Wolv0rine
First Post
UPDATED 3/5/07
This magic system is actually broken down into sub-systems, as Wizards & Bards cast differently from Sorcerers, who cast differently from Divine casters.
Of the three groups presented (there are many other branches of magic for the future; Sigil magic, Places of Power, Gem Magic, etc) only the first tracks and uses Mana directly, although all Arcane magic requires it to function on an in-game level.
And yes, this system is as-yet un-playtested, it saddens me to say.
The following is not currently OGL material. However, like anything else, feel free to use it in your own games if you like. Comments and Critiques are welcome, and if you do use if in your own game, all I ask if that you let me know how it worked for you.
Wizards
In Brief: Spell level = Mana cost; Mana = (Intelligence Mod. + Wiz Level) * 2
Learning Spells
To be able to use a spell, a Wizard must first succeed in learning and understand it. When a Wizard studies a spell for the first time, he is entitled to a Spellcraft check (DC: 15 + spell level) to attempt to comprehend it. If the check succeeds, then the Wizard may freely memorize and cast the spell. If the check fails, the Wizard must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
Memorizing Spells
A Wizard who wishes to venture from his spell books must memorize those spells he wishes to have access to while he is away. The Wizard can hold these spells in his memory for a given time before needing to return to his spell books to study them again, during this time the spells may be cast freely as long as the Wizard has sufficient Mana to power them.
A Wizard can memorize a number of spell levels equal to (Wizard Level x Intelligence bonus). Each spell is equal to its level (1st level spells count as 1, 2nd level spells count as 2, etc) except for 0 level spells which count as 1 spell level per two spells memorized. The Wizard can allot these levels any way he sees fit.
Once the Wizard has exceeded his memorization time limit without studying from his spellbook, he loses 1 spell (determined randomly) from his memorized set, starting at the highest level he has memorized.
{Example: Tophin, a 9th level Wizard with a 16 Intelligence, can memorize 27 spell levels. He could chose to memorize six 1st level spells (Shield, Mage Armor, Mount, Identify, Spider Climb, and Magic Missile), four 2nd level spells (Fog Cloud, Web, Mirror Image, and Summon Monster II), two 3rd level spell (Dispel Magic, and Fly), and one 4th level spell (Ice Storm).
Tophin may cast them any way he cares to spend his 24 Mana -- assuming for the sake of argument that Tophin hasn’t used his two ability score increases to add to his Intelligence.}
Memorizing the same spell more than once is impossible. For the duration that the wizard has a spell memorized that spell may be cast as long as there is mana to empower it.
The Wizard can store these spells in his memory for a given time equal his Intelligence – (1 + spell level) days.
{Example: Tophin, memorizes Shield, a 1st level spell. Tophin can hold Shield in memory for 14 days (16 – (1+1)). Tophin also memorizes the 4th level spell Ice Storm, and can hold it in memory for 11 days (16 – (1+4)).}
Optional Simplified Memorization
Acknowledging that the above rules for individual spell memorization introduce a large amount of bookkeeping, you may opt to use the Simplified Memorization.
Simplified Memorization tracks spells memorized by level instead of individually. The Wizard can retain all spells he has memorized for Int. – (1 + spell level) days.
Once the Wizard has exceeded his memorization time limit without studying from his spellbook, he loses 1 spell (determined randomly) from his memorized set, starting at the highest level he has memorized.
{Example: Tophin memorizes the 1st level spells Shield, Mage Armor, Mount, Identify, Spider Climb, and Magic Missile -- the 2nd level spells Fog Cloud, Web, Mirror Image, and Summon Monster II -- the 3rd level spell Dispel Magic, and Fly -- and the 4th level spell Ice Storm.
Tophin can retain all six 1st level spells for 14 days, all four 2nd level spells for 13 days, both 3rd level spells for 12 days, and the 4th level spell for 11 days. Regardless of how many spells per level he memorizes, Tophin only worries about how long he can memorize a spell level, not each spell itself.}
Mana
The Wizard’s Mana allotment is equal to his (Intelligence modifier + his wizard level) * 2.
A Wizard’s Mana stores replenish themselves naturally when spent.
Casting Spells
A spell costs the Wizard 1 Mana per spell level of the spell (Cantrips cost 0 Mana).
