Wolv0rine
First Post
I'm fairly certain parts of this have been posted here before, although I could be confusing it with the magic item rules. But either way, here is the un-playtested Magic System for my campaign setting. With 4E looming on the horizon I don't anticipate much luck forming a group to playtest it (given who I'd be able to gather for such a group online, and the free time I'd have to do it), so I'm posting it here for feedback and usage by you all if you like.
MAGIC
Arcane Magic
Arcane magic is used by three of the Core Classes; the Wizard, the Sorcerer, and the Bard. Arcane magic is powered by Mana, a force generated by the universe and capable of affecting reality. Arcane casters learn to draw mana from the universe and imprint the magical pattern of a spell upon it. Completing the pattern of the spell releases the captured mana into the shape the spell imposed before it dissipates back into the ether.
Wizards
A wizard has learned to draw off a certain amount of arcane force (Mana) and impose a pattern upon it through the use of complex formulaic rotes called Spells.
Learning & Memorizing Spells
To be able to use a spell, a Wizard must first succeed in learning and understanding it. When a Wizard studies a spell for the first time, he is entitled to a Spellcraft check (DC: 15 + spell level) to attempt to comprehend it. If the check succeeds, then the Wizard may freely memorize and cast the spell. If the check fails, the Wizard must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
A Wizard who wishes to venture from his spell books must memorize those spells he wishes to have access to while he is away. The Wizard can hold these spells in his memory for a given time before needing to return to his spell books to study them again. During this time the spells may be cast freely as long as the Wizard has sufficient Mana to power them.
A Wizard can memorize a number of spell levels equal to (Wizard Level x Intelligence bonus). Each spell is equal to its level (1st level spells count as 1, 2nd level spells count as 2, etc) except for 0 level spells which count as 1 spell level per two spells memorized. The Wizard can allot these levels any way he sees fit.
(Example: Tophin, a 9th level Wizard with a 16 Intelligence, can memorize 27 spell levels. He could chose to memorize six 1st level spells (Shield, Mage Armor, Mount, Identify, Spider Climb, and Magic Missile), four 2nd level spells (Fog Cloud, Web, Mirror Image, and Summon Monster II), two 3rd level spell (Dispel Magic, and Fly), and one 4th level spell (Ice Storm).
Tophin may cast them any way he cares to spend his 30 mana -- assuming for the sake of argument that Tophin hasn’t used his two ability score increases to add to his Intelligence.)
Memorizing the same spell more than once is impossible. For the duration that the wizard has a spell memorized that spell may be cast as long as there is mana to empower it.
The Wizard can store these spells in his memory for a given time equal his Intelligence minus (1 + spell level) days.
Mana & Spell-casting
The Wizard’s mana allotment is equal to his Intelligence modifier plus his wizard level.
(Example: Tophin, wishes to cast an Empowered Magic Missile. Empowered Spell raises the spell’s slot by two levels, thus Tophin must spend 3 mana to cast an Empowered Magic Missile.)
A Wizard may chose to cast spells directly from his spell book if it is available. Doing so does not require the Wizard to have the spell memorized, nor does it cause the spell to disappear from his spell book as happens with a scroll.
Sorcerers
Sorcerers utilize arcane energy differently than Wizards do. Where a Wizard taps arcane energy by memorizing the rote formulas of Spells, a Sorcerer channels arcane energy on a subconscious level, shaping it into spell-form by desire alone.
Learning Spells
It is because of the unusual way a sorcerer interacts with mana that he does not require spellbooks, indeed a spellbook is completely useless to him. A Sorcerer can only learn new spells by seeing them cast by another.
.
A Sorcerer may learn a new spell at any time if he can see the spell being cast. The Sorcerer must study the spell as it is being cast, after which he must make a Spellcraft check (DC: 15 + Spell level). If the check succeeds, the Sorcerer has grasped the spell on a subconscious level and may cast it from then on. If the check fails, the Sorcerer cannot grasp the spell and must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
Casting Spells
Because of the peculiarity of their spell-casting methods, Sorcerers do not need to keep track of Mana. A Sorcerer can channel far greater quantities of arcane energy, far faster, than a Wizard. It is this floodgate of arcane power that makes channeling it and shaping it so very difficult.
