Alternate Wizard Spell Rules.

Actually, for my money, the best skill/check based magic systems are:

True Sorcery (Green Ronin) - Totally new magic system.
Elements of Magic: Mythic Earth (EN Publishing) - Also totally new system.
Thieves' World Spellcasting (Green Ronin) - Mana threshold modification to standard D&D magic.
Advanced Player's Guide (Sword & Sorcery Studios - reprinted in 2004 Year's Best d20 by Malhavoc Press) - Modification to standard D&D system.

I've been working on a system that synergizes all of the above, but it's been a slow slog. I even got a preliminary version of the NEXT Elements of Magic from Ryan Nock to aid my work. It's been helpful, but game design is a sideline hobby for mostly my own edification, and I have a real job. ;)
 

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just an update: i'm now in the process of creating failed check results for each spell in the PHB. some are obvious: fireball blows up in your face, power word blind blinds the caster permanently. some are not so obvious: resurrection raises a zombie on a failed roll, tree shape is permanent.

by th way, mr. snow... i'm considering downloading the thieve's world set for my campaign. do you have any experience with that setting? what's their take on magic?

thanks,
abe.
 

AbeTheGnome

I like your ideas. The thing is, though, I kind of like to wing it with things like that. So I might use those results some of the time, but other, less punishing results in less harrowing circumstances. Or maybe use these only for the major botch? If they really screw up badly, like consecutive natural 1s, then they might take some crazy damage, be blinded, or stuck in whatever shape they transformed themselves into.
I used to do something similar for wild surges, back when, but I mostly just used those results for comic effect. I do like the idea of screw-up consequences relating directly to what they were attempting.
 

by th way, mr. snow... i'm considering downloading the thieve's world set for my campaign. do you have any experience with that setting? what's their take on magic?

Actually, I like the magic in Thieves' World a lot. Conceptually, that is, as I haven't tried it out in actual play (my gaming group kinda dissolved last year). I'll give the short and sweet synopsis.

The system has three sorcerous "techniques" (magic, prayer and witchcraft), and two casting methods (ritual casting and spellcasting). They rebuild the spellcasting classes, creating a specialist in each type (mages, witches, and priests, respectively) and a couple lesser practitioners. Each class gets a casting bonus in spellcasting and ritual casting. When you cast a spell, you roll a d20 and add your casting bonus, ability bonus and other appropriate modifiers, and then compare it to the mana threshold of the spell. If you meet the mana threshold, the spell is cast, if you don't, you put the result in your mana pool. Spells can (often) take more than one round to cast.

Mana threshold is equal to 10 + (spell level x 10). So the mana threshold to cast a 1st level spell is 20, 3rd is 40, 4th is 50, etc.

The mana level of an area determines how risky spellcasting is. In an area of Normal Mana, you fail on a roll of 1-5 and succeed spectacularly on a roll of 19-20. If you fail, you subtract the unmodified die roll from your mana pool. If the pool goes negative, you suffer spectacular failure (this is VERY bad). If you fail a concentration check, your mana pool drops in half; if you change spells mid-casting, your mana pool drops in half.

If the spell is cast successfully, you suffer drain = spell level in nonlethal damage when casting is complete. If the spell is not in your "safe spell limit," the damage is LETHAL instead.

There's a LOT more to it. An even more intriguing option might be to grab the variant spell system from True Sorcery (also by Green Ronin), which has an appendix for adapting the system to Thieves' World.

Hope that helps. But IMO, Thieves' World is definitely worth a look.
 

papastebu said:
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.
Have you done anything more with this idea?

I was thinking about something very similar, and thought I'd post it in this thread.

Each spell *is* a skill, a class skill for Magic Users, cross-class for certain other classes (Bard, maybe) and off-limits for still others (Fighter). The Magic User can put skill ranks into spells, up to the normal max, at each level, and receive skill points each level at the same rate as a Rogue.

Spells have a DC of 10 + (Spell Level x 3). You roll the normal 1d20 + Ability + Skill against the DC as per normal with 20 being a "critical success" and 1 being an automatic "critical failure."

