rolls. Below is a list of actions an arcane spellcaster can take and roll against it's spellcraft's Difficulty Check to enhance their spell in some way. No enhancements or penalties apply to any failed spellcraft roll. Only ONE Spellcraft Action can be done per spell. Roll the spellcraft check when you cast the spell for the action.

Spellcraft Spell Actions (DC Checks)

* Change the Color of a Spell (DC: 10)
To change the color of a spell requires a spellcraft check with a Difficulty Class of 10. This allows magic missiles, or similiar energy attack based spells; to be red, blue, orange, or whatever.

* Enhance the Damage of a Spell (DC: 25)
To enhance the damage of a spell requires a spellcraft check with a Difficulty Class of 25. This enhancement DOES stack with meta magic feats. The spell enhanced gives an initial damage bonues equal to it's level; level one spells get +1 damage, level two gets +2, and so on. This damage bonus ONLY applies to initial damage and not damage on remaining rounds of the spell. Melf's Acid Arrow would get +2 damage (for being level 2 spell) but this is only for the first round, not the others.

* Enhance Caster Level (+1) of a Spell (DC: 30)
To enhance the caster level (by only +1) of a spell requires a spellcraft check with a Difficulty Class of 30. This allows any spell to be cast as if the caster was one level higher.

* Enhance Spell Difficulty Check (+1) of a Spell (DC: 25)
To enhance the spell difficulty check of a spell requires a spellcraft check with a Difficulty Class of 25. This causes the spell of the caster to add +1 to it's DC.

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