Alternate Wizard Spell Rules.

I still want the "spells as skills" idea. I've never been happy with the Vancian system that D&D uses--it reads well, but I think that something as powerful as magic should be naturally harder to use than a simple "learn and burn" system. At the same time, I think that wizards should be able to use their main weapons more often, though arguably, casting your most powerful spell every round is kind of over-the-top.

With spells being actual skills that the wizard can improve in, the player can choose which spells the character is going to be best at casting, and how powerful these things are going to become.

I am not opposed to the 7th-level caster being able to cast 4th level spells with relative ease. The rule of 1--automatic failure--would apply, I think, as would the rule of 20--automatic casting success, with a second 20 granting free maximization. Metamagic feats in use would raise the DC by the requisite number of levels.

1st-level caster with an eighteen intelligence, with three "spell points"--I still can't decide what to call these--in fireball, and maxed skill-ranks for that spell.
The DC of the Fireball is at 13 with the system as I've written it, but if a spell gained its consecutive level in difficulty for each level the spell exceeds the caster's class level, then it would have a base DC of 13, then add +2 and +3.
This gives a third-level spell a DC of 18 to cast for a 1st-level wizard, which won't be easy, even for the example wizard's +9 to cast.
This wizard would need a 9 or better to successfully cast the spell.
Add in the double DC modifier for a second casting, and the spell is pretty much out of the character's reach until he rests for 9 rounds, or at least doesn't cast the fireball for that long.
Of course, the wizard could decide to cast it anyway, hoping for an inspired casting, but a failure still means that he would have to lay off the spell for 18 rounds, now.

This system sort of leans toward more spells at lower spell levels, because they would naturally be easier to cast at the outset, and become even easier as the wizard gains levels.
Also, if the "spell points" used to get spell-levels are spent at a rate of spell-level times point-cost, minus wizard level, it would become increasingly difficult for the character to gain spells beyond his own class-level.
Further, if the balance between skill-ranks and spell-levels isn't maintained well, then the spells are going to become either ridiculously easy, barring a natural 1, or ridiculously hard, barring a natural 20.
The idea behind this system is not make it impossible--or even, necessarily, difficult, in the right situations--to cast spells, but give a possibility of failure, just as the fighter character can miss with her sword swing, while at the same time making it possible to use magic for a greater amount of time, again, just like the fighter with her sword.

More opinions? Comments? Suggestions?

Thank you,

Steve
 
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I use a system almost identical to AbeTheGnome's for Arcane Spell Failure due to armor. I still use regular spell slots, but instead of a flat % chance of failure for armor, you make a level check. The DC is such that for your highest-level spells your chance of failing is actually a bit higher than RAW, but for lower level spells you're much better off. Makes sense to me that lower level spells should be easier for an accomplished caster.

Papastebu, I'm still not sure I understand the difference between skill ranks in a spell and "spell points" (the thing you're have trouble finding a name for :) ). Also, if you make casters spend skill points for their spells you'll have to give them more skill points and that gets hard to balance as well.

And if I'm reading your description correctly, you would allow wizards to cast spells of a higher level than they normally can in the regular rules. I would strongly recommend against this. Every caster will do everything possible to have at least one spell a couple levels "too high" at a reasonable chance of success. Very few CR 1 encounters can survive a fireball. Every fight will devolve into waiting for the wizard to succeed in his big spell.
 

Ilium said:
And if I'm reading your description correctly, you would allow wizards to cast spells of a higher level than they normally can in the regular rules. I would strongly recommend against this. Every caster will do everything possible to have at least one spell a couple levels "too high" at a reasonable chance of success. Very few CR 1 encounters can survive a fireball. Every fight will devolve into waiting for the wizard to succeed in his big spell.

Forget fireball. I'm taking prismatic spray. I don't care how low the save DC is; alot of kobolds are still going to end up on a random plane! Or petrified.
 

I've had some new ideas about this.

I agree with the armored casting thing, because I don't really like wizards in armor. What I would do to combine it with this system idea is to make armors--padded, leather, studded leather, etc.--have a penalty instead of a % failure. This would also serve to tighten up the whole D20 as the only mechanic thing. The lightest and least restrictive armors would naturally have the lowest penalty to casting checks. Also, even if an armor-type was heavier than some others--chain-mail versus studded leather, for example--I might still give it a lower penalty than other armors of its general weight, if it was more flexible. I also want to make armor a DR thing, so the penalty for weight and inflexibility would apply to an "Avoidance Class" which would be lower than current AC, but backed up by knowing that some of the non-magical damage would be gone. Only magic armors would reduce magic damage.

Skill points would have to be increased, true.

The wizard's ability to manipulate or use the formulae of a given spell is represented by his or her skill-ranks in the spell.

The spell points simply increase the spell's level. The higher the spell's level, the more difficult it becomes to cast, and the more costly learning the next level--a modification and improvement of the formula the wizard already knows--becomes. This provides the dynamic of skill versus power; can the wizard use the formula properly, or will he flub it, incinerating us all.

