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

I have something I've been working on.

First off, spells go from level 1 through 20. A caster will full progression gets +1 spell level per level (just like fighters with BAB). They can cast one spell of the highest level they are capable of, two of the next lowest, three of the next lowest, etc. They get iterative spellcasting. So a wizard (or whatever) who achieves the ability to cast sixth level spells can cast a sixth level and a first level spell in a round as a full-round action. Because of this, Quicken Spell cannot reduce a spell to a free action casting. A few spells will have a casting time of Immediate, but these should be reserved for spells like Feather Fall that need to be cast reactively and are generally out-of-combat.

All spell parameters will have a feat associated with it. Parameter should be pared down to a short menu list. For instance, ranges will be None, Point Blank (5' every two caster levels), Short (10' per level), Medium (25' per level), Long (50' per level), Very Long (200' per level), Extreme (1 mile per level), Unlimited and Interdimensional. Area of Effect will range from Personal, Touch, 5' (Burst, Spread or Cone), 15', etc.

Each school of magic will have different costs associated with parameters. For instance, Invocation can buy longer distances for half-price in spell levels. It buys longer durations for double-price.

When a character gains a new spell level, they learn a metamagicked version of a lower level spell, even if they don't have the requisite feat. They are essentially learning the spell as a new creation that will always have those parameters, although they can add to it with metamagic feats (if they can then cast a spell of the metamagicked level).

There will be a new entry with a spell called Effectiveness. This will detail how the spell scales with the Effectiveness metamagic feat. For instance, most damage spells will increase the damage dice with increased Effectiveness.

Metamagic feats like Silent Spell will have a little more versatility. For a one-level increase, you can cast a spell Quietly. You must be capable of speaking, but you cast the spell in a whisper so as to conceal what you are doing. For a two-level increase, you can cast a spell Silently. Note that with twenty spell levels, a two-level increase in this system is equivalent to a one-level increase currently.

The spells in the book will be many low-level spells that can be enhanced on to create higher-level spells, there will be higher level spells that simply metamagicked lower level spells and serve as an example, and spells will appear at higher levels that have no place as a lower-level spell (for instance, teleport might appear as a fifth level spell - that can be cast by a fifth level wizard - but with a short range, area of effect and effectiveness).

Finally, just as spell schools have higher and lower costs associated, each class will give some higher and lower costs. Clerics will have a level or two penalty on direct-damage spells. Wizards will have a level or two penalty on curing/healing magic. Specialists will get a level bonus, but also have banned schools. Sorcerors will get to pick and choose, maybe getting two categories that reduce spell level and two that increase it. Bards will get bonuses for casting divination, illusion, enchantment spells and a penalty on, maybe, invocation or necromancy spells.

So, wizards will still know plenty of spells, potentially an infinite number. As they learn spells every level, they can add spells to their spellbook that use parameter increases they don't have feats for. As there is such a potential variety of spells, the costs for scribing can get pretty serious.

These new metamagic rules will finally free sorcerors to be what they always should have been, the ultimate in metamagic versatility. A sorceror with the Range and Effectiveness metamagic feats and a fire spell can choose to cast a low-damage fire spell on an enemy hundreds of feet away, then follow up next round with a short range, but high-damage spell. If he also has the Area metamagic, he could cast a short range, medium-damage, area of effect fire spell. Essentially, a fireball.

With these rules, we could do it with an arcane/divine split between spell lists or do away with the split and have the difference be in how a divine or arcane caster casts spells.

What do you think?
 

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I think I would like to see the spellcasters a little more balanced at high levels. Maybe less powerful spells, and instead have mundane spells for damage i.e maybe 1st through 3rd having the ability to pick a minor fireball (one target affected) that they can cast once per round, and have to roll to hit with (getting better to hit bonuses with their spells). Maybe this spell can have their own descriptors added to it (screaming, flaming, skull). The fireball would do 1d6 at 1st through 3rd, 1d8 4th through 6th, etc. Then they could only cast a certain number of "high magic" spells at each level, or maybe trade for a new "every round" spell.
 

Also, then maybe you can make the wizards staff have the ability to help aim spells, or agument them. You could also make the familiar more important here (using them to deliver some of the spells). Maybe as they get more powerful, their specilized "every round" spell could do additional damage requiring saving throws. Oh well, my thoughts.
 

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