I just don't understand the problem with a knight having to spend XP on 1 point of magic if he wants to be able to cast magic...
Which is precisely why I don't understand it. Why would you strip away an option that gives spellcasters some versatility, even if to give that versatility to someone else...
By removing the requirement for a MAGIC stat of at least 1 to cast spells you're essentially saying that there's no special spark to magic. It's not a special essence that gives it power, but rather the actions you do.
On another note, I think that a spellcaster should have it easier and get more benefit from casting from a spellbook than a non-spellcaster, but currently (assuming I read this correctly)...
- Spellcasters = INT [13+MP] check
- Non-Spellcaster = as defense so... INT [(MP-1)*1.75] check
So a caster casting an MP 5 spell needs an INT [18] check while the non-caster needs an INT [8] check?
Am I reading that correctly or did I miss something (I just came off a 14 hr shift so its likely I read it wrong)?
It still seems very "off" to me. Even assuming that a caster "may" have more dice to make the check it still seems very imbalanced toward the non-caster. I may have to do some sample math to check this.You're reading that correctly, however a noncaster needs an INT 5 to cast that spell (into equal to MP) which gives him 3 dice with an average 10.5 roll anyways.
A spellcaster just needs a Magic stat of 1 and the ability to make that check (possibly by using skills and high quality tools).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.