First, let me say I was inspired by this thread here: , but it is changed enough to warrant it's own thread.
These rules have been playtested by my players.
NOTE: These rules have undergone a few revisions since posting them here. The rules below are the current version that I use.
Variant Magic Version 1.50
Under this system, characters must still prepare their spells ahead of time. However, they no longer have a set amount of times they can cast a spell per day. It also allows them to be bold and attempt to add meta magic feats (if they have any meta magic feats), making their spells more powerful beyond normal level limits, but a much greater risk to themselves.
First things first...
Any character that can cast magic now has a Magic modifier. This modifier is similar to the Attack modifier, but only applies to casting a spell. As the caster gains levels their Magic modifier automatically goes up.
Clerics, Druids, Sorcerers and Wizards - have a magic modifier similar to a Fighters attack modifier. As they level their Magic modifier equals their level, 1 for 1. So a 10th level Wizard would have a +10 Magic modifier.
Bards - have a magic modifier equal to 3/4 their level, similar to a Clerics Attack modifier progression. So a 10th level Bard has a +7 Magic modifier.
Paladins and Rangers - have a magic modifier equal to 1/2 their level, similar to a Wizards Attack modifier. So an 10th level Paladin has a +5 Magic modifier.
Each caster adds their Primary ability used in casting spells to their Magic modifier. So a 10th level Wizard, with an Intelligence modifier of +4, would have a +14 Magic modifier
Whenever a character cast a spell they must make a caster check.
Caster modifier = Magic modifier + Primary spell casting ability modifier + misc.
Caster DC = 10 + caster level + meta magic feats (if any)
For most spells the caster level will only equal the level when the spell first becomes available. For example the spell Wish has a caster level +17, because that is when it first becomes available to a Wizard. Cure Critical Wounds has a caster level +7 the level it first becomes available. That number never goes up, even if it is cast by a level 20 Cleric. So a CCW (4d8+20) is still only a +7 caster level spell. Spells that have damage dice based on caster level, (fireball, cone of cold, etc.) have a caster level equal to however many damage dice the caster the caster wants to use. So a 10th level Fireball has a +10 caster level modifier. A caster may never have more damage dice then their caster level, UNLESS they are using a meta-magic feat to do so.
Meta Magic Feats now allow a character to go beyond their normal caster level limits but a substantial risk to themselves. All meta magic feats no longer increase a spells', spell slot, instead it adds a modifier to the Caster DC.
I want to cast my spell now!
Make a Caster check, using the DC above. If you succeed on the check, the spell goes off as planned. Essentially as long as you succeed at Caster checks you could cast all day long.
However, eventually a Caster check will fail.
When a Caster check fails or the player rolls 8 or lower on the d20, the caster takes a "hit". (Do not confuse this with hitpoints). Each time the caster fails they continue to take hits. These hits do not go away until the caster has rested for 8 hours.
It's simple. A failed check equals a hit. So while a caster can cast all day long, if they start to fail, magic will take its toll on their mind and they will grow tired.
The Other Rules...
Critical success. If a character rolls a natural 20, they threaten a critical success with a spell. They must roll again. If the second roll equals the Caster DC or better, the spell has a critical success. All numerical factors such as hit points cured or damage dealt is doubled. This does not affect duration, range, or anything else. Spells that boost ability modifiers do not benefit from this. All spells that have a critical success also have their Saving throw DC increased by +2. A natural 20 is also an automatic success.
Critical failure. If a natural 1 is rolled two things happen. First the caster marks off a hit on their sheet. Second, the caster takes subdual damage equal to the caster level of the spell x2. Example: If a 5th level cleric rolled a 1 on their caster check when trying to cast cure light wounds they would take 2 points of subdual damage. (Caster level 1 x 2) Cure Light wounds is only a caster level 1 even though it is cast by a 5th level cleric. Why? Because cure light wounds is first allowed at level 1, and it's healing die is never greater then 1. If a spell gains extra dice at higher caster levels then the caster level is equal to the damage dice. So a fireball cast by a level 10 wizard would have a caster level 10. If the wizard rolled a 1 on his caster roll this spell would cause a backlash doing 20 points of subdual damage (10x2).