To cast a spell, the Sorcerer must make a Charisma check (DC: 15 + (spell level * 2)), adding his Spellcraft to the roll. If the check succeeds then the spell is successfully cast. If the check is failed, the Sorcerer must check for Arcane Burn.
A Sorcerer who wishes to apply meta-magic feats to his spells may do so, adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Bards
Bards of a certain level have the ability to channel arcane energy through their performances to achieve the effects of spells.
Learning & Memorizing Spells
Like a Wizard, the Bard must memorize the special way of performing the spell he wishes to cast. This memorization works exactly like the Wizard memorization of spells.
Mana & Spellcasting
Also like Wizards, a Bard is able to channel a given amount of mana, depending upon his level and Charisma.
The Bard’s mana allotment is equal to his Charisma modifier plus his bard level.
To cast a spell, the Bard must perform, blending the arcane energy into the very essence of the performance. The Bard must make a Perform check (DC: 15 + spell level), adding his Spellcraft skill to the roll if she has that skill. If the check succeeds then the spell is cast, if the check fails the Bard will suffer from Arcane Burn.
While they consult the same spell lists, Bards and Wizards cannot exchange, aid in, or teach each other spells because the nature of their magic use is fundamentally different.
Divine Magic
Divine magic is used by two of the Core Classes; the Cleric, the Paladin.
A caster of divine magic does not exactly ‘cast spells’. All divine magic comes from the gods, who give the divine caster the authority to perform miracles in the form of divine magic. As the voice and fist of his god in the mortal realms, the divine caster must maintain his devotion to his god.
The divine caster possesses an ability score called Faith. This score is equal to his Wisdom modifier plus his class level.
Once every 24 hours (or once a day, if your world’s day-cycle is not 24 hours) the divine caster must spend an hour in prayer; reciting litanies, asking for guidance, chanting his god’s glory, and whatnot.
If this ceremony is not performed, the divine caster will lose access to all spells of the highest level he can cast. This will happen every day that the divine caster does not perform the ceremony of devotion, losing another level of spells until the ceremony is performed.
Once the ceremony is performed again, the divine caster regains the last spell level lost, and the next spell level the next day, until all casting abilities have been returned.
Spell Access & Spellcasting
The divine caster does not need to pre-select which miracles he will have access to, because there is no preparation required.
The divine caster’s spells are limited by the access his god grants, Lesser or Greater. Lesser allows access to spells up to 4th level, while greater allows spells up to 9th level.
All divine spells require something sacred to the caster’s god as a focus (holy symbol, the god’s symbolic flower or animal, etc
To cast a divine spell, the divine caster must make a Faith roll after praying for a miracle (DC: 15 + spell level x 2), this reflects the divine caster’s strength of faith and devotion to his god, which affects the likelihood of the god allowing the miracle to take place. If the roll succeeds, the miracle is cast. If not, then the miracle is withheld, possibly because the god sensed a waver in the caster’s faith at a crucial moment.
A divine caster who wishes to apply metamagic feats to his spells may do so; adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Clerics
Clerics are granted Lesser access to Divine magic until they reach the 9th level, at which point they are granted Greater access.
Paladins
Paladins are granted Lesser access to Divine magic.
Spell-Casting Fatigue
Many spell-casters in books can cast spells almost at will, but they also suffer dearly for it, as the magic seems to take something from them.
In truth, spell casting is wearying -- you can't simply throw off a few fireballs during a battle and be as fresh at the end of the battle as you were at the beginning.
A wizard or bard takes 1 point of subdual damage per point of Mana spent, while a sorcerer takes 1 point per spell level cast.
