Matrix Spell Casting System (an alternative to Mana based systems)

Rasyr

Banned
Banned
I have always been intrigued by spell point systems, and have enjoyed playing games that used some sort of similar system for the casting of spells. I devised this system a number of monthes ago after reading a post by somebody who had the start of an idea.... I took that seed, and applied my own perceptions nd conceptions and this is what I came up with.

What is magic - Magic is made up of several parts. The first being mana, and the next being the spell matrix. (both explained seperately below) Magic is a dangerous, unpredictible thing to attempt to wield. Being so dangerous, the thought of spells being cast so automatically seems a little silly. The rules that follow attempt to fix this issue.

Mana - Mana is a form of psychoactive energy. The source of this energy is unknown, and scholars across the ages have argued about where it comes from, with no final decision ever being reached.

Spell Matrix - This is a three dimensional lattice-like framework. Once formed, if it is empowered (by pushing mana through it), it can make changes to the very fabric of reality. These changes are as varied as can be, everything from healing damage to creating huge balls of fire to hurl at an enemy.

There are many different ways to form these Spell Matrixes. Some casters use a focus, such as a holy symbol, while others use material items, that are consumed in the casting, as the core of the matrix formed. A few rare magic users use their own bodies as a focus for these unimaginable energies, just to name a few....

One major point about this set of spell casting rules is that when preparing spells for the day, all magic users are actually preparing (studying, memorizing, praying for, etc..) a set of Spell Matrixes. The caster may then use any of his spell slots (number of spells per day) to cast any spell that he has prepared of an equal or lesser level (equal or less than the spell slot that is). Casting a spell also does not remove the matrix, even though it does use up one of the spell slots for the day. Thus a Wizard need only prepare one Magic Missile spell, and can then cast it any number of times per day, so long as he has the spell slots to power it. The same goes for a Druid who want to cast Magic Fang.

Note: This system does not change the normal number of spells per day that a spell caster may actually cast. The charts for the number of Spells per Day are used to determine the number of Spell Matrixes and Spell Slots that a caster has access to each day. Both are equal to the number of Spells per Day that a caster normally has.

Since this system tends to tread upon one of the unique features of the Sorcerer, the following changes are made to that class to compensate.
  • The Sorcerer no longer needs material components to cast spells. He now uses his own body as a focus for spells that he casts. If a spell requires a high priced material component, the Sorcerer pays this cost in experience points equal to the gold piece value of the component. If a spell requires both an expensive component and an experience point cost, then the Sorcerer pays both costs as experience point costs.
  • The Sorcerer now gains Bonus Spells Known as the other spell using classes. He uses his Charisma score to determine how many additional spells he knows.
  • The Sorcerer gains a natural +2 bonus to all Spellcasting Rolls. This ability does stack with the Innate Spellcaster Feat below.

Spellcasting Roll - Due to the vary dangerous nature of magic, spell casting is not always an automatic success. To successfully cast a spell, the caster must roll (1d20 + caster level + spell stat modifier) and beat a DC of (10 + (2 x spell's level)). Success means that the spell is cast successfully. Failure means that the spell slot was used but that the spell was not cast. A Catastrophic Failure (roll of 1 on the d20) means that the spell slot and the matrix were both lost. The magic user can prepare the matrix again the next day. For a Sorcerer, this means that he has lost the ability to select that particular spell for the rest of the day. He will be able to meditate and recover the lost knowledge of the spell come the next day.

Spell users will no longer have to make a seperate roll for Arcane Spell Failure due to armor worn. This is now incorporated into the Spellcasting Roll. For each 5% chance of Arcane Spell Failure, the spell user receives a +1 modifier to the DC of spells that he attempts to cast.

Overcasting - A spell user may attempt to cast more spells than normally allowed in a given day, but this comes at a great cost to the spell user. First, his Spellcasting DC is modified by +2 for every spell over his normal number allowed that he attampts to cast. This modifier is comulative with itself so that the first spell above the normal number allowed is has +2 to the DC, then second has a +4 to the DC, and so forth. Even if the spell is successfully cast, the caster will take a number of points of Temporary Constitution Damage equal to the level of the spell just cast. There is no way to avoid this damage. If the caster should happen to fail his Spellcasting Roll when Overcasting, he takes a number of points of Permanent Constitution Damage equal to the level of the spell just cast, plus the spell is treated as if the caster had rolled a Catastrophic Failure as detailed above. Both the Temporary and Permanent damage may be healed as per the normal methods outlined for restoring ability damage.

It is important to note that caster does not have to be completely out of available spell slots to be able to Overcast a spell. If a mage is out of thrid level spell slots, but still has first and second level slots available, he may still attempt to cast a third level spell by Overcasting.

Overloading - Overloading a spell is the act of using a higer level spell slot to power a lower level spell. Overloading a spell raises the effective casting level of a spell (thus raising the DC of the Spellcasting Roll and the DC of the Saving Throw against the spell) by the difference between the normal level of the spell and the spell slot being used (using a third level slot to power a first level spell increases the level of the spell by 2). If the Spellcasting Roll for an Overloaded spell should fail, it is treated as a Catastrophic Failure, as detailed above.


New Feat

Innate Spellcaster
[ General ]
Prerequisites: The ability to cast spells
Benefits: The caster who gains this a innate bonus of +2 to all Spellcasting Rolls.
Notes: This Feat may be taken only once.

Comments are welcome......
 

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In what ways do you think it can be very powerful? The overall effect grants those who have to prepare spells a little more versatility by allowing them to prepare a different spell for each available slot.

For those who spontaneously cast spells, they get a couple of extra spells, and get a bonusto their spell casting roll, and finally do not have to use material components.

In addition all spell caster are required to make the spell casting roll. And while they are given the chance to be able to perform great deeds through the overcasting and overloading options, they also have some drawbacks to them as well (stat loss, both temp and permanent).

I think I balanced it out very nicely, and I am planning on using this in all games that I run from now on.
 



DragonRealms? What is that?

I finalized this version back in July of last year (and had posted it on Eric Noah's boards even before that). I had just though that this board has a slightly different crowd, so I reposted it to get further opinions..
 



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