I suspect a magic-user in this system will need to work out his spells in advance otherwise the options for rolling 5 above, etc, will get mighty complex
Greywulf said:Otherwise the DC = 10+opponent's MIND bonus+level.
kensanata said:In my proposal I used 1d20 + MIND bonus + level; comparing the two you're basically suggesting "taking 10" – a system that will make magic more calculable. Did you do this on purpose?
Unopposed spells always succeed. To hit evading enemies, add the magic attack bonus to a d20 roll. If equal or higher than your opponent's AC, it’s a hit. To enchanting unwilling opponents, 1d20 + magic attack bonus must be higher than 1d20 + level + MIND bonus of the opponent.
Hope that helps
Also, I'd suggest clarifying what happens to any unstated variable. So if a magic user casts ball of fire and only gets a 6, it'll do damage 1, range touch, area of effect none, duration instant. It he rolls over 10, he could add an extra point of damage, increase the range to 1, make it area effect 1 or duration 1 round.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.