A Wizard may chose to cast spell directly from his spell book if it is available. Doing so does not require the Wizard to have the spell memorized, nor does it cause the spell to disappear from the spell book as happens with a scroll. However, the Wizard does need to spend 1 round reading over the spell before casting it straight from his spell book.
Meta-Magic
The Wizard may apply any Meta-Magic feats he possesses to his spells. Each meta-magic feat applied to a spell raises the Mana cost of the spell by +1 for every spell level the meta-magic feat would normally increase the spell by.
{Example: Tophin, wishes to cast an Empowered Magic Missile. Empowered Spell raises the spell’s slot by two levels, thus Tophin must spend 3 Mana to cast an Empowered Magic Missile.}
Sorcerers
In Brief: Charisma check (15 + (spell level*2))
Learning Spells
The sorcerer most often learns spells by seeing them cast by someone else.
A Sorcerer may learn a new spell at any time if she can see the spell being cast. The Sorcerer must study the spell as it is being cast, after which she must make a Spellcraft check (DC: 15 + Spell level). If the check succeeds, the Sorcerer has grasped the spell on a subconscious level and may cast it from then on. If the check fails, the Sorcerer cannot grasp the spell and must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
Memorizing Spells
The Sorcerer does not memorize spells. Being an instinctive caster who grasps the principles of a spell on a sub-conscious level, the Sorcerer has no conscious knowledge of how a spell works, and so has nothing to memorize.
It is because of this that a Sorcerer cannot teach a Wizard spells the Sorcerer knows, as Wizard cannot understand the casting of the Sorcerer and becomes confused by the skipped steps and paraphrased verbal components.
Mana
Because of the peculiarity of their spell-casting methods, Sorcerers do not need to keep track of Mana. A Sorcerer can channel far greater quantities of arcane energy, far faster, than a Wizard. It is this floodgate of arcane power than makes channeling it and shaping it so very difficult.
Casting Spells
To cast a spell, the Sorcerer must make a Charisma check (DC: 15 + (spell level * 2)), adding his Spellcraft to the roll. If the check succeeds then the spell is successfully cast. If the check is failed, the Sorcerer must check for Arcane Burn.
A Sorcerer may Take 10 on a casting check when not in combat.
Meta-Magic
A Sorcerer who wishes to apply meta-magic feats to his spells may do so, adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Bards
In Brief: Spell level=Mana cost; Mana=Charisma Mod + Bard Level * 2
Learning Spells
The Bard must learn the special way of performing the spell he wishes to cast. This functions exactly like the Wizards learning of new spells.
Memorizing Spells
The Bard must also commit to memory the precise performance required for the spell. This also functions exactly like the Wizards memorization.
Mana
Like a Wizard, a Bard is able to channel a given amount of Mana, depending on both his level and his Charisma.
The Bard’s Mana allotment is equal to his Charisma modifier + Bard level.
Casting Spells
To cast a spell the Bard must perform, blending the arcane energy into the very essence of the performance.
The Bard must make a Perform check (DC: 15 + spell level), adding his Spellcraft modifier to the roll (if any). If the check succeeds then the spell is cast, if the check fails the Bard will suffer Arcane Burn.
While they consult the same spell lists, Bards and Wizards cannot exchange, aid in, or teach each other spells because the nature of their magic use is fundamentally different.
Meta-Magic
Bards may apply any meta-magic feats they possess in the same manner as Wizards.
Divine Magic
In Brief: Ability Score: Faith. FAI=(Wisdom Mod + Class Lvl) *1.5; Lesser Access=4th Lvl or less, Greater=5th lvl or higher. FAI check (DC 15+ *2 spell lvl)
Learning Spells
The divine caster does not learn new spells in the way other spell-casters do. Because her spells are bestowed upon her in the form of miracles by her deity, the divine caster potentially has access to all divine spells.
However, the divine caster is limited in her spell usage by the level of access her deity allows her. Lesser Access allows the divine caster to utilize miracles up to 4th level, while Greater Access allows her to utilize spells of 5th level and higher.
{In my campaign world, Clerics and Druids receive Lesser Access until 9th level, at which point they are granted Greater Access. Paladins never receive Greater Access.}
Memorizing Spells
Divine casters do not memorize spells, every miracle they perform being effectively an act of spontaneous magic.
