what do ya think?
Ok, I have been working on the creative casting system a bit and Im going over a few ideas, I just wanted to get some feedback on this stuff. Here are some ideas I have so far:
--Probably take the wizard and sorcerer classes and make them the same class since memorization will no longer be necessary. However, I will still allow players to decide if their magic comes from their force of will (using Charisma modifier) or from their years of studying the way magic works (intellegence modifier). Clerics will still use Wisdom for their modifier.
--Going to have several arts/spheres/disciplines or whatever of types of magic. Examples might be the elements /fire/earth/air/water(pyromancy, geomancy, aeromancy, hydromancy), Mutation, Imbucation, Alter-Substance, Space(traveling, sending one of your sensory perceptions to a far off place, etc), Summoning, Animation, Positive(Light and Healing), Negative(Darkness, Entropy, Harm), Emotion/Mind, Illusion(but this may be light or darkness?). These are just some examples of possible categories. Casters will be limited to a certain number of these "Disciplines"
--Each spell must be described by the player of the caster and approved by the DM, complex spells should be discussed out of game so as not to slow down the game, however simple spells may be created "on the fly". If the group is especially patient, maybe even create complex spells "on the fly." Casters should not be able to create an effect unless they have the appropriate discipline.
--After the spell is described, the DM will asign a "spell level" to the spell, depending upon the availability of magic in the setting (if it were a low magic setting, then simple magic may be higher level than normal) a good reference would be to compare the created spell to spells in the player's handbook to get an idea of the spell level.
--Each caster has so many "spell slots" a day, but they may use them in any way they wish. Example: A 3rd level sorcerer normally may cast 5 first level spells(I will most likely reduce this number for this system) a day. This means he has 5 spell level slots a day. one (1) second level spell would be equal to two (2) spell slots. So if a caster had 5 first level spells and 2 second level spells they effectively have 9 spell level slots a day>see [(5*1)+(2*2)=9] I hope this is not too confusing, in the final version this will be unecessary because they will recieve these spell levels in a pool instead of in categories (i.e. instead of "2" 2nd level spells a day, they get 4 spell level slots)
--Ok, stay with me now, this really isnt as complicated as it sounds. In order to cast a spell the DM asigns the spell level that he thinks is appropriate, something similar to a fireball would be asigned "3rd level" and the casting of this spell would burn up 3 of the caster's "spell level slots(or points)" a day. O-level equivelent spells would be free as long as the caster had at least 1 point of spell slots left. Either free, or so many free casting a day of 0-level equivelent (similar to the psionics rules)
--I want this type of magic to be a little more difficult to use since it has the potential to be very powerful, so Ill have casters make a spellcraft check(modified by their key ability, Wis/Cha/Int) to cast a spell. The DC will depend upon the level of the spell of course. Something like DC 5 for 0-level equivelent spells, DC 10 or 15 for 1st level equivelent spells, DC 15 or 18 for 2nd level equivelent spells. I have not tested this, but I think assuming average rolls (a 10 on the D20 for spellcraft check) plus average spellcraft bonus, I will be able to figure this out. If the caster fails the check, then the spell level slots/points are expended and something bad happens depending upon the level of failure. Maybe the spell tries to work, but doesnt work as intended, or something worse. If the caster rolls a "1" then the DM should certainly be devious (after all, how else will they get into the Rat-Bastard Elite

)
--I have to make rules for duration, range, damage, etc. I was thinking of having these based on the caster level. Also, if the caster beats the spellcraft DC they can maybe that means they have cast the spell even better than expected. Like say they roll an "18" against a DC 15 spellcraft check, they have beat it by 3 points, maybe they can spend them like each point can add "1" to the damaging effect of a spell, or each point can add "1" round to the spell's effect or something similar.
Example: Lets say Aramil, the Elven Wizard is in some trouble, and he needs to cast a spell quickly. Aramil has the Discipline "Air" which is associated with air, electricity, etc. He decides he wants to cast a lightning bolt at the mob of angry orcs that are coming down the hallway. The DM decides this is a 3rd level equivelent spell so it will cost 3 of Aramil's 7 spell points for the day. The DC for 3rd level spells is 20 (note, this is only for example, and may be higher when I actually run a game using this system) so Aramil must make a spellcraft check. He gets lucky and rolls a 19, adding his +5 in spellcraft, for a total of 24. He beats the DC by 4 and can cast the spell. He may opt to spend those 4 points(that he obtained by rolling a total 24, needing only a 20 on the spellcraft check) in order to make his spell more damaging. He looks adds 4 points of damage to the damage of the spell. Lets just say that damaging spells do 1d4 damage per spell level or something like that. So his lightning bolt slams into the orcs damaging them for 3d4+4 damage(save for half damage? or do you think it is already difficult enough to cast this spell?)
--Or maybe, instead on a failed check they take ability damage based on the spell's level.
I hope this gives everyone a fairly clear idea of the spell casting mechanic I am thinking of making. I still need to deal with things such as multiple targets, but this could be as simple as saying "Only spells of 3rd level or higher may affect multiple targets, DM has final say on how many" or could be like "You have beaten the DC by 6 points. You can use 3 of those points to add an additional target to your spell, the target can be no farther away than 5 feet per your caster level. This system would be ideal for me, because I like to encourage creativity, and I think magic should be something that is used in a creative fashion instead of:
Player:"I cast Magic Missile"
DM:"Ok, roll 1d4 and add "1" for each of your levels to that"
Player:*rolls* "I rolled a 3, plus 3 for my level, thats 6 damage"
DM:"Ok the orc drops, ok, now it's your turn bob."
So, thats about it for now, I look forward to reading your opinions and critisism on this system. Please feel free to offer any suggestions!
Thanks in advance,
-RB Gnome