Ok so I've been tinkering with the idea of revamping the magic system for my homebrew world. Along those lines I've come up with a couple of goals and I'm looking for help, input, advice, or ideas on how to achieve this with a minimum of complexity. So here are my goals (they're not ranked in anyway, as far as I'm concerned they're of equal importance):
1. Differentiate between arcane and divine spellcasting more. Clerics should be more than wizards without a spellbook.
2. Emphasize the mystery and difficulty in mastery magic.
3. Actually make material components more of an issue for PCs.
4. Allow for greater flexibility for casters as they progress higher in lvl. to represent increased mastery of the art of magic.
5. Actually make up a system for couterspelling that would be used.
Ok so thats just the beginning I'm sure I'll come up with more as I flesh this out more. Just as a side note sorcerers are out for my homebrew world. Rangers have no spells. And the bard is a big if.
For Goal 1 I'm drawing a big blank I've looked at what RC has written up in one of his threads and I've taken a bit of a liking to that idea but I'd like to see more details on it.
Goal 2 to do this I'm probably going to take a route similar to what I've done in my D20 game. Include actual physical cost associated with the casting of each spell. This would play in with my ideas for Goal 3 as well.
For Goal 3 I'm thinking of removing most material components for spells, especially those spells that have relatively mundane components. Instead of spell components I'll add a physical cost for casting each spell. For the spells that I do keep spell components I'll make the requirements much more specific and the materials themselves will be precious or sort of rare. I wouldn't mind seeing my PC's questing to find the right minotaur horn tip to cast that uber offensive spell a bunch of times.
Not really sure what to do for Goal 4, maybe allow for more spontaneous casting. Not sure yet.
Goal 5 ???? No clue here either, maybe some sort of opposed Spellcraft checks ?? I'd like to make counterspell a sort of duel of will and wits using raw magical energies. I'd like to evoke a feel similar to the duels in the WoT series of Robert Jordan between users of the One Power.
Anyways any ideas ? In the meantime I'll try and cook up some more specific mechanics-like things to post.
1. Differentiate between arcane and divine spellcasting more. Clerics should be more than wizards without a spellbook.
2. Emphasize the mystery and difficulty in mastery magic.
3. Actually make material components more of an issue for PCs.
4. Allow for greater flexibility for casters as they progress higher in lvl. to represent increased mastery of the art of magic.
5. Actually make up a system for couterspelling that would be used.
Ok so thats just the beginning I'm sure I'll come up with more as I flesh this out more. Just as a side note sorcerers are out for my homebrew world. Rangers have no spells. And the bard is a big if.
For Goal 1 I'm drawing a big blank I've looked at what RC has written up in one of his threads and I've taken a bit of a liking to that idea but I'd like to see more details on it.
Goal 2 to do this I'm probably going to take a route similar to what I've done in my D20 game. Include actual physical cost associated with the casting of each spell. This would play in with my ideas for Goal 3 as well.
For Goal 3 I'm thinking of removing most material components for spells, especially those spells that have relatively mundane components. Instead of spell components I'll add a physical cost for casting each spell. For the spells that I do keep spell components I'll make the requirements much more specific and the materials themselves will be precious or sort of rare. I wouldn't mind seeing my PC's questing to find the right minotaur horn tip to cast that uber offensive spell a bunch of times.
Not really sure what to do for Goal 4, maybe allow for more spontaneous casting. Not sure yet.
Goal 5 ???? No clue here either, maybe some sort of opposed Spellcraft checks ?? I'd like to make counterspell a sort of duel of will and wits using raw magical energies. I'd like to evoke a feel similar to the duels in the WoT series of Robert Jordan between users of the One Power.
Anyways any ideas ? In the meantime I'll try and cook up some more specific mechanics-like things to post.