d20 Free form magic system

Meatboy

First Post
So in the coming weeks I'm going to be running a one shot mini campaign. I won't have my books or reliable access to the net so I am throwing together a rules light d20 game. As part of the game I want magic but don't really feel like writing down or modifying pages of spells.
Today I was thinking about how I can have my cake and eat it too and hit on the idea of making spells a skill check. (for skills I've gone with Castle and Crusades primary ability/seconday ability system.)

The nuts and bolts of it go like this.
Wizards cast arcane spells and use Intelligence to make the check. The spells a wizard can cast are related to their chosen school of magic. DC checks to cast the spell start at 12, provided that whatever the caster wants to do falls within their school. For exapmle an evoker hurling a bolt of arcane energy is normal. An evoker attempting to commune with a demon not so much but it might be normal for a conjurer. The DC then increases depending on how powerfull a spell the caster is trying for.

For clerics "normal" spells are not limited by school but by what realm of influence their god controls. So a cleric of the sun might easily create light or fire or what ever but probably couldn't whip up a storm.

I'm not really sure how to handle failing a check though. I don't want to do straight up damage to the character but I would like some kind negative aspect.
I was thinking to just handle it on a case by case basis (adding to the freefromedness)

I also want magic to be sympathetic (for lack of a better word) whereby magic is easier to cast the less it changes things. So an evoker trying to envolpe foes in a torrent of fire on an windswept glacier would be hard. But using the torches in a hall way to summon forth a wall of flame might be easier.

I dunno just some random mechanincs. Comments or thoughts welcome.
 
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Meatboy, have you looked at Eclipse: The Codex Persona?

It's a point-buy method for building d20 characters, but it includes, among other things, a number of alternate magic systems, including a skill-based one (ritual magic, I believe) that sounds like what you're looking for. It's also highly customizable, so you'll be able to tweak the system quite a bit.

I strongly recommend the book, all the moreso because it's free, with the caveat that it's not the easiest read, being devoted solely to the mechanics it lays out, with very little in the way of examples (and only marginally more flavor text).
 

[MENTION=85158]Dandu[/MENTION]

Thats the plan. We will see how it goes.
[MENTION=8461]Alzrius[/MENTION]

Thanks for the link I'll check it out. The main plan is to try to drop as much from the game as possible and still play something resembling DnD. More ideas and approaches are always welcome.
 

I don't think you should impose harsh penalties for a failed check, though.

If you want to, you could roll on the table of scroll mishaps...
 

So I had a chance to test out the system last week. It worked, but my friend who was playing the cleric cast only 3 different spells over the course of the session.

There were other freeform elements in the system we tried that the players really liked. They enjoyed the fact that they could get the character they wanted without too much fuss. That being said the free form aspects didn't flow any better than if everything had been written out before hand. Strangely enough the game wasn't faster even with less rules. It was quicker to make characters though. Even the slowest was done in about 30 mins.
 

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