Higher-level spells for lower level casters is just a neat idea, to me. All spells would have the potential of being cast at a spell-level of one. To use fireball as an example, once again, a level-one version of it would cost one spell-point to learn, and have a base DC of 11 to cast, but the damage, range, and area would be reduced along with the spell-level. You could throw your 1d6 fireball a short range of 10 feet--long range of what, three times that?--and have it explode in a five-foot space. But. If the wizard has a high intelligence, then it would be possible to start off at first-level with six spell-points in that fireball, for a level three effect--3d6, 30 feet short range, and a 15-foot blast-radius.

I can see that the wizard might just keep on trying to cast his big spell over and over, which is why I think it would be a good idea to make spells add their level to the DC of each consecutive casting. Even a failed casting is a casting, though, and I can't see a barbarian waiting around in a rage while the wizard tries just one more time :heh: . All use of the spell has to stop for the accumulated number of rounds for the resistance to dissipate.

In response to the prismatic spray post, I see what you mean. So maybe along with giving the wizard more frequent access to his most potent weapon, I should possibly add opponents' will or fort save bonuses to the DC, and do away with saves? Or make it a contest with the target's save roll having to beat the caster's total skill check? It wouldn't negate a successful casting, but it could negate or mitigate--modifiers versus spell-level the effects. Now that I think about it, if the spell was leveled-down the way I intend, then that could take care of the problem. Haven't looked into it enough.
 

Ok, I see where you're going with this. What you're describing is an entirely new magic system that doesn't even use the existing spells. A fine idea, but a lot of work.

Have you seen Elements of Magic: Revised? It does many of the things you describe.
 


Ilium said:
Ok, I see where you're going with this. What you're describing is an entirely new magic system that doesn't even use the existing spells. A fine idea, but a lot of work.

Yes. A lot of work, but I have just about all of the magic-oriented publications of various game systems over the last 10 or 15 years.

The reason I started this--back in the day--was because I didn't like the "learn and burn" system that has been used since pretty much the game's inception. I determined that I would make each magic-using class an individual system unto itself. My thought was, "Did they all just learn magic from some wizard, somewhere?"

I wanted the wizards' casting system to reflect the fact that they depend on their education and intelligence for the powes they use.

I wanted the clerics' system to reflect the fact that they get their power from some source outside themselves. They are channelers, not magicians. This is also true of paladins, but for them the powers they used would be more individualized.

I wanted ranger characters to obviously receive their powers from their deep and abiding need to protect the natural world they live in, hence the idea of using things they did--and a great many others did, too--with a sort of "power fountain" within them that filled up and could be tapped by the use of skills like healing, tracking, and the like.

Sorcerers were a bit of a sticky wickett for me, because the way I had them before 3e, they were illusionists and mind-mages--as per a novel called Master of the Five Magics by a fellow named Lyndon B. Hardy. But to try and reconcile them with 3e, I gave them powers that require effort to activate and concentration to control/maintain.

Bards were obvious. They learned songs of power, and this allowed them to do the things that they do. The music, backed by the bard's special power, altered the world just so.

I also wanted to keep it within the realm of D20 gaming.

The ones that I'm really having trouble with are clerics, because I can't decide if or how the "greater powers" they serve should come into the picture. I'll work it out eventually, but any help would be appreciated. Any further comments? Can anyone make any suggestions on how to improve the wizard spellcasting system for things like balance and munchkin prevention?

I'll check back in a day or two.
Thanks,

Steve.
 

papastebu said:
What is this Elements of Magic, Revised?
Where might a body go to peruse it?
It's a PDF product, put out by EN Publishing, actually. You can find it at RPGNow (or whatever they're calling themselves these days). Just click on the Download Shop link at the top of this page. :)

There are a number of new magic systems on the market, and if you just picked several and assigned them to different classes you would be all set without a lot of work on your part. Products that I know of that include entire new systems are:

Elements of Magic, Revised (EN Publishing)

Imperial Age Magick (Adamant) - This one is actually a toolkit for building your own system, so you could probably use it to make different systems for your different classes and they would likely be balanced, but I haven't read it yet.

SFX Skills: Diabolism (UKG) - A tiny product for d20 modern with a skill and feat based system. I have this one, and it's quite good. Especially for $2.
SFX Skills: Enochian Theurgy (UKG) - Companion to the above for the good guys. :)

I know there are others out there, but getting them to balance against each other will be tough.
 

Thanks, Ilium, for all the positive input. I would love to check out that PDF book, but right now i am not gainfully employed--I injured myself at work--and I'm working on a long-time project of a novel. I wish i could afford even 2 dollars, but it will have to wait. With the one income and me going in for surgery next month, I can't think about extraneous spending.

I think I've about bled this topic dry as far as responses go. I am retiring it, but if anybody has any ideas along the lines of what I've put down here, please post here or start a new thread.

Again, I do appreciate the assistance.

Steve
 


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