revised magic system

Afrodyte

Explorer
What follows is the basic of the system I talked about in the Magic in D&D thread. I did my best to omit campaign-specific material or material that is redundant from the PHB (like specific classes, talent trees, and needing 8 hours' rest to study, etc.)

Types of magic
Hermetic. Hermetic mages call their power the Craft because it requires a keen, disciplined mind to become proficient. Each spell depends upon a precise sequence of incantations, gestures, and materials to perform just right. One misprounounced word, one lazy gesture, and all your efforts will be in vain. Or worse. The casting stat is Intelligence. PHB wizards use hermetic magic.

Thaumaturgy. Thaumaturges are the most dangerous mages. Though they can use their powers with but a little concentrated effort, their powers can easily veer out of control if they are not in the right state of mind. However, many would argue that a little risk is a small price to pay for being able to manipulate reality through sheer force of will. The casting stat is Charisma. PHB sorcerers are thaumaturges.

Theurgy. Theurges gain their powers through faith and devotion to a higher source. This source can be a deity or spirit or ideal, but in all cases the roots of theurgy lies in an individual's attunement to the world beyond. Though not as intellectually rigorous as hermetic magic or as unpredictable as thaumaturgy, it is the most demanding of magical paths. Theurgy requires absolute conviction and a complete commitment to what theurgists refer to as the Calling. The casting stat is Wisdom. PHB clerics practice theurgy.

Spells Known
Hermetic mages. Hermetics have two levels of familiarity with the spells contained in their grimoires: full reference spells and quick refrence spells. Full reference spells are recorded in the grimoire but are still unfamiliar to you. Quick reference are spells of which you have a good mental grasp but still require the use of a grimoire. You begin play with level + Intelligence modifier quick reference spells. You start play with a number of full reference spells equal to your Spellcraft ranks, but you may gain as many full reference spells as you wish.

Thaumaturges. Thaumaturges have access to spells according to the nature of their powers (see below). Universal powers are open to all thaumaturges, but other powers depend upon the types listed below. Thaumaturgy does not include calling, summoning, or teleportation spells; these powers are beyond the scope of thaumaturges' natural abilities. Thaumaturges begin play with your level + Charisma bonus powers of the appropriate type.
Elemental Magic. You choose your powers from one of the four basic elements and its associated energy types. The elements are: Air (air, electricity, and sonic spells), Earth (earth and force spells), Fire (fire spells), and Water (acid, cold, and water spells). You may not develop powers based in the element opposing your own. Air mages cannot learn Earth powers (and vice versa), and Fire mages cannot learn Water powers (and vice versa).
Glamour. Your arcane abilities are related to enchantment, illusion, and shapeshifting.
Green Magic. You develop powers that deal with animals, plants, and other living things.
Sorcery (aka Black Magic). Your powers are based upon darkness, death, fear, and negative energy.
The Sight. You develop powers of insight.
War Magic. You choose your powers from those that affect combat prowess.
White Magic. Your powers are based upon light, healing, hope, protection, and positive energy.​

Theurges. Unlike hermetics and thaumaturges, the powers of theurges do not operate by their own volition, so they do not precisely have something like known spells. They are the agents of higher powers, not their rulers or controlers. Higher powers give their devotees powers in accordance to their natures and agendas. Most have domains associated with them, some of which are listed below. Shrewed theurges realize that the best way to get what is wanted is to know precisely how to ask for it. Some sample deity types and ideals, with their associated domains:
Chance (CN): Chaos, Luck, Travel, Trickery.
Death (N): Chaos, Death, Destruction, Law, Travel.
Fate (N): Knowledge, Luck, Protection, Trickery.
Justice (LN): Destruction, Knowledge, Law, Protection.
Life (NG): Animal, Healing, Plant, Sun.
Love (CG): Good, Healing, Knowledge, Luck, Protection.
Moon (N): Healing, Magic, Trickery.
Mountain (LG): Earth, Law, Protection, Strength.
Nature (N): Air, Animal, Earth, Fire, Plant, Water.
Peace (NG): Good, Healing, Luck, Protection.
River/Sea (CN): Luck, Travel, Water.
Storm (CN): Air, Destruction, Strength.
Sun (LG): Fire, Healing, Sun.
Trickery (CN): Chaos, Luck, Magic, Travel, Trickery.
Valor (LG): Law, Protection, Strength, War.
War (CE): Chaos, Death, Destruction, Strength, War.
Wisdom (LG): Knowledge, Law, Magic.​

Learning a spell
Hermetic. Hermetic magic requires a grounding in the theories and rituals of the Craft. Hermetic mages need a number of ranks in Spellcraft equal to three times the level of the spell they wish to learn (2 ranks for 0th level spells).