However, once every 24 hours (or once a day, if your world’s day-cycle isn’t 24 hours) the divine caster must spend an hour in prayer; reciting litanies, asking for guidance, chanting her deity’s glory, reaffirming her faith, etc.
If this ceremony is not performed, the divine caster will lose access to all spells of the highest level she can cast. This will happen every day that the divine caster does not perform the ceremony of devotion, losing another level of spells until the ceremony is once again performed.
Once the ceremony is performed, the divine caster regains the last spell level she lost. She regains another spell level each day the ceremony is performed (in the order they were lost) until she regains all the spell levels she lost.
Mana
Divine casters do not have Mana scores, instead having a score called Faith (FAI). Faith is equal to the divine caster’s (Wisdom modifier + her class level) * 1.5.
Casting Spells
To cast a spell, the divine caster must maker a FAI check after praying for the miracle (DC: 15 + (spell level * 2)). This check represents the divine caster’s strength of faith and devotion to her deity, which affects the likelihood of the deity allowing the miracle to occur.
If the check succeeds, the spell is cast. If the check fails, the miracle is withheld – possibly due to a waiver in the character’s faith at a crucial moment sensed by her deity.
All divine spells require something sacred to the caster’s deity as a focus (holy symbol, symbolic flower or animal, etc).
Each casting attempt lowers your Faith rating by a certain amount based on the spell. For lesser access spells you lose 1 pt. of Faith, for greater access spells you lose 3 pts. of Faith. This loss lasts until the Divine Caster again performs the Ceremony of Devotion. Lesser access spells meta-magiced beyonf 4th level reduce Faith by 2 pts.
If the Divine Caster fails a casting attempt, he may expend additional Faith equal to the amount he failed his Faith check by to turn the Faith check into a success.
A Divine Caster may Take 10 on a casting check when not in combat.
{Note: Yes, this Does put low-level Clerics in a bind. I may well change FAI to Wis Mod+Caster Level*2 to match the Wizard & Bard. On the other hand, that gives higher-level Clerics outlandish FAI check rolls. So it's kind of a toss-up.}
Meta-Magic
A divine caster who wishes to apply meta-magic feats may do so; adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Arcane Burn
When an arcane spell-caster is channeling arcane energy (i.e. casting or maintaining a spell), he is very vulnerable. If he takes damage and loses his concentration during this time by failing a Concentration check, he suffers a backlash of magical power.
He must then make a Fort save (DC: 10+spell level) to avoid taking 1d6 points of damage per level of the spell being cast (modified by meta-magic feats, if any).
If that check fails, then a Will check must be made (DC: 10+spell level) to avoid losing 1 point from the character’s primary casting ability score permanently.
There is no immunity to this magic and no way to reduce the amount of damage, as it is pure magical energy channeled through the caster’s body. There are no spells, magic items or feats that can protect a mage from arcane burn.
Divine casters are protected from the dangers of arcane burn by their deity, who buffers the power of the magic for their mortal champion.
Optional: Spell-casting Fatigue
Many spellcasters in books can cast spells almost at will, but they also suffer dearly for it, as the magic seems to take something from them.
In truth, arcane spell casting is wearying -- you can't simply throw off a few fireballs during a battle and be as fresh at the end of the battle as you were at the beginning.
A wizard or bard takes 1 point of subdual damage per point of Mana spent, while a sorcerer takes 1 point per spell level cast (adjusted by any meta-magic feats applied).
This subdual damage can be healed as normal. If a character is reduced to 0 hit points in this manner they will fall immediately unconscious, unable to awaken until they have regained 10% of their HP total
{That 10% of HP total isn't firm either, it may be better all-around to allow the character to awaken when they reach 1 HP again.}
Divine spellcasters suffer from casting fatigue as well (similar to the Sorcerer), the strain of focusing their belief in the manifest power of their deity takes its toll on the body as well.
This magic system is actually broken down into sub-systems, as Wizards & Bards cast differently from Sorcerers, who cast differently from Divine casters.
