rootbeergnome
First Post
Greetings EnWorld Addicts!! I have decided that magic is too trustworthy, and too structured in my games. So I am trying to develop a house rule on the way magic works for a future game. I was wondering if you kind folks would be so nice as to help me out with some of the particulars
. So, here is what I have decided so far:
1.) The point of this system is that I want to avoid using spells per day/memorization and have casters potentially be able to cast spells to their heart’s content, as long as they are willing to pay the potential price and know the spell. This means that casters would have to weigh the risk and calculate what really needs to be cast and what should be avoided unless there is an emergency.
2.) To cast spells you must make a skill check, spellcraft or concentration (help me decide) that is modified by your relevant ability modifier (likely int, or wis) and is also modified by the level of the spell you are attempting to cast (so you might have a small increase to the DC of the check for 1st level spells, but you would have a HUGE increase to the check DC for 9th level spells.)
3.) Each time you cast a spell, you get a penalty that will apply to all subsequent checks for the rest of the day. These penalties due to “mana drain/spell fatigue”(need a cool name) will not go away until the next day. These penalties ONLY apply to the spell casting check rolls. So, lets say you have a +10 to your spell check, and you have cast a level 2 spell early in the morning after you get up. Well, since you cast the spell, it takes something out of you, making it harder for you to pull up the necessary energy for the rest of the day, so the next time you cast a spell it receives a negative modifier (like -2 or something like that) and so on, accumulating more penalties each time you cast that day. Should the penalty to casting subsequent spells be based upon the level of the spell cast previously? Should it be dependent upon the level of the caster? Both maybe? Im not sure, that’s where you guys come in, I know that some of you are hardcore mathematicians, help a guy out here
. I need to know what the DC would be based on level of spell and level of magic-user (their ranks in the appropriate skill). I just want it to be appropriately difficult and not overpowered in any way.
4.) If you fail to make the check, then there is a resulting magical mishap. Things like the spell affecting you or an ally instead, or acting in an unexpected and often ineffective manner, or maybe it drains your con or wis. This could all be dependent upon the school of the spell (having a separate mishap list for each school of magic, help me out please
) or could even be directly related to the spell itself. (like polymorph turning the caster into something really nasty, like an ooze or something) Any ideas for a list would be awesome as well. But I especially like old books and movies about magic going wrong, for instance, shmendrick (sp?) the magician from The Last Unicorn, he was always messing up. But it could make for some interesting game moments, and could even lead to a caster sacrificing himself for his party because he just “had” to cast that spell that was way too dangerous for him to cast, in order to save the rest of the group.
5.) Finally, has this already been done? If so, does anyone have a link or could the author give me some info on this system? I am not trying to sell this or anything, I just want to use it for my own purposes in private games. Thanks in advance for all your help folks, I greatly appreciate the community that is ENWorld!!
Sincerely, RB Gnome

1.) The point of this system is that I want to avoid using spells per day/memorization and have casters potentially be able to cast spells to their heart’s content, as long as they are willing to pay the potential price and know the spell. This means that casters would have to weigh the risk and calculate what really needs to be cast and what should be avoided unless there is an emergency.
2.) To cast spells you must make a skill check, spellcraft or concentration (help me decide) that is modified by your relevant ability modifier (likely int, or wis) and is also modified by the level of the spell you are attempting to cast (so you might have a small increase to the DC of the check for 1st level spells, but you would have a HUGE increase to the check DC for 9th level spells.)
3.) Each time you cast a spell, you get a penalty that will apply to all subsequent checks for the rest of the day. These penalties due to “mana drain/spell fatigue”(need a cool name) will not go away until the next day. These penalties ONLY apply to the spell casting check rolls. So, lets say you have a +10 to your spell check, and you have cast a level 2 spell early in the morning after you get up. Well, since you cast the spell, it takes something out of you, making it harder for you to pull up the necessary energy for the rest of the day, so the next time you cast a spell it receives a negative modifier (like -2 or something like that) and so on, accumulating more penalties each time you cast that day. Should the penalty to casting subsequent spells be based upon the level of the spell cast previously? Should it be dependent upon the level of the caster? Both maybe? Im not sure, that’s where you guys come in, I know that some of you are hardcore mathematicians, help a guy out here

4.) If you fail to make the check, then there is a resulting magical mishap. Things like the spell affecting you or an ally instead, or acting in an unexpected and often ineffective manner, or maybe it drains your con or wis. This could all be dependent upon the school of the spell (having a separate mishap list for each school of magic, help me out please

5.) Finally, has this already been done? If so, does anyone have a link or could the author give me some info on this system? I am not trying to sell this or anything, I just want to use it for my own purposes in private games. Thanks in advance for all your help folks, I greatly appreciate the community that is ENWorld!!
Sincerely, RB Gnome