I was thinking this evening of how it would be possible to convert the standard D&D magic system into one that is skill based. I mean as to say that casters do not prepare a given number of spells per day but instead when attempting to cast they spell they roll some skill check (I'd assume spellcraft) and have it dependant upon that skill check as to whether the spell goes off or not.
This would require probably a few changes:
1. Spellcraft would be based off the casters related ability score, instead of always Intelligence.
2. This could make magic users inherently more powerful.
Potential limiting factors:
-1- spells deal subdual damage when cast
-2- failed castings deal subdual damage
-3- maximum spell pool level per day of successful spells
-4- same as above but including failed spells
-5- same as either of the above but can overcast at the
cost of potential subdual damage/fatigue/etc.
-6- making magic inherently difficult to cast (i.e. higher
than what would be figured DC's)
-7- failure by more than 10 = some screw up chart
Breakdown of limiting factors
1. 2 pt./spell level, 0th level = 1 pt. of subdual damage
2. same as above
3. Total spell levels a caster would have.
4. same as above
5. Same as 3 or 4, but adding in the ability to overcast with double damage for casting as per #1 and triple for failing a casting as per #2. Fatigued after they exceed their pool by their primary ability modifier.
6. 0th level: DC 10
1st level: DC 15
2nd level: DC 20
3rd level: DC 25
4th level: DC 30
5th level: DC 35
6th level: DC 40
7th level: DC 45
8th level: DC 50
9th level: DC 55
10th level: DC 60 (metamagicked)
11th level: DC 65 (metamagicked)
12th level: DC 70 (metamagicked)
Any ideas that other people have used? I like the idea that magic isn't this resource you have a specific amount allotted to you every day but is something in which you have to skill in controlling.
~Ferrix
This would require probably a few changes:
1. Spellcraft would be based off the casters related ability score, instead of always Intelligence.
2. This could make magic users inherently more powerful.
Potential limiting factors:
-1- spells deal subdual damage when cast
-2- failed castings deal subdual damage
-3- maximum spell pool level per day of successful spells
-4- same as above but including failed spells
-5- same as either of the above but can overcast at the
cost of potential subdual damage/fatigue/etc.
-6- making magic inherently difficult to cast (i.e. higher
than what would be figured DC's)
-7- failure by more than 10 = some screw up chart
Breakdown of limiting factors
1. 2 pt./spell level, 0th level = 1 pt. of subdual damage
2. same as above
3. Total spell levels a caster would have.
4. same as above
5. Same as 3 or 4, but adding in the ability to overcast with double damage for casting as per #1 and triple for failing a casting as per #2. Fatigued after they exceed their pool by their primary ability modifier.
6. 0th level: DC 10
1st level: DC 15
2nd level: DC 20
3rd level: DC 25
4th level: DC 30
5th level: DC 35
6th level: DC 40
7th level: DC 45
8th level: DC 50
9th level: DC 55
10th level: DC 60 (metamagicked)
11th level: DC 65 (metamagicked)
12th level: DC 70 (metamagicked)
Any ideas that other people have used? I like the idea that magic isn't this resource you have a specific amount allotted to you every day but is something in which you have to skill in controlling.
~Ferrix