Rolling an 8 or lower on the d20. If a caster rolls a 8 or lower on the d20 they take a hit. However, as long as the roll is not a natural 1, their spell still goes off. It just so happens that casting this spell is more tiring for the caster. A sorcerer and bard take a hit on a roll of 5 or lower, as magic comes more naturally to them.
(Optional) In addition to taking a hit, the caster takes subdual damage equal to the caster level of the spell. Example: An 8th level wizard (Int 18) cast Mage Armor, but rolls a 8. The caster check was DC 11 (10 +1 caster level of spell) His spell succeeds, but it is more draining for him then normal. He takes a hit, and also receives 1 point of subdual damage.
The reason behind taking a hit on an 8 or lower. This does a few things. By having it that high, it gives a caster a 40% chance of taking a hit each time they cast a spell. This artificially keeps casters from casting fireball over and over and over, all day long, non stop. Because at some point they will roll 8 or lower, causing them to take a hit. Once their Mana Hit Pool has been exhausted (see below) then the caster will find it more dangerous to keep casting. This also prevents a level 20 Wizard with an Int 26, from casting Meteor Swarm over and over without much chance at failure. In this system, such a wizard only needs to roll a 2 or higher to succeed at casting that spell. He essentially could cast Meteor Swarm over and over. But his chance at taking a hit is pretty good, and eventually his Mana Hit Pool will take some hits.
Failing by 10 or more.
If a caster attempts a spell but fails their caster check DC by 10 or more, Three things happen:
Failing by 20 or more.
If a caster attempts a spell but fails their caster check DC by 20 or more, Four things happen:
NOTE: Undead casters such as Liches cannot become fatigued, take subdual damage or become stunned by failed results (One more reason why wizards would strive to become a Lich)
Mana Hit Pool A Caster has a Mana Hit Pool equal to 10 + Primary casting ability modifier. A Wizard (Int 18) would have a MHP of 14. Once this pool is exhausted the caster immediately becomes fatigued. They may still continue to cast, but doing so is dangerous. A caster with a MHP of 0 that attempts to cast a spell must also make a Fortitude save DC 15 +1/for each time a caster attempts a spell after their MHP hits 0. If they fail their Fortitude save they become Exhausted (if they are already Exhausted they instead fall unconscious). Another failed result causes the caster to fall to the ground unconscious. Remember, if a character is already fatigued when their MHP falls to 0 they instead become exhausted.
What happens if a caster has a MHP 0 and fails their caster check DC? The casters Hit Points drop to 0 and the caster must make a Fortitude save DC 15 or fall unconscious. If the caster fails their save they fall into a light coma. Nothing short of a Healing spell can wake them. Each hour, the caster may attempt to awaken from their coma. They must make a Fortitude save DC 15. If they fail, they must wait another hour. Casters that are unconscious gain Hit Points back at a rate of 1 per caster level per hour. They do not gain any Mana Hit Pool points back, unless they are unconscious for 8 or more hours. Caster that awaken before 8 hours rest are fatigued.
Sorcerers. The sorcerer has a slight advantage when casting more powerful magic. Starting at level 4, they gain a +1 inherent bonus to their Caster Level modifier. This goes up every 4 levels, so +2 at level 8, +3 at level 12, etc.
Scrolls, potions, wands, staves, and rods. Under this system, when using these items you do not need to make a Caster check. This gives them a slight advantage over normal magic.
Spell like abilities. Creatures with these abilities do not need to make a caster check. It is activated mentally, and does not have the normal penalties of spell casting.
Spell Focus (Wizard). A wizard that chooses to specialize in one school gains a +2 caster bonus to his caster modifier when casting spells from that school.
(Optional Rule)
A caster may elect to cast a spell with a casting time of "one standard action" as a full round action instead. Doing this gives them a +2 bonus to their Caster Modifier. The entire round is spent casting the spell, then at the beginning of their next turn they may cast that spell as a free action, if they succeed at their caster check.
