Modern Spell Casting

mythusmage

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I've come up with an idea for spell casting in modern times. It's for a d20 Modern fantasy setting I'm doing. Spell casting is a skill. A class or cross-class skill depending on the character class in question. With the skill limited only to certain classes. No fighter's with Fireballin other words.

Each spell has a base DC to cast. This is equal to:

10 + Spell DC modifier

Low level spells have a low DC modifier. Zero level spells could even have a negative modifier (-2 for Detect Magicfor example).

Taking extra time to cast would help. As would certain feats.

But, this is something one person really can't do on his own. So I ask for your assistance. Advice and so on and so forth.

If you have any ideas on how to make this work, post 'em.

BTW, Arcane and Divine spells have separate skills. They are, respectively, Dweomercræfting(Int.) and Priestcræfting(Wis.) Three ranks in Dweomercraftingmeans the caster has a +3 when casting an arcane spell for instance.

I'm also thinking of giving each spell a cost in Subdual Damage. For example, casting a Detect Magicwould inflict 1 point of Subdual Damage whether or not the attempt succeeded. So if your first level wizard had a Con of 5 or less, it would be a good idea to have an assistant ready to catch him every time he is called upon to cast a spell. :D

Feedback and suggestions are welcome. I look forward to them.
 

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mythusmage said:
Each spell has a base DC to cast. This is equal to:

10 + Spell DC modifier

Low level spells have a low DC modifier. Zero level spells could even have a negative modifier (-2 for Detect Magicfor example).


Don't use negative modifiers for 0-level spells. Instead, make the DC base on a nice and easy formula, like 10 + 2*(spell level) or 10 + 3*(spell level). This keeps things simple.

If you have any ideas on how to make this work, post 'em.

You could add special modifiers for "low-mana" and "high-mana" regions - casting spells could be easier at Stonehenge than at, say, a modern office building...

My best advice would be to take a look at GURPS Cabal. This product also uses a generic fantasy magic system (the one of GURPS, in this case - but if you have read GURPS Lite, a free download, you should understand the terminology enough to convert everything), and gives it lots of flavour and modifiers - and much of it is exactly what you might need!

BTW, Arcane and Divine spells have separate skills. They are, respectively, Dweomercræfting(Int.) and Priestcræfting(Wis.)

Please rename those! These names bring up very painful memories of Dangerous Journeys in some people... :eek:
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I like Priestcrafting and Dweomercrafting, suffer.

And for your information, spells of a given level are not going to have the same DC modifier. Some 9th level spells will be easier to cast than others.

I have decided to make casting harder. The base DC for casting is now 20. Fits my conception of the setting better. Helps limit spell use to folks who a really dedicated to the art.

I've also decided to introduce spell points. A character gains them according to class. To whit:

Wizard: 1d10 + Int modifier per level
Cleric: 1d6 + Wis modifier per level
Bard: 1d8 + Cha modifier per level
Sorcerer: 1d10 + Cha modifier per level.
Paladins: 1d4 + Con modifier per level
Rangers: 1d4 + Con modifier per level

That should give you enough to figure out what other spell casting classes would get. Naturally, the PC gets max spell points at first level. So a wizard with a Con and Int of 15 each would get 6 hit points and 12 spell points at first.

Still have to work out spell point reservoirs.
 

If you really meant d20 Modern, I think you should wait until you read those rules. Without giving anything away, I think the changes made to the system will alter your perspective on this issue drastically.
 

If I told you what I knew about d20 ModernI would have to embarrass you severely.:D

And one of these days I'll finally get that dang file formatted the way I want it.:)
 

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