A couple of examples:

Will the Level 1 Wizard has +3 INT and maxed his Ray of Frost for 1st level at +4. He casts it, rolling 1d20+3+4 against a DC of 10+(0x3) and succeeds 85% of the time. Will also maxed Magic Missile (+4), when he casts it he rolls 1d20+3+4 against a DC of 13 succeeding 70% of the time. However, he didn't put any skill points into Light (lvl-0) or Sleep (lvl-1) although they *are* in his Spellbook, so he *can* attempt to cast them. His attempt to cast Light succeeds only 65% of the time, and his Sleep spells succeed only 50% of the time.

Later in the game Will has leveled up a few times, added more spells to his book and more points to various spells and a point to his INT ability. His Lvl-0 are almost automatic and his Lvl-1 spells are almost automatic, but his newest spell...let's say Fireball...only has 4 ranks in it has a DC of 19. Will rolls d20+4+4 against that 19 DC with only a 50% chance of success. He'll get better as he adds Levels and more skill points, but the highest level spells remain harder for him.

Will is finally at Level 17 and he can now cast a 9th level spell. He picked Meteor Swarm (of course) and puts all 15 of his skill points from leveling up into it. When he tries to cast it, it's d20+5+15 against a 37 DC! Isn't that only a 15% chance of success? Oh well! He's still able to Fireball on almost every turn and Chain Lightning succeeds most of the time. He can always add more skill points to Meteor Swarm as he moves up to Lvl-18 and 19 and make this powerful spell a more reliable part of his game, but that will be at the expense of adding other high level spells to his Spellbook.

Thoughts?
 

papastebu said:
Other suggestions?
Legends of Sorcery.

What you are proposing looks kinda similar[-ish], but IMO, it would be worth your while checking out that quite comprehensive RPGObjects system.

Note: I am in no way affiliated, on a personal or business level, with RPGObjects ('cause you never know around here. . . ;) ).
 

One problem with granting spells at lower levels is that some spell effects are dependent on caster level, and others are not. I like the idea, but it'll take a lot of thought to make it balanced. A 1st-level fireball may do only 1d6, but a 1st-level Power Word Kill will take out even the typical 10th level character. You'd have to make spells like that scale with caster level too, I think, for it to be balanced. Maybe have it kill someone whose current hit points are no more than caster level x5, though that makes it slightly less powerful at high levels. Just a thought.
 

erisred said:
Have you done anything more with this idea?

I was thinking about something very similar, and thought I'd post it in this thread.

Each spell *is* a skill, a class skill for Magic Users, cross-class for certain other classes (Bard, maybe) and off-limits for still others (Fighter). The Magic User can put skill ranks into spells, up to the normal max, at each level, and receive skill points each level at the same rate as a Rogue.

Spells have a DC of 10 + (Spell Level x 3). You roll the normal 1d20 + Ability + Skill against the DC as per normal with 20 being a "critical success" and 1 being an automatic "critical failure."

A couple of examples:

Will the Level 1 Wizard has +3 INT and maxed his Ray of Frost for 1st level at +4. He casts it, rolling 1d20+3+4 against a DC of 10+(0x3) and succeeds 85% of the time. Will also maxed Magic Missile (+4), when he casts it he rolls 1d20+3+4 against a DC of 13 succeeding 70% of the time. However, he didn't put any skill points into Light (lvl-0) or Sleep (lvl-1) although they *are* in his Spellbook, so he *can* attempt to cast them. His attempt to cast Light succeeds only 65% of the time, and his Sleep spells succeed only 50% of the time.

Later in the game Will has leveled up a few times, added more spells to his book and more points to various spells and a point to his INT ability. His Lvl-0 are almost automatic and his Lvl-1 spells are almost automatic, but his newest spell...let's say Fireball...only has 4 ranks in it has a DC of 19. Will rolls d20+4+4 against that 19 DC with only a 50% chance of success. He'll get better as he adds Levels and more skill points, but the highest level spells remain harder for him.