(Optional Rule)
Casters may choose to take 10 on any spell that has a casting time longer then 1 round, and the spell does not cause damage or heal a creature.
(Optional Rule)
Whenever a caster rolls their Caster check, that total is also the Save DC by which the opponent must succeed. Example: A 5th level Wizard (Int 18) cast fireball, he rolls a 9. He adds his Magic modifier +5 (5th level wizard), and Intelligence modifier +4, for a total reflex save of 18. Under this rule, saves will be harder to make, and items that offer resistance save bonuses will be more useful.
(Optional Rule)
Armor. Armor no longer gives a % chance of failure when casting arcane spells. It now provides a Caster check penalty. These rules may make it more attractive to some players who play an arcane caster/fighter type. Note: If a caster is wearing Mithril armor reduce the penalty by -4. A level 20 sorcerer in mithril full plate has a -5 penalty on spells.
Characters that rest for 8 hours remove all hits, and start with a clean slate.
Lastly...
Finally a level 7th wizard (Int 18) can cast a maximized, quickened fireball, but a very high chance of failure. His Caster modifier is a +11. His Caster DC 38 (10 + 7 (damage dice) + 9 maximized +12 quickened). Yes, he must roll a natural 20. It is a huge risk. If he fails he could fall unconscious.
What do you guys think?
These rules have been playtested by my players.
NOTE: These rules have undergone a few revisions since posting them here. The rules below are the current version that I use.
Variant Magic Version 1.50
Under this system, characters must still prepare their spells ahead of time. However, they no longer have a set amount of times they can cast a spell per day. It also allows them to be bold and attempt to add meta magic feats (if they have any meta magic feats), making their spells more powerful beyond normal level limits, but a much greater risk to themselves.
First things first...
Any character that can cast magic now has a Magic modifier. This modifier is similar to the Attack modifier, but only applies to casting a spell. As the caster gains levels their Magic modifier automatically goes up.
Clerics, Druids, Sorcerers and Wizards - have a magic modifier similar to a Fighters attack modifier. As they level their Magic modifier equals their level, 1 for 1. So a 10th level Wizard would have a +10 Magic modifier.
Bards - have a magic modifier equal to 3/4 their level, similar to a Clerics Attack modifier progression. So a 10th level Bard has a +7 Magic modifier.
Paladins and Rangers - have a magic modifier equal to 1/2 their level, similar to a Wizards Attack modifier. So an 10th level Paladin has a +5 Magic modifier.
Each caster adds their Primary ability used in casting spells to their Magic modifier. So a 10th level Wizard, with an Intelligence modifier of +4, would have a +14 Magic modifier
Whenever a character cast a spell they must make a caster check.
Caster modifier = Magic modifier + Primary spell casting ability modifier + misc.
Caster DC = 10 + caster level + meta magic feats (if any)
For most spells the caster level will only equal the level when the spell first becomes available. For example the spell Wish has a caster level +17, because that is when it first becomes available to a Wizard. Cure Critical Wounds has a caster level +7 the level it first becomes available. That number never goes up, even if it is cast by a level 20 Cleric. So a CCW (4d8+20) is still only a +7 caster level spell. Spells that have damage dice based on caster level, (fireball, cone of cold, etc.) have a caster level equal to however many damage dice the caster the caster wants to use. So a 10th level Fireball has a +10 caster level modifier. A caster may never have more damage dice then their caster level, UNLESS they are using a meta-magic feat to do so.
Meta Magic Feats now allow a character to go beyond their normal caster level limits but a substantial risk to themselves. All meta magic feats no longer increase a spells', spell slot, instead it adds a modifier to the Caster DC.
Code:
[B]Feat DC increased by[/B]
Empower Spell +6
Enlarge Spell +3
Extend Spell +3
Heighten Spell +2 for each caster level the spell is increased by (This is the only way a fireball spell cast by a level 7 wizard, could have its damage dice increased to 10d6)
Maximize Spell +9
Quicken Spell +12
Silent Spell +3
Still Spell +3
Widen Spell +9
Twin Spell +12
I want to cast my spell now!