Of the three groups presented (there are many other branches of magic for the future; Sigil magic, Places of Power, Gem Magic, etc) only the first tracks and uses Mana directly, although all Arcane magic requires it to function on an in-game level.
And yes, this system is as-yet un-playtested, it saddens me to say.
The following is not currently OGL material. However, like anything else, feel free to use it in your own games if you like. Comments and Critiques are welcome, and if you do use if in your own game, all I ask if that you let me know how it worked for you.
Wizards
In Brief: Spell level = Mana cost; Mana = (Intelligence Mod. + Wiz Level) * 2
Learning Spells
To be able to use a spell, a Wizard must first succeed in learning and understand it. When a Wizard studies a spell for the first time, he is entitled to a Spellcraft check (DC: 15 + spell level) to attempt to comprehend it. If the check succeeds, then the Wizard may freely memorize and cast the spell. If the check fails, the Wizard must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
Memorizing Spells
A Wizard who wishes to venture from his spell books must memorize those spells he wishes to have access to while he is away. The Wizard can hold these spells in his memory for a given time before needing to return to his spell books to study them again, during this time the spells may be cast freely as long as the Wizard has sufficient Mana to power them.
A Wizard can memorize a number of spell levels equal to (Wizard Level x Intelligence bonus). Each spell is equal to its level (1st level spells count as 1, 2nd level spells count as 2, etc) except for 0 level spells which count as 1 spell level per two spells memorized. The Wizard can allot these levels any way he sees fit.
Once the Wizard has exceeded his memorization time limit without studying from his spellbook, he loses 1 spell (determined randomly) from his memorized set, starting at the highest level he has memorized.
{Example: Tophin, a 9th level Wizard with a 16 Intelligence, can memorize 27 spell levels. He could chose to memorize six 1st level spells (Shield, Mage Armor, Mount, Identify, Spider Climb, and Magic Missile), four 2nd level spells (Fog Cloud, Web, Mirror Image, and Summon Monster II), two 3rd level spell (Dispel Magic, and Fly), and one 4th level spell (Ice Storm).
Tophin may cast them any way he cares to spend his 24 Mana -- assuming for the sake of argument that Tophin hasn’t used his two ability score increases to add to his Intelligence.}
Memorizing the same spell more than once is impossible. For the duration that the wizard has a spell memorized that spell may be cast as long as there is mana to empower it.
The Wizard can store these spells in his memory for a given time equal his Intelligence – (1 + spell level) days.
{Example: Tophin, memorizes Shield, a 1st level spell. Tophin can hold Shield in memory for 14 days (16 – (1+1)). Tophin also memorizes the 4th level spell Ice Storm, and can hold it in memory for 11 days (16 – (1+4)).}
Optional Simplified Memorization
Acknowledging that the above rules for individual spell memorization introduce a large amount of bookkeeping, you may opt to use the Simplified Memorization.
Simplified Memorization tracks spells memorized by level instead of individually. The Wizard can retain all spells he has memorized for Int. – (1 + spell level) days.
Once the Wizard has exceeded his memorization time limit without studying from his spellbook, he loses 1 spell (determined randomly) from his memorized set, starting at the highest level he has memorized.
{Example: Tophin memorizes the 1st level spells Shield, Mage Armor, Mount, Identify, Spider Climb, and Magic Missile -- the 2nd level spells Fog Cloud, Web, Mirror Image, and Summon Monster II -- the 3rd level spell Dispel Magic, and Fly -- and the 4th level spell Ice Storm.
Tophin can retain all six 1st level spells for 14 days, all four 2nd level spells for 13 days, both 3rd level spells for 12 days, and the 4th level spell for 11 days. Regardless of how many spells per level he memorizes, Tophin only worries about how long he can memorize a spell level, not each spell itself.}
Mana
The Wizard’s Mana allotment is equal to his (Intelligence modifier + his wizard level) * 2.
A Wizard’s Mana stores replenish themselves naturally when spent.
- During sleep, Mana replenishes at a rate of 3 pts. per hour.
- In full rest conditions (not sleeping, but inactive and relaxed) mana replenishes at a rate of 2 pts. per hour.
- In semi-restful conditions (marginally active, such as a slow walk or riding), Mana replenishes at a rate of 1 pts. per hour.
- In non-restful periods, Mana cannot replenish itself.