Will is finally at Level 17 and he can now cast a 9th level spell. He picked Meteor Swarm (of course) and puts all 15 of his skill points from leveling up into it. When he tries to cast it, it's d20+5+15 against a 37 DC! Isn't that only a 15% chance of success? Oh well! He's still able to Fireball on almost every turn and Chain Lightning succeeds most of the time. He can always add more skill points to Meteor Swarm as he moves up to Lvl-18 and 19 and make this powerful spell a more reliable part of his game, but that will be at the expense of adding other high level spells to his Spellbook.

Thoughts?
It is gratifying and surprising to see this thread after so long. :)
I like that you have removed the per-level bonus to casting checks. It makes more sense than what I was trying to do before. Let's see if I can remember what I decided on, finally.

Wizards cast spells using a skill check based on one of the 8 schools. Call it Spellcasting (Evocation), etc. This can be further refined or combined as desired.

Each wizard level gained, the wizard gets X-number of skill points to be divided among skills, as usual, and the number would be a bit higher to accommodate the specific Spellcasting skills.

The wizard also gets one spell point times the new class level, plus one spell point for each point of intelligence modifier. The spell points are divided among spell levels, with a first-level spell costing 1 point, the second level costing two points, third costing three points, etc.

To cast a spell, the roll is 1d20 +(intelligence modifier) + (Spellcasting[school]ranks) +1/10 wizard levels, versus DC = 10 + spell-level(# of consecutive castings)+([spell-level]-[wizard-level]).

Will the 1st-level wizard has Ray of Frost as an apprentice spell, or a cantrip. It has a base DC of 9 on first casting, 10 on second, 11 on third, etc. DC = 10 + (0) + (0-1=-1) = 9. Versus his Intelligence modifier of +3 and his Spellcasting (Evocation) ranks of +4, a 2 or higher on a d20 casts the spell. A next-round casting of the same spell adds one to this DC.
If Will has a level of Armor and two of Magic Missile (using up all of his spell points for first level), he could cast Armor(1 point DR per level, disipates with strike/level, stacks with self) with a DC of 11 first casting, and Magic Missile at DC 13 first casting. Consecutive casting for each would be DC 12 and 15, respectively. Given Will's +3 intelligence mod and his 4 ranks in Spellcasting (Evocation), Magic Missile 2 is going to take a 6 or higher to cast. He let's say he wanted to be able to protect himself somewhat, and maxed out Spellcasting (Abjuration) also, so he has a +7 to cast those spells as well. Lowest success for Armor is 5 for the first casting.

For each round spent not casting, the DCs of all spells drop by 1, never going lower than their first-casting DC. Other spells cast do not add to the resistance of current spells, but any casting prevents this reduction of resistance.

EDIT: I also decided that a critical failure on a casting check (a second failure after a natural one) has an effect-related disastrous result, and a critical success (a success after a natural 20) has maximum effect. END EDIT.

I think that's all of it, but this is without looking anything up. Tell me what you think, if you'd like.
 
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You might want to consider adding feats into the mix, viz. Initiation into the 1st Circle, 2nd Circle, 3rd Circle, etc. Those feats allow the caster the ability to learn and cast 1st level, 2nd level, 3rd level spells etc.

For my information, see my skills/feats/insanity wizard class in my sig.
 

Griffith Dragonlake said:
You might want to consider adding feats into the mix, viz. Initiation into the 1st Circle, 2nd Circle, 3rd Circle, etc. Those feats allow the caster the ability to learn and cast 1st level, 2nd level, 3rd level spells etc.

For my information, see my skills/feats/insanity wizard class in my sig.

So I would allow wizards to cast higher-level spells at lower levels, but they would have to give up a feat/buy the ability in some way? Sounds cool, not just because it gets me what I want and keeps the spellcasting from being too powerful without a great deal of effort, but it kind of fits with the idea that magic ain't easy. You could also use it with the current spell-level system with a bit of tweaking, which would make it usable for those--read "most sensible folk"--who don't want to go through the major overhaul to the magic system that I'm talking about. :)
 

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