Make a Caster check, using the DC above. If you succeed on the check, the spell goes off as planned. Essentially as long as you succeed at Caster checks you could cast all day long.
However, eventually a Caster check will fail.
When a Caster check fails or the player rolls 8 or lower on the d20, the caster takes a "hit". (Do not confuse this with hitpoints). Each time the caster fails they continue to take hits. These hits do not go away until the caster has rested for 8 hours.
It's simple. A failed check equals a hit. So while a caster can cast all day long, if they start to fail, magic will take its toll on their mind and they will grow tired.
The Other Rules...
Critical success. If a character rolls a natural 20, they threaten a critical success with a spell. They must roll again. If the second roll equals the Caster DC or better, the spell has a critical success. All numerical factors such as hit points cured or damage dealt is doubled. This does not affect duration, range, or anything else. Spells that boost ability modifiers do not benefit from this. All spells that have a critical success also have their Saving throw DC increased by +2. A natural 20 is also an automatic success.
Critical failure. If a natural 1 is rolled two things happen. First the caster marks off a hit on their sheet. Second, the caster takes subdual damage equal to the caster level of the spell x2. Example: If a 5th level cleric rolled a 1 on their caster check when trying to cast cure light wounds they would take 2 points of subdual damage. (Caster level 1 x 2) Cure Light wounds is only a caster level 1 even though it is cast by a 5th level cleric. Why? Because cure light wounds is first allowed at level 1, and it's healing die is never greater then 1. If a spell gains extra dice at higher caster levels then the caster level is equal to the damage dice. So a fireball cast by a level 10 wizard would have a caster level 10. If the wizard rolled a 1 on his caster roll this spell would cause a backlash doing 20 points of subdual damage (10x2).
Rolling an 8 or lower on the d20. If a caster rolls a 8 or lower on the d20 they take a hit. However, as long as the roll is not a natural 1, their spell still goes off. It just so happens that casting this spell is more tiring for the caster. A sorcerer and bard take a hit on a roll of 5 or lower, as magic comes more naturally to them.
(Optional) In addition to taking a hit, the caster takes subdual damage equal to the caster level of the spell. Example: An 8th level wizard (Int 18) cast Mage Armor, but rolls a 8. The caster check was DC 11 (10 +1 caster level of spell) His spell succeeds, but it is more draining for him then normal. He takes a hit, and also receives 1 point of subdual damage.
The reason behind taking a hit on an 8 or lower. This does a few things. By having it that high, it gives a caster a 40% chance of taking a hit each time they cast a spell. This artificially keeps casters from casting fireball over and over and over, all day long, non stop. Because at some point they will roll 8 or lower, causing them to take a hit. Once their Mana Hit Pool has been exhausted (see below) then the caster will find it more dangerous to keep casting. This also prevents a level 20 Wizard with an Int 26, from casting Meteor Swarm over and over without much chance at failure. In this system, such a wizard only needs to roll a 2 or higher to succeed at casting that spell. He essentially could cast Meteor Swarm over and over. But his chance at taking a hit is pretty good, and eventually his Mana Hit Pool will take some hits.
Failing by 10 or more.
If a caster attempts a spell but fails their caster check DC by 10 or more, Three things happen:
- They take a hit
- Take subdual damage equal to caster level of spell cast
- Must succeed on a Fortitude save DC 15 or become fatigued (-2 Str and Dex) If character is already fatigued, then they become exhausted. If they are already exhausted they fall unconscious.
Failing by 20 or more.
If a caster attempts a spell but fails their caster check DC by 20 or more, Four things happen:
- They take a hit
- They take subdual damage equal to caster level x 2 (as if they rolled a 1)
- They are stunned for 1 round
- They must succeed at a Fortitude save DC 25 or immediately become Fatigued (-2 Str and Dex). If they are already Fatigued they become Exhausted, if they are Exhausted they fall unconscious.