This subdual damage can be healed as normal. If a character is reduced to 0 hit points in this manner they will fall immediately unconscious, unable to awaken until they have regained 10% of their HP total (you can allow the caster to regain consciousness at 1 HP alternately if you desire a less strict version).
Divine spell-casters suffer from casting fatigue as well, the strain of focusing their belief in the manifest power of their deity takes its toll on the body as well.
Divine spells of 4th level and lower inflict 1 point of subdual damage per spell level, while spells of 5th level or higher inflict 2 points per spell level.
Arcane Burn
When an arcane spell-caster is channeling arcane energy (i.e. casting or maintaining a spell), he is very vulnerable. If he takes damage and loses his concentration during this time by failing a Concentration check, he suffers a backlash of magical power.
He must then make two saves: the first is a Will save (DC 10+spell level) to avoid losing 1 point from the character’s primary casting ability score permanently, the second is a Fortitude save (DC 10+spell level), to avoid taking 1d6 points of damage per level of the spell cast (modified by any meta-magic feats applied, if any).
There is no immunity to this magic and no way to reduce the amount of damage, as it is pure magical energy channeled through the caster’s body. There are no spells, magic items or feats that can protect an arcane caster from arcane burn.
Divine casters are protected from the dangers of arcane burn by their deity, who buffers the power of the magic for their mortal champion.
Addendum: Casting Check vs. No Casting Check – Why the Difference?
Within this magic system, all but the Wizard must make a check to cast a spell. Of them all, only the Wizard replies fully upon well-researched and formulaic spells. The Sorcerer is an instinctive caster, and must check against this untamed casting method. The Bard is a performer, and must check against the strength of each performance. The Cleric and Paladin must check the strength of their faith, guarding against a momentary waiver.
In truth, the Wizard is the only class without a casting check because the Wizard alone uses spell points without a reason (based on fluff) to augment it. I have considered adding in a system of spell school skills, tying them into the Wizard’s spell-casting, but it’s not something I’ve gotten around to at this time. I may in the future if the mood strikes me.
MAGIC
Arcane Magic
Arcane magic is used by three of the Core Classes; the Wizard, the Sorcerer, and the Bard. Arcane magic is powered by Mana, a force generated by the universe and capable of affecting reality. Arcane casters learn to draw mana from the universe and imprint the magical pattern of a spell upon it. Completing the pattern of the spell releases the captured mana into the shape the spell imposed before it dissipates back into the ether.
Wizards
A wizard has learned to draw off a certain amount of arcane force (Mana) and impose a pattern upon it through the use of complex formulaic rotes called Spells.
Learning & Memorizing Spells
To be able to use a spell, a Wizard must first succeed in learning and understanding it. When a Wizard studies a spell for the first time, he is entitled to a Spellcraft check (DC: 15 + spell level) to attempt to comprehend it. If the check succeeds, then the Wizard may freely memorize and cast the spell. If the check fails, the Wizard must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
A Wizard who wishes to venture from his spell books must memorize those spells he wishes to have access to while he is away. The Wizard can hold these spells in his memory for a given time before needing to return to his spell books to study them again. During this time the spells may be cast freely as long as the Wizard has sufficient Mana to power them.
A Wizard can memorize a number of spell levels equal to (Wizard Level x Intelligence bonus). Each spell is equal to its level (1st level spells count as 1, 2nd level spells count as 2, etc) except for 0 level spells which count as 1 spell level per two spells memorized. The Wizard can allot these levels any way he sees fit.
(Example: Tophin, a 9th level Wizard with a 16 Intelligence, can memorize 27 spell levels. He could chose to memorize six 1st level spells (Shield, Mage Armor, Mount, Identify, Spider Climb, and Magic Missile), four 2nd level spells (Fog Cloud, Web, Mirror Image, and Summon Monster II), two 3rd level spell (Dispel Magic, and Fly), and one 4th level spell (Ice Storm).
Tophin may cast them any way he cares to spend his 30 mana -- assuming for the sake of argument that Tophin hasn’t used his two ability score increases to add to his Intelligence.)