Casting Spells
A spell costs the Wizard 1 Mana per spell level of the spell (Cantrips cost 0 Mana).
A Wizard may chose to cast spell directly from his spell book if it is available. Doing so does not require the Wizard to have the spell memorized, nor does it cause the spell to disappear from the spell book as happens with a scroll. However, the Wizard does need to spend 1 round reading over the spell before casting it straight from his spell book.
Meta-Magic
The Wizard may apply any Meta-Magic feats he possesses to his spells. Each meta-magic feat applied to a spell raises the Mana cost of the spell by +1 for every spell level the meta-magic feat would normally increase the spell by.
{Example: Tophin, wishes to cast an Empowered Magic Missile. Empowered Spell raises the spell’s slot by two levels, thus Tophin must spend 3 Mana to cast an Empowered Magic Missile.}
Sorcerers
In Brief: Charisma check (15 + (spell level*2))
Learning Spells
The sorcerer most often learns spells by seeing them cast by someone else.
A Sorcerer may learn a new spell at any time if she can see the spell being cast. The Sorcerer must study the spell as it is being cast, after which she must make a Spellcraft check (DC: 15 + Spell level). If the check succeeds, the Sorcerer has grasped the spell on a subconscious level and may cast it from then on. If the check fails, the Sorcerer cannot grasp the spell and must wait until his Spellcraft modifier increases by at least 1 before making another attempt.
Memorizing Spells
The Sorcerer does not memorize spells. Being an instinctive caster who grasps the principles of a spell on a sub-conscious level, the Sorcerer has no conscious knowledge of how a spell works, and so has nothing to memorize.
It is because of this that a Sorcerer cannot teach a Wizard spells the Sorcerer knows, as Wizard cannot understand the casting of the Sorcerer and becomes confused by the skipped steps and paraphrased verbal components.
Mana
Because of the peculiarity of their spell-casting methods, Sorcerers do not need to keep track of Mana. A Sorcerer can channel far greater quantities of arcane energy, far faster, than a Wizard. It is this floodgate of arcane power than makes channeling it and shaping it so very difficult.
Casting Spells
To cast a spell, the Sorcerer must make a Charisma check (DC: 15 + (spell level * 2)), adding his Spellcraft to the roll. If the check succeeds then the spell is successfully cast. If the check is failed, the Sorcerer must check for Arcane Burn.
A Sorcerer may Take 10 on a casting check when not in combat.
Meta-Magic
A Sorcerer who wishes to apply meta-magic feats to his spells may do so, adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Bards
In Brief: Spell level=Mana cost; Mana=Charisma Mod + Bard Level * 2
Learning Spells
The Bard must learn the special way of performing the spell he wishes to cast. This functions exactly like the Wizards learning of new spells.
Memorizing Spells
The Bard must also commit to memory the precise performance required for the spell. This also functions exactly like the Wizards memorization.
Mana
Like a Wizard, a Bard is able to channel a given amount of Mana, depending on both his level and his Charisma.
The Bard’s Mana allotment is equal to his Charisma modifier + Bard level.
Casting Spells
To cast a spell the Bard must perform, blending the arcane energy into the very essence of the performance.
The Bard must make a Perform check (DC: 15 + spell level), adding his Spellcraft modifier to the roll (if any). If the check succeeds then the spell is cast, if the check fails the Bard will suffer Arcane Burn.
While they consult the same spell lists, Bards and Wizards cannot exchange, aid in, or teach each other spells because the nature of their magic use is fundamentally different.
Meta-Magic
Bards may apply any meta-magic feats they possess in the same manner as Wizards.
Divine Magic
In Brief: Ability Score: Faith. FAI=(Wisdom Mod + Class Lvl) *1.5; Lesser Access=4th Lvl or less, Greater=5th lvl or higher. FAI check (DC 15+ *2 spell lvl)
Learning Spells
The divine caster does not learn new spells in the way other spell-casters do. Because her spells are bestowed upon her in the form of miracles by her deity, the divine caster potentially has access to all divine spells.
However, the divine caster is limited in her spell usage by the level of access her deity allows her. Lesser Access allows the divine caster to utilize miracles up to 4th level, while Greater Access allows her to utilize spells of 5th level and higher.
