D&D Magic should be wild

Anaxander

First Post
[NOTE: changed a lot, most important: i traded the percentiles for a d20 system ]

First of all, i want to apologize for my bad English, which is bad because my native language is Dutch. ;)

There are a lot of people who are unsatisfied with the way D&D handles magic and i'm one of them. The past few days i was thinking about a different approach, one that is completely based on failure/succes. I find it hard to believe that a wizard should 'relearn' a spell every day. The 'magicpoint' system elevates this problem, but makes it a bit too complicated to be believable.

Instead of a complete overhaul of the D&D magic system, i'd like to alter the core sorcerer class. This way the new magic system can be tested and balanced without too much difficulties.

Beneath you find a rough proposal.


WILD SORCERER

A Wild Sorcerer channels the raw energies of mind, magic and the elements. Unlike other spellcasters, a Wild Sorcerer can cast an indefinite number of spells of each spell level per day. Due to the nature of his spellcasting, the failure and success of his spells is very unpredictable. When a Wild Sorcerer advances in level, his capacity to succeed improves accordingly. A Wild Sorcerer knows very few spells, and because of the nature of the Sorcerer's spellcasting, his arcane magic mainly involves simple spells with immediate effects.

Alignment: Any, especially chaotic.
Hit Die: d4.

Class Skills
The Wild Sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (arcana) (Int) and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Bab: poor
Fort save: poor
Ref save: poor
Will save: good

Class Features
All of the following are class features of the Wild Sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: A Wild Sorcerer casts arcane spells which are drawn from his spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a Wild Sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Unlike other spellcasters, a Wild Sorcerer can cast an indefinite number of spells of each spell level per day and every spell he casts can be subject to failure. The Sorcerer adds his Charisma modifier to to the spell success throw.

A Wild Sorcerer’s selection of spells is extremely limited. A Sorcerer begins play knowing only one 1st-level spell of your choice. At each new Sorcerer level, he gains one or more new spells, as indicated on Table: Wild Sorcerer Spells Known. (the number of spells a Sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells must be chosen from the Wild Sorcerer spell list, or they can be unusual spells that the Sorcerer has gained some understanding of by study.
A Wild Sorcerer cannot choose to learn a new spell in place of one he already knows. Unlike a wizard or a cleric, a Sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time. He does not have to decide ahead of time which spells he’ll cast.

The Wild Sorcerer has a familiar.

Table: Wild Sorcerer Spells Known
———————— Spells Known —–——————— Bonus Success Throw
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 — — — — — — — —
2nd 2 — — — — — — — — +1
3rd 3 — — — — — — — —
4th 3 1 — — — — — — — +1
5th 4 2 — — — — — — —
6th 4 2 1 — — — — — — +1
7th 5 3 2 — — — — — —
8th 5 3 2 1 — — — — — +1
9th 5 4 3 2 — — — — —
10th 5 4 3 2 1 — — — — +1
11th 5 5 4 3 2 — — — —
12th 5 5 4 3 2 1 — — — +1
13th 5 5 4 4 3 2 — — —
14th 5 5 4 4 3 2 1 — — +1
15th 5 5 4 4 4 3 2 — —
16th 5 5 4 4 4 3 2 1 — +1
17th 5 5 4 4 4 3 3 2 —
18th 5 5 4 4 4 3 3 2 1 +1
19th 5 5 4 4 4 3 3 3 2
20th 5 5 4 4 4 3 3 3 3 +1


Wild Sorcerer Spell Success DCs
Level 1 Spell DC15
Level 2 Spell DC17
Level 3 Spell DC19
Level 4 Spell DC21
Level 5 Spell DC23
Level 6 Spell DC25
Level 7 Spell DC27
Level 8 Spell DC29
Level 9 Spell DC30


Wild Sorcerer Spell list

1ST-LEVEL
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Wild Strike: +20 on your next attack roll.
Charm Person: Makes one person your friend.
Sleep: Puts 4 HD of creatures into magical slumber.
Burning Hands: 1d4/level fire damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.

2ND-LEVEL
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. TARGET: YOU
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Daze Monster: Living creature of 6 HD or less loses next action.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Blur: Attacks miss subject 20% of the time. TARGET: YOU
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.

3RD-LEVEL
Dispel Magic: Cancels magical spells and effects.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. TARGET: YOU
Arcane Sight: Magical auras become visible to you.
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. TARGET: YOU
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. TARGET: YOU
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

4TH-LEVEL
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.

5TH-LEVEL
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Cone of Cold: 1d6/level cold damage.
Wall of Force:Wall is immune to damage.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Waves of Fatigue: Several targets become fatigued.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.

6TH-LEVEL
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Repulsion: Creatures can’t approach you.
Wild Seeing M: Lets you see all things as they really are.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. TARGET: YOU
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Freezing Sphere: Freezes water or deals cold damage.
Circle of Death M: Kills 1d4/level HD of creatures.
Eyebite: Target becomes panicked, sickened, and comatose.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Move Earth: Digs trenches and build hills.

7TH-LEVEL
Banishment: Banishes 2 HD/level of extraplanar creatures.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage M: Cube or cage of force imprisons all inside.
Prismatic Spray: Rays hit subjects with variety of effects.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.
Waves of Exhaustion: Several targets become exhausted.