Memorizing the same spell more than once is impossible. For the duration that the wizard has a spell memorized that spell may be cast as long as there is mana to empower it.
The Wizard can store these spells in his memory for a given time equal his Intelligence minus (1 + spell level) days.
Mana & Spell-casting
The Wizard’s mana allotment is equal to his Intelligence modifier plus his wizard level.
- During sleep, mana replenishes at a rate of 3 pts. per hour.
- In full rest conditions (not sleeping, but inactive and relaxed) mana replenishes at a rate of 2 pts. per hour.
- In semi-restful conditions (marginally active, such as a slow walk or riding), mana replenishes at a rate of 1 pts. per hour.
- In non-restful periods, mana cannot replenish itself.
(Example: Tophin, wishes to cast an Empowered Magic Missile. Empowered Spell raises the spell’s slot by two levels, thus Tophin must spend 3 mana to cast an Empowered Magic Missile.)
A Wizard may chose to cast spells directly from his spell book if it is available. Doing so does not require the Wizard to have the spell memorized, nor does it cause the spell to disappear from his spell book as happens with a scroll.
Sorcerers
Sorcerers utilize arcane energy differently than Wizards do. Where a Wizard taps arcane energy by memorizing the rote formulas of Spells, a Sorcerer channels arcane energy on a subconscious level, shaping it into spell-form by desire alone.
Learning Spells
It is because of the unusual way a sorcerer interacts with mana that he does not require spellbooks, indeed a spellbook is completely useless to him. A Sorcerer can only learn new spells by seeing them cast by another.
.
A Sorcerer may learn a new spell at any time if he can see the spell being cast. The Sorcerer must study the spell as it is being cast, after which he must make a Spellcraft check (DC: 15 + Spell level). If the check succeeds, the Sorcerer has grasped the spell on a subconscious level and may cast it from then on. If the check fails, the Sorcerer cannot grasp the spell and must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
Casting Spells
Because of the peculiarity of their spell-casting methods, Sorcerers do not need to keep track of Mana. A Sorcerer can channel far greater quantities of arcane energy, far faster, than a Wizard. It is this floodgate of arcane power that makes channeling it and shaping it so very difficult.
To cast a spell, the Sorcerer must make a Charisma check (DC: 15 + (spell level * 2)), adding his Spellcraft to the roll. If the check succeeds then the spell is successfully cast. If the check is failed, the Sorcerer must check for Arcane Burn.
A Sorcerer who wishes to apply meta-magic feats to his spells may do so, adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Bards
Bards of a certain level have the ability to channel arcane energy through their performances to achieve the effects of spells.
Learning & Memorizing Spells
Like a Wizard, the Bard must memorize the special way of performing the spell he wishes to cast. This memorization works exactly like the Wizard memorization of spells.
Mana & Spellcasting
Also like Wizards, a Bard is able to channel a given amount of mana, depending upon his level and Charisma.
The Bard’s mana allotment is equal to his Charisma modifier plus his bard level.
To cast a spell, the Bard must perform, blending the arcane energy into the very essence of the performance. The Bard must make a Perform check (DC: 15 + spell level), adding his Spellcraft skill to the roll if she has that skill. If the check succeeds then the spell is cast, if the check fails the Bard will suffer from Arcane Burn.
While they consult the same spell lists, Bards and Wizards cannot exchange, aid in, or teach each other spells because the nature of their magic use is fundamentally different.
Divine Magic
Divine magic is used by two of the Core Classes; the Cleric, the Paladin.
A caster of divine magic does not exactly ‘cast spells’. All divine magic comes from the gods, who give the divine caster the authority to perform miracles in the form of divine magic. As the voice and fist of his god in the mortal realms, the divine caster must maintain his devotion to his god.
The divine caster possesses an ability score called Faith. This score is equal to his Wisdom modifier plus his class level.
