D&D Magic -- how would you fix it?

Add a point-based spellcaster (called the Magus or somesuch) to the core rules. Psionics should stay optional.

Actually, D&D should have a number of core magic systems:
* Innate ability (Warlock)
* Spell point (see above)
* Prepared spells (Wizard)
* Spontaneous spells (Sorcerer)
* Switchable prep (Cleric)
* Skill-based magic (I think it really should be the Bard, who is kind of a lame character class and should have a unified theme)

The classes should showcase distinct types of magic. They all use a spell list with a common format.
 

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While I don't mind the Vancian system, I will say that the Psychic system is my absolute favorite psionics system for 3e.

Zeit said:
Replace Psionics with Green Ronin's Psychic System, replace Magic with stock Psionics, converting some disciplines (necromancy, conjuration) as you see fit.
 

WayneLigon said:
I think the major change I'd make would be to make sure all spells have some sort of order and progression about them. You can't learn X unless you already know Y and M.
You mean like Rolemaster Spell Lists? :D
 

First thing is to eliminate are the extra spells. Way too many spells, just give a few foir each school of magic and then allow skills and feats to create versatility in the spells known. So, you only get a single low level cure spell. To increase its ability, a roll on Magic Skill is needed. Then each spell that gets cast creates a negative on the caster roll so characters are limited to how many times they can use magic.
 

Elements of Magic!!!!!! {Huzzah for Ranger Wickett!}

Or, for those desiring a more literary approach.. EoM- Mystic Earth!

The current rules work well for new players.. A relatively easy 'pick from this list of spells'.. and new DM's.. you have a set pool of problem. er.. spells to deal with.

EoM is better for more practiced players. Full spontaneity and better 'Oohh.. thats Magic!' feel. Harder for the DM as your pool of problems grows exponentially.

EoM - Mystic Earth.. there is a trailer out for it now.. goes farther down the line to a skill based mechanic. Very well put together..

If I could ever find the guy again.. or get Drew to hand over copies of the stuff he kept.. had a DM come up with a 'Fantasy Punk' setting based in CP2020 rules. He used a Rolemaster like system of spell lists that was very good.
Unfortunately he dissapeared in between sessions..

To me, the magic system plays a major piece of setting the tone of the game. Vancian leads me to see Arcane Colleges and musty libraries collecting spellbooks and hording knowledge. EoM leads me to see wandering Mage's exploring aspects of the Weave, with common spells being common only because they are practical. Most spells would be significantly the casters creation. EOM-ME and skill/list based lead me to see Guilds and Covens that train styles, like the martial arts schools of Hong Kong.

Anywho..
 

I wouldn't change the current system -- it's one of those hoary old game elements that feels cozy and familiar to me.

However, if I were designing a d20 magic system from the ground up, I would not set absolute limits on the number of spells you can cast per day, just a fatigue check/mana check/faith check with a DC that climbs depending on how many spells of each level you've cast since you rested/studied/prayed. As long as you keep making the check, you can cast the spell; fail once, and you've burned out for the day, unless, maybe, you're willing to "buy" the spell with your own hit points/sanity points/corruption points. Evil magic users might be able to buy spells with other creatures' hit points, either by spilling the blood of a creature of good alignment, or by sacrificing them outright as part of the casting ritual. Hey, maybe clerics could buy spells by doing good works, such as healing wounded NPCs or giving alms.

Certain magic items would give you a bonus to your mana check, or a one-time boost.
I could see spell components working to lower the DC for the mana check of a particular spell, rather than being strictly necessary to cast it.
 

I've been through this. Tried a couple of alternate systems, including one that crocked up myself. In the end, the effect on the game was not so much better than I felt walking away from the Vancian model was worth it.
 

I combined the magic system from the Thieves' World Player's Manual and Grim Tales with a touch of my own rules to create a system that is dark, gritty, and enigmatic.
 

I'd give the sorcerer more class abilities, like Hamunaptra does.

And re-merge some spells that were parsed out in 3.5, and possibly undo some other nerfings (NOT haste).

Other than that, I'm with Dannyalkatraz
 

I'm OK with the basic framework of D&D magic as it stands. I'd like to add more sub-schools (ie, I'll probably break Divination into Detection (detect magic), Psychic (ESP), and some kind of Communion/Lore (legend lore)).

Tweaks to the sorcerer and wizard to make them more distinct - I'm using the battle sorcerer in my campaign instead of the core sorcerer, and thinking up tweaks to the wizard, like dispensing with spellbooks in favor of spell-dispensing familiars (thanks Dougmander!!) or staffs as repositories of arcane power.

I don't object to psionics, but I don't mix the two in my games. And I do like GRonin's psychic class/system.

Cheers
Nell.
 

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