{In my campaign world, Clerics and Druids receive Lesser Access until 9th level, at which point they are granted Greater Access. Paladins never receive Greater Access.}
Memorizing Spells
Divine casters do not memorize spells, every miracle they perform being effectively an act of spontaneous magic.
However, once every 24 hours (or once a day, if your world’s day-cycle isn’t 24 hours) the divine caster must spend an hour in prayer; reciting litanies, asking for guidance, chanting her deity’s glory, reaffirming her faith, etc.
If this ceremony is not performed, the divine caster will lose access to all spells of the highest level she can cast. This will happen every day that the divine caster does not perform the ceremony of devotion, losing another level of spells until the ceremony is once again performed.
Once the ceremony is performed, the divine caster regains the last spell level she lost. She regains another spell level each day the ceremony is performed (in the order they were lost) until she regains all the spell levels she lost.
Mana
Divine casters do not have Mana scores, instead having a score called Faith (FAI). Faith is equal to the divine caster’s (Wisdom modifier + her class level) * 1.5.
Casting Spells
To cast a spell, the divine caster must maker a FAI check after praying for the miracle (DC: 15 + (spell level * 2)). This check represents the divine caster’s strength of faith and devotion to her deity, which affects the likelihood of the deity allowing the miracle to occur.
If the check succeeds, the spell is cast. If the check fails, the miracle is withheld – possibly due to a waiver in the character’s faith at a crucial moment sensed by her deity.
All divine spells require something sacred to the caster’s deity as a focus (holy symbol, symbolic flower or animal, etc).
Each casting attempt lowers your Faith rating by a certain amount based on the spell. For lesser access spells you lose 1 pt. of Faith, for greater access spells you lose 3 pts. of Faith. This loss lasts until the Divine Caster again performs the Ceremony of Devotion. Lesser access spells meta-magiced beyonf 4th level reduce Faith by 2 pts.
If the Divine Caster fails a casting attempt, he may expend additional Faith equal to the amount he failed his Faith check by to turn the Faith check into a success.
A Divine Caster may Take 10 on a casting check when not in combat.
{Note: Yes, this Does put low-level Clerics in a bind. I may well change FAI to Wis Mod+Caster Level*2 to match the Wizard & Bard. On the other hand, that gives higher-level Clerics outlandish FAI check rolls. So it's kind of a toss-up.}
Meta-Magic
A divine caster who wishes to apply meta-magic feats may do so; adding +1 to the DC of casting the spell for each level the feat would normally raise the spell.
Arcane Burn
When an arcane spell-caster is channeling arcane energy (i.e. casting or maintaining a spell), he is very vulnerable. If he takes damage and loses his concentration during this time by failing a Concentration check, he suffers a backlash of magical power.
He must then make a Fort save (DC: 10+spell level) to avoid taking 1d6 points of damage per level of the spell being cast (modified by meta-magic feats, if any).
If that check fails, then a Will check must be made (DC: 10+spell level) to avoid losing 1 point from the character’s primary casting ability score permanently.
There is no immunity to this magic and no way to reduce the amount of damage, as it is pure magical energy channeled through the caster’s body. There are no spells, magic items or feats that can protect a mage from arcane burn.
Divine casters are protected from the dangers of arcane burn by their deity, who buffers the power of the magic for their mortal champion.
Optional: Spell-casting Fatigue
Many spellcasters in books can cast spells almost at will, but they also suffer dearly for it, as the magic seems to take something from them.
In truth, arcane spell casting is wearying -- you can't simply throw off a few fireballs during a battle and be as fresh at the end of the battle as you were at the beginning.
A wizard or bard takes 1 point of subdual damage per point of Mana spent, while a sorcerer takes 1 point per spell level cast (adjusted by any meta-magic feats applied).
This subdual damage can be healed as normal. If a character is reduced to 0 hit points in this manner they will fall immediately unconscious, unable to awaken until they have regained 10% of their HP total
{That 10% of HP total isn't firm either, it may be better all-around to allow the character to awaken when they reach 1 HP again.}
Divine spellcasters suffer from casting fatigue as well (similar to the Sorcerer), the strain of focusing their belief in the manifest power of their deity takes its toll on the body as well.
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