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D&D General It's Magic, You Know

Let's say we could no longer use Vancian Magic (I'm sure there are homebrews like this). What sort of spell system might folks see replacing it and why?

For me I tend to like spell points and something like Ars Magica where a person can combine an "act" with something to be acted on. "Create Water" "Create Fire", etc. I think it allows for a lot of useful spell creation without having to memorize particular spells nor explain why someone has to continuously relearn them.
Was thinking about tying spells to stamina... effectively making a CON wizard. FOr your bloodline type sorcerors, the magic is in the blood... you can exhaust the magic in your blood (points) or go beyond and use your literal life to power spells
 

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Beyond the complexity, I really like how DCC turns pretty much every spell into its own adventure hook. You could spend a session just dealing with the mishap roll on a spell.

The other system I'm aware that does something similar is the ritual spells in Beyond the Wall.
I didn't know that about Beyond the Wall! I should check it out :D
 

As a general answer I'd also say spell points - it's intuitive and well-tested.

I'd like a system where every spell is written to be unlimited use, a la Pathfinder's Kineticist, which could be expanded into a full magic system... but that's a little too particular for a general fantasy game like DnD.
 


As a general answer I'd also say spell points - it's intuitive and well-tested.

I'd like a system where every spell is written to be unlimited use, a la Pathfinder's Kineticist, which could be expanded into a full magic system... but that's a little too particular for a general fantasy game like DnD.
That's sort of how Roll-to-Cast systems work. Make a check to cast, you can cast it as many times as you like until you fail.. then you need a rest to cast it again.
 

That's sort of how Roll-to-Cast systems work. Make a check to cast, you can cast it as many times as you like until you fail.. then you need a rest to cast it again.
Eh, I don’t like that. Do you prevent fighters from swinging their swords after they miss until they get a rest in?
 


In my homebrew Vanity Frankenstein D&D system, cantrips are "at-will" but every time you cast you make a check, and if it fails, your cantrip still goes off, but you cannot recast it until after a Long Rest. Otherwise, slots work the same, BUT you can use a slot to cast a cantrip if you want to avoid making the check.
 



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