'!WARNING!' The boosted Rule is only there for those DM's That like to add flavor to lower level casting and a little bit of a boost to the lower powered arcane casters. I DO NOT I repeat DO NOT Advise DM's to use this with players prone to powergaming. This rule was created under the impression those using it were using it for Game effecting RP purposes.
Arcane caster rule Variant for Wavermoth
When an arcane caster attempts to Cast a damaging or "Debuffing"[such as stat drain or status effecting] spell that targets one or more creatures. He must succeed on one or two rolls depending upon a choice. AoE spells of those types also require the first check but cannot be boosted. Healing spells do not require the first check but may make a boosted check.
- Easy route: Make a concentration check equal to your Spell DC for that spell level + your caster level.
- Example: I cast a 3rd level spell as 5th a wizard with a 17 INT. My spell save DC is 16 so to successfully cast this spell I must make a concentration check of 21 to cast the spell.
- Boosted route: Make a concentration check equal to your spell save DC. And then make a Spellcraft check equal to your spell save DC +2/per spell level +1/per 2 caster levels. If you succeed you add your spellcraft skill modifier to your damage. This extra damage is irresistible save by spell immunity/resistance. If failed See Arcane scarring.
- Example: using same Wizard with same spell: To successfully cast the spell I must make a concentration check of 16. And then since i am casting a third level spell i must make a Spell craft check of 22+2=24 (You cannot take ten on this roll ever)
Boosted checks can only be made with targeted spells that deal with Damage or healing directly. Also certain Illusion spells that summon shadows can be boosted to provide extra turns the shadow last.
When you fail a boosted spell check you will receive an Arcane scar dependent upon the type of spell or magic you were attempting to use.
- Effect depends upon the spell attempted at time of casting.
- Illusion [Only applicable to manifesting shadow typed spells]:
- Will at failure manifest the shadow but the shadow will be hostile to EVERYONE in the area. The scar received will be upon the eyes and give the eyes a flaming shadow behind them that gives a -2 to all diplomacy checks and a +2 to all intimidate checks.[ cannot be scarred in this manner more than once]
- Will depend upon Type of conjuration used. And particular spell.
- as with evocation True effects are determined by spell and time cast. But one effect is always true.The scarring gives you a uneasy aura that will make certain characters less likely or more likely to trust you giving you certain modifiers to interactions with NPC's.
- Warlock evocations/eldritch blast:
- Dependant upon type of evocation. Eldritch blast alone creates a low flaming scar in the color of your eldritch blast that will give you a +2 damage with eldritch blasts but provide an evil aura that will make you less trust worthy by those that can sense auras and are not evil. [Cannot be eldritch scarred more than once]
Divine caster rules
Divine casters in Wavermoth are Also subject to the Concentration rule. But MAY NOT use the Boosted rule. Reason? See below
Divines that can turn undead.
Turn rolls are the same save for you add 2 to your level for determining Turning HD or destroying.
Divines that Can instead Rebuke Gain bolstering.
- Bolstering is the same as rebuke check. When succeeding on a rebuke check the undead will become non hostile towards you and will gain a +2 to damage attack rolls and AC.
- If the undead would normally be commanded the undead become your thralls following mental commands [free actions] Doing what you bid. the boost goes to a +4 instead of a +2.
All divine casters get an inherent +2 to caster level for damage bonuses and caster level checks. Likewise Divine magic HAS NO MAX BONUS. Inflict light wounds cast from a level 20 Divine caster would deal 1d6+22 negative energy type damage.
Like wise Divine casters that follow a deity beginning at level 10 can minorly manifest an aspect of their deity.
- Example: At level 10 My cleric a follower of Nerull Can manifest a minor aspect of Death to do several things. He can blight the land around himself as the Blight spell. He can smite life [ As smite good only against any living]. Or he can imbue his weapon for 5 rounds to deal death typed damage plus half caster level boosted damage.
Divine casters without a deity can manifest certain aspects depending upon alignment. To be chosen upon reaching level 10 from a list.
This manifestation can only be done once a day
At level 20 a Divine caster can make a concentration check to summon the avatar of his god for 2-4 rounds to aid in a battle. [Check is dependent upon deity and failure.. will have SEVERE consequences]
Only a minor change here to the level 5 ability Shape mind blade. Adding the ability to Shape it into any type of bladed weapon taking the stats from it. It can be any kind of bladed weapon you wish from Dagger to great-sword. List of weapons usable. Great-sword, Dagger, Scimitar, Rapier, Punching dagger, Sapara, Khopesh, Butterfly sword, Dagger chain, Bladed gauntlet. And if you wish to dual wield said weapons the same splitting in the book is required. But the size limitations are not. If you so wished you could dual wield two Longswords