NOTE: Undead casters such as Liches cannot become fatigued, take subdual damage or become stunned by failed results (One more reason why wizards would strive to become a Lich)
Mana Hit Pool A Caster has a Mana Hit Pool equal to 10 + Primary casting ability modifier. A Wizard (Int 18) would have a MHP of 14. Once this pool is exhausted the caster immediately becomes fatigued. They may still continue to cast, but doing so is dangerous. A caster with a MHP of 0 that attempts to cast a spell must also make a Fortitude save DC 15 +1/for each time a caster attempts a spell after their MHP hits 0. If they fail their Fortitude save they become Exhausted (if they are already Exhausted they instead fall unconscious). Another failed result causes the caster to fall to the ground unconscious. Remember, if a character is already fatigued when their MHP falls to 0 they instead become exhausted.
What happens if a caster has a MHP 0 and fails their caster check DC? The casters Hit Points drop to 0 and the caster must make a Fortitude save DC 15 or fall unconscious. If the caster fails their save they fall into a light coma. Nothing short of a Healing spell can wake them. Each hour, the caster may attempt to awaken from their coma. They must make a Fortitude save DC 15. If they fail, they must wait another hour. Casters that are unconscious gain Hit Points back at a rate of 1 per caster level per hour. They do not gain any Mana Hit Pool points back, unless they are unconscious for 8 or more hours. Caster that awaken before 8 hours rest are fatigued.
Sorcerers. The sorcerer has a slight advantage when casting more powerful magic. Starting at level 4, they gain a +1 inherent bonus to their Caster Level modifier. This goes up every 4 levels, so +2 at level 8, +3 at level 12, etc.
Scrolls, potions, wands, staves, and rods. Under this system, when using these items you do not need to make a Caster check. This gives them a slight advantage over normal magic.
Spell like abilities. Creatures with these abilities do not need to make a caster check. It is activated mentally, and does not have the normal penalties of spell casting.
Spell Focus (Wizard). A wizard that chooses to specialize in one school gains a +2 caster bonus to his caster modifier when casting spells from that school.
(Optional Rule)
A caster may elect to cast a spell with a casting time of "one standard action" as a full round action instead. Doing this gives them a +2 bonus to their Caster Modifier. The entire round is spent casting the spell, then at the beginning of their next turn they may cast that spell as a free action, if they succeed at their caster check.
(Optional Rule)
Casters may choose to take 10 on any spell that has a casting time longer then 1 round, and the spell does not cause damage or heal a creature.
(Optional Rule)
Whenever a caster rolls their Caster check, that total is also the Save DC by which the opponent must succeed. Example: A 5th level Wizard (Int 18) cast fireball, he rolls a 9. He adds his Magic modifier +5 (5th level wizard), and Intelligence modifier +4, for a total reflex save of 18. Under this rule, saves will be harder to make, and items that offer resistance save bonuses will be more useful.
(Optional Rule)
Armor. Armor no longer gives a % chance of failure when casting arcane spells. It now provides a Caster check penalty. These rules may make it more attractive to some players who play an arcane caster/fighter type. Note: If a caster is wearing Mithril armor reduce the penalty by -4. A level 20 sorcerer in mithril full plate has a -5 penalty on spells.
Code:
[B]Armor Penalty[/B]
Padded -3
Leather -4
Studded Leather -5
Chain Shirt -6
Hide -6
Scale Mail -7
Chainmail -8
Breastplate -7
Splint mail -10
Banded mail -9
Half-Plate -10
Full Plate -9
Characters that rest for 8 hours remove all hits, and start with a clean slate.
Lastly...
Finally a level 7th wizard (Int 18) can cast a maximized, quickened fireball, but a very high chance of failure. His Caster modifier is a +11. His Caster DC 38 (10 + 7 (damage dice) + 9 maximized +12 quickened). Yes, he must roll a natural 20. It is a huge risk. If he fails he could fall unconscious.
What do you guys think?
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