8TH-LEVEL
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Horrid Wilting: Deals 1d6/level damage within 30 ft.

9TH-LEVEL
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Energy Drain: Subject gains 2d4 negative levels.
Wail of the Banshee: Kills one creature/level.
 
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DarkMaster

First Post
This looks doesn't looks like D20 mechanic more 1st and 2nd edition. Also every 4th level sorcerer as 60% success rate on his 1st level spell, independantly from their charisma?

Being able to play one round out of two on average will become boring pretty quicly for the sorcerer. Also the mechanic of the saving throw already covers somehow this part.
 

JimAde

First Post
DarkMaster said:
This looks doesn't looks like D20 mechanic more 1st and 2nd edition. Also every 4th level sorcerer as 60% success rate on his 1st level spell, independantly from their charisma?

Being able to play one round out of two on average will become boring pretty quicly for the sorcerer. Also the mechanic of the saving throw already covers somehow this part.
Anaxander: Your English is fine. Much better than my Dutch anyway! :)

DarkMaster: I don't think it will be boring. This class can cast even more spells than the regular sorcerer (in fact an infinite number). These guys would be incredibly dangerous in any situation where they have time to prepare. The entire party will have Mage Armor up constantly, for instance. It would be kind of irritating if you failed your caster roll a lot, though.

Any time you say "unlimited casting" I get nervous. :)

You might want to make the chance to succeed some kind of caster level check, so the player can use a d20. Maybe a DC of 10 + spell level. This lets specialists get a +1. You'd have to drop the modifier for Cha if you did this, but it still increases save DC as normal of course.

If the caster has Arcane Spell Failure chance from armor, add 1 to the DC for each 5% of ASF, then you can do everything in one roll.

Why no 0-level spells, by the way?

EDIT: D'oh! Sorcerers can't specialize! No cookie for me.
 
Last edited:

Anaxander

First Post
thanks for the replies!

1.
The percentile system is indeed a bit un'd20'ish, so maybe this is an alternative:

The Sorcerer rolls a d20 to beat the difficulty of a certain spell. Every uneven level he gets a +1 on his roll. Charisma modifier stacks with this roll.

Level 1 Spell DC15
Level 2 Spell DC17
Level 3 Spell DC19
Level 4 Spell DC21
Level 5 Spell DC23
Level 6 Spell DC25
Level 7 Spell DC27
Level 8 Spell DC29
Level 9 Spell DC30

2.
I had the feeling that 'cantrips' (0-th level spells) wouldn't fit with this class concept. btw, it would make him all the more powerful giving him 3 spells at level 1 which he can cast at will.

3.
This kind of magic can be exciting or it can be tedious. I think playing an arcane mage like this will be more exciting than playing a normal one.
Think of an encounter at 4th level. A normal wizard can only cast some spells and after this, his role is finished. But this mage can try, every round, to cast magic missile or acid arrow. He will always join the fight and he adds a good amount of excitment. The problem of failure is resolved by levelling: a high level 'wild' sorcerer will have to choose if he uses a low-level spell with very high chance to succeed, a mid-level spell with fair chance to succeed or a high-level spell which is quite a gamble. This kind of magic allows a sorcerer to be more flexible: the use of knock doesn't reduce his capacity to use a spell like melf's acid arrow...
 

Anaxander

First Post
JimAde said:
These guys would be incredibly dangerous in any situation where they have time to prepare. The entire party will have Mage Armor up constantly, for instance.

That's is a problem with this kind of spontaneous casting. In fact, all buff-spells should be removed from his spell list in order to balance things, unless he could only use buff-spells on himself. One could 'take 10' in non combat situations and create a huge army of undead...
 

Anabstercorian

First Post
Anaxander, the class for you is the Warlock in Complete Arcane. I recommend you take the Warlock, create new Invocations for him, and include the optional Incantation rules from Unearthed Arcana. The Warlock will be the undisputed master of magic with his ability to use incantations more effectively than any other class, plus his inherent magical abilities.
 

DarkMaster

First Post
JimAde, I feel this kind of character would be perfect for an NPC (Cohort, ally or enemy allie or cohort). They are perfect utility tools, but they might become boring as PC when time is important and the success of a spell on a particular round may save the party. A sorcerer using this system would be very usefull but would have more difficulty to shine above the others.

Also the mechanic behind the class would force the player to concentrate more on utility tool, again lowering his pezaz factor
 

JimAde

First Post
DarkMaster said:
JimAde, I feel this kind of character would be perfect for an NPC (Cohort, ally or enemy allie or cohort). They are perfect utility tools, but they might become boring as PC when time is important and the success of a spell on a particular round may save the party. A sorcerer using this system would be very usefull but would have more difficulty to shine above the others.

Also the mechanic behind the class would force the player to concentrate more on utility tool, again lowering his pezaz factor
I can see your point, but I enjoy playing characters with that failure chance. My Champions characters often have powers with activation rolls (meaning they just fail to work sometimes) and so on. When it's all on the line and you have to make the important roll...well that's just fun! :D
 

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