Thaumaturgy. Thaumaturges have access to spells according to the nature of their powers (see below). Universal powers are open to all thaumaturges, but other powers depend upon the types listed below. Thaumaturgy does not include calling, summoning, or teleportation spells; these powers are beyond the scope of thaumaturges' natural abilities. The highest level of a power you can use is equal to one-third your caster level, rounding normally. To learn new powers, thaumaturges must spend XP, which represents the time and energy they spend practicing and honing their skills. The amount of XP needed depends upon the spell level of the power you wish to learn. The costs are: 100 XP (0th), 200 XP (1st), 1200 XP (2nd), 3000 XP (3rd), 4800 XP (4th), 6600 XP (5th), 8400 XP (6th), 10,200 XP (7th), 12,000 XP (8th), and 13,800 XP (9th).

Theurgy. Theurges do not learn or develop powers on their own. However, the powers granted to them are limited by how well they understand their higher power. The maximum spell level of the power a theurge can invoke is equal to one-third the number of ranks he has in Knowledge (religion).

Casting a spell
Spells are cast using a casting check. To make a casting check, roll 1d20. Then add a mage's level modified by the appropriate casting bonus and other mitigating factors. Hermetic magic is based on Intelligence, thaumaturgy on Charisma, and theurgy on Wisdom. Inherent bonuses are not added when making casting checks. The casting DC for a spell depends upon its level: 0th (DC 15), 1st (DC 16), 2nd (DC 18), 3rd (DC 20), 4th (DC 23), 5th (DC 25), 6th (DC 28), 7th (DC 30), 8th (DC 35), and 9th (DC 40).

Casting a spell takes a number of rounds equal to the spell's level, starting at 1 round for a 0th level spell and going to 10 rounds for a 9th level spell. Though it is not recommended to try to shortcut the time it takes to cast a spell, you can rush things a little. You can halve the casting time (round up) of a spell at a cumulative -5 penalty to casting checks (minimum casting time: 1 standard action).

The price of failure...and success
Magic almost always does something, whether as intended or as a backlash for failure. The exact nature of failure or for casting too many spells too quickly is up to the fertile imagination of your DM. But there are some guidelines about what is acceptable. Reversing the effect of the spell is common (such as reduce person rather than enlarge person or inflict moderate wounds rather than cure moderate wounds), as is affecting the wrong or opposite target (such as affecting an opponent with mage armor instead of yourself or one of your allies). Other ways spells can be augmented are: reducing the potency of a spell (fireball doing nonlethal damage or cure moderate wounds instead of cure serious wounds), suffering physical trauma (Strength, Constitution, nonlethal damage, or lethal damage), or getting the attention of exotic creatures that might not have your best interests in mind. The nature of the backlash should be in proportion to the power of the spell attempted and the degree of failure. Failing an attempt to cast magic missile should not do 20d6 of backlash damage, even if it was a catastrophic failure.

Adjusting the system
The best way to increase the ease or difficulty of using magic in a system is to alter the casting check DCs and/or the requirements for access to spells. For standard D&D, I'd keep the casting check DCs the same but reduce the prerequisites. Hermetic magic may only need 2x spell level ranks in Spellcraft (1 rank for 0th cantrips) to be able to learn a spell. Thaumaturgy may only require that 2x spell level caster levels to be able to cast a spell (1st level for cantrips). Theurgy could only have 2x spell level ranks in Knowledge (religion) (1 rank for orisons) to be granted powers of a certain level.

Conclusion
I hope this is something of what you're looking for. I do have classes made up, but these are campaign-specific and might not be of much use to you. I tried to make them generic, but depending upon how you feel about D20 Modern, you may or may not like the structure.
 

log in or register to remove this ad

So thaumaturges are not only as weak as sorcerers normally are, but have the additional crippling penalty of paying experience points to learn new spells? They already start with only a few spells for free, and this'll make them consistently a level lower than their comrades, maybe two levels lower eventually....
 

Arkhandus,

Thaumaturges have access to other abilities that sorcerers do not. I believe I did say that I wasn't going into the complete class write-ups, just giving the basics of the system.
 

Pets & Sidekicks

Remove ads

Top