Once every 24 hours (or once a day, if your world’s day-cycle is not 24 hours) the divine caster must spend an hour in prayer; reciting litanies, asking for guidance, chanting his god’s glory, and whatnot.
If this ceremony is not performed, the divine caster will lose access to all spells of the highest level he can cast. This will happen every day that the divine caster does not perform the ceremony of devotion, losing another level of spells until the ceremony is performed.
Once the ceremony is performed again, the divine caster regains the last spell level lost, and the next spell level the next day, until all casting abilities have been returned.
Spell Access & Spellcasting
The divine caster does not need to pre-select which miracles he will have access to, because there is no preparation required.
The divine caster’s spells are limited by the access his god grants, Lesser or Greater. Lesser allows access to spells up to 4th level, while greater allows spells up to 9th level.
All divine spells require something sacred to the caster’s god as a focus (holy symbol, the god’s symbolic flower or animal, etc
To cast a divine spell, the divine caster must make a Faith roll after praying for a miracle (DC: 15 + spell level x 2), this reflects the divine caster’s strength of faith and devotion to his god, which affects the likelihood of the god allowing the miracle to take place. If the roll succeeds, the miracle is cast. If not, then the miracle is withheld, possibly because the god sensed a waver in the caster’s faith at a crucial moment.
A divine caster who wishes to apply metamagic feats to his spells may do so; adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Clerics
Clerics are granted Lesser access to Divine magic until they reach the 9th level, at which point they are granted Greater access.
Paladins
Paladins are granted Lesser access to Divine magic.
Spell-Casting Fatigue
Many spell-casters in books can cast spells almost at will, but they also suffer dearly for it, as the magic seems to take something from them.
In truth, spell casting is wearying -- you can't simply throw off a few fireballs during a battle and be as fresh at the end of the battle as you were at the beginning.
A wizard or bard takes 1 point of subdual damage per point of Mana spent, while a sorcerer takes 1 point per spell level cast.
This subdual damage can be healed as normal. If a character is reduced to 0 hit points in this manner they will fall immediately unconscious, unable to awaken until they have regained 10% of their HP total (you can allow the caster to regain consciousness at 1 HP alternately if you desire a less strict version).
Divine spell-casters suffer from casting fatigue as well, the strain of focusing their belief in the manifest power of their deity takes its toll on the body as well.
Divine spells of 4th level and lower inflict 1 point of subdual damage per spell level, while spells of 5th level or higher inflict 2 points per spell level.
Arcane Burn
When an arcane spell-caster is channeling arcane energy (i.e. casting or maintaining a spell), he is very vulnerable. If he takes damage and loses his concentration during this time by failing a Concentration check, he suffers a backlash of magical power.
He must then make two saves: the first is a Will save (DC 10+spell level) to avoid losing 1 point from the character’s primary casting ability score permanently, the second is a Fortitude save (DC 10+spell level), to avoid taking 1d6 points of damage per level of the spell cast (modified by any meta-magic feats applied, if any).
There is no immunity to this magic and no way to reduce the amount of damage, as it is pure magical energy channeled through the caster’s body. There are no spells, magic items or feats that can protect an arcane caster from arcane burn.
Divine casters are protected from the dangers of arcane burn by their deity, who buffers the power of the magic for their mortal champion.
Addendum: Casting Check vs. No Casting Check – Why the Difference?
Within this magic system, all but the Wizard must make a check to cast a spell. Of them all, only the Wizard replies fully upon well-researched and formulaic spells. The Sorcerer is an instinctive caster, and must check against this untamed casting method. The Bard is a performer, and must check against the strength of each performance. The Cleric and Paladin must check the strength of their faith, guarding against a momentary waiver.
In truth, the Wizard is the only class without a casting check because the Wizard alone uses spell points without a reason (based on fluff) to augment it. I have considered adding in a system of spell school skills, tying them into the Wizard’s spell-casting, but it’s not something I’ve gotten around to at this time. I may in the future if the mood strikes me.
Last edited: