Spell
Check
These
are rolled every time spell casters casts a spell. If successful, the spell
is cast. There is no limit as to how many times a certain spell may be
cast. Every time a spell is cast, caster loses 1 Spell Endurance
Point per Spell Level of the spell cast. SEP are explained later.
Spell
Check Base DC: 15 + Spell Level
Spell Check Roll Adj.:
+ Level /2 + Prime Stat Bonus + Practice Points + Verbal + Somatic + Action
Prime Stat: A different stat
bonus applies for the various spell casting classes…
Wis.
Clerics, Druids, Rangers, Paladins
Cha. Sorcerers, Bards
Int. Wizards
Verbal
Roll Adj.: Somatic Roll Adj.: Action Adj.:
Booming
+2 Dramatic +2 Prior
Deep Breath
+1
Firm +1 Exaggerated
+1
Per Con Bonus HP Dmg. -1
Normal
0 Normal 0
Walking -2
Soft -1
Subtle
-1
Running -4
Whisper
-2 None
-2
Pushed -4
None -4 Other Task -4
Knocked Down
-8
Other Words -8
If
a spell doesn’t have Verbal or Somatic Components, these adjustments don’t apply for that particular spell.
Practice
Points (PP):
Each
Spell has its own PP number.
Roll
DC 15 per week of practice.
Roll
Adj.: +1 per hour per day spent
If
successful PP = PP + 1 for that spell only.
Spell Endurance Points
(SEP):
Casting
spells is a somewhat strenuous task and it takes its toll on a spell caster.
Each Caster has SEP equal to their Constitution Score X their Spell Casting Level.
A first level Wizard with a Con of 11 has a SEP of 11. At second level
this would increase to 22 (11 X 2).
Each
time a spell caster casts a spell, subtract the spell level from the SEP.
If the SEP equals zero, the spell caster is fatigued and must rest or risk becoming exhausted. At this time, any additional spell levels go against the hit points of the spell caster. SEP are regained at a rate equal to the Constitution score of the character per hour of complete
rest. To find SEP per minute, divide 60 minutes by the Con. Score.