Who else is tired of the spells per day method? I personally am sick of it. I mean, how many fantasy novels do you read in which that dumb d20 shoot-and-forget method is used (not published by WotC)?!?! None!
Yes, there have been a few alternate systems, such as Wheel of Time, and CoT, but neither really perfectly fits.....
Right now, my personal favorite is the Force powers in Star Wars d20: All super power stuff is a skill, for those of you who don't know. And using these skills makes you lose vitality points. This, I have concluded, is the way to go.
So, I call out to the community to help me create a skill-based spellcasting system. I'd like to be able to do most of the stuff in the PHB by the time this is done, and hopefully more....
Here is my preliminary idea for the system, the basics:
The feat Magical Ability is required to gain any magic skills at all.
Magical Ability (Magic)
You have discovered a latent magical ability.
Prerequisites: Int, Wis, or Cha 13+
Benefit: You gain access to all Basic magic skills as cross-class skills.
Normal: All magic skills are unavailable.
After Magical Ability, there will be 5 Elemental feats: Sky Magic, Earth Magic, Flame Magic, Water Magic, and Soul Magic.
Sky Magic (Magical)
You have discovered a talent for Sky magic.
Prerequisites: Magical Ability, Int 15+
Benefit: You gain access to all Basic Sky skills as class skills, and any 3 Advanced Sky skills as class skills. All other advanced Sky skills are now cross-class skills.
Earth Magic (Magical)
You have discovered a talent for Earth magic.
Prerequisites: Magical Ability, Cha 15+
Benefit: You gain access to all Basic Earth skills as class skills, and any 3 Advanced Earth skills as class skills. All other advanced Earth skills are now cross-class skills.
Flame Magic (Magical)
You have discovered a talent for Flame magic.
Prerequisites: Magical Ability, Cha 15+
Benefit: You gain access to all Basic Flame skills as class skills, and any 3 Advanced Flame skills as class skills. All other advanced Flame skills are now cross-class skills.
Water Magic (Magical)
You have discovered a talent for Water magic.
Prerequisites: Magical Ability, Int 15+
Benefit: You gain access to all Basic Water skills as class skills, and any 3 Advanced Water skills as class skills. All other advanced Water skills are now cross-class skills.
Spirit Magic (Magical)
You hace developed an affinity for Spirit Magic, the least easily mastered magical art.
Prerequisites: Magical Ability, either Water, Flame, Air, or Earth Magic, Wisdom 15+
Benefit: You gain access to all Basic Spirit skills as class skills, and any 3 Advanced Spirit skills as class skills. All other advacned Spirit skills are now cross-class skills.
And then, If a character wants access to more Advanced skills as class skills, they may take Deep Afinity
Deep Afinity (Magical)
You have a deeper afinity with a certain type of magic.
Prerequisites: Magical Ability, correct Elemental Magic feat.
Benefit: You gain access to 2 more Advanced skills of the selected Element as class skills.
Now I've mentioned Basic and Advanced skills, but I haven't really said what they are: Basic skills are the simple stuff, such as creating bursts of flame (Flame), healing damage (Spirit), conjurring pure water (Water), and other ways of directly handling an element in it's purest form. Anything that directly creates, moves, or changes the size, density, dimensions of a pure element is a basic skill. Anything that handles the element in a more advanced form, such as teleportation (air), scrying by gazing into a pool of water (Water), or replacing a person's soul with that of a watermelon (spirit) (only try this in a verry comical setting), is an Advanced skill. Right now, I've just got a few simple ones. For any spell that requires a saving throw, the DC is equal to the caster's check result. When trying to beat spell resistance, make a check in the appropriate spell skill, not a level check. Whenever a spell is cast, the caster is going to either lose some Vitality Points, if that system is being used, or take some Subdual Damage.
Fireball (Magic, Basic, Flame, Cha)
You can use you're magic to create spheres of fire.
Casting Time: 1 action
Range: check result x20 feet
Effect: 5-foot radious burst, accepting a -1 penalty on the check increases the radious by 5 feet.
Duration: Instantaneous
Saving Throw: Reflex Half
SR: yes
A ball of flame deals damage according to the table below.
Result.....Damage....Drain
10minus.1d6...........1
11-15.....2d6...........2
16..........3d6...........3
17..........4d6...........4
18..........5d6...........5
19..........6d6...........6
20..........7d6...........7
21..........8d6...........8
22..........9d6...........9
23..........10d6.........10
+2..........+1d6.........+2
Gyser (Magic, Water, Basic, Int)
You conjur forceful jets of water
Casting Time: 1 action
Range: Check result x10 feet
Effect: Stream of water 5 feet wide extending out from the caster's hand to maximum range.
Duration: Instantaneous
Saving Throw: Reflex Partial (see below)
SR: No
Gyser creates a forceful jet of water that deals subdual and initiates a bull rush on all objects in it's path. The stream of water is Large and has a strength according to the table below. The water created by this spell dissipates after 1 round. On a succesful save, targets take half damage and gain a +2 circumstance bonus on their opposed roll against the gyser's bull rush.
Result.....Damage....Strength....Drain
10minus.1d4 s.........8...............1
11-15.....1d6 s.........10.............2
16..........1d8 s.........12.............3
17..........1d10 s.......14.............4
18..........2d6 s.........16.............5
19..........2d8 s.........18.............6
20..........3d6 s.........20.............7
21..........3d8 s.........22.............8
22..........4d6 s.........24.............9
23..........4d8 s.........26.............10
+2..........+1.............+2.............+2
Pleas, here I am looking for comments, editing, and new material. If you have any ideas for new spell skills, an alteration in the system, or anything, I want to here from you!
"Don't forget to pollish your cow"
-Grugath the Bold
- Jeph
Yes, there have been a few alternate systems, such as Wheel of Time, and CoT, but neither really perfectly fits.....
Right now, my personal favorite is the Force powers in Star Wars d20: All super power stuff is a skill, for those of you who don't know. And using these skills makes you lose vitality points. This, I have concluded, is the way to go.
So, I call out to the community to help me create a skill-based spellcasting system. I'd like to be able to do most of the stuff in the PHB by the time this is done, and hopefully more....
Here is my preliminary idea for the system, the basics:
The feat Magical Ability is required to gain any magic skills at all.
Magical Ability (Magic)
You have discovered a latent magical ability.
Prerequisites: Int, Wis, or Cha 13+
Benefit: You gain access to all Basic magic skills as cross-class skills.
Normal: All magic skills are unavailable.
After Magical Ability, there will be 5 Elemental feats: Sky Magic, Earth Magic, Flame Magic, Water Magic, and Soul Magic.
Sky Magic (Magical)
You have discovered a talent for Sky magic.
Prerequisites: Magical Ability, Int 15+
Benefit: You gain access to all Basic Sky skills as class skills, and any 3 Advanced Sky skills as class skills. All other advanced Sky skills are now cross-class skills.
Earth Magic (Magical)
You have discovered a talent for Earth magic.
Prerequisites: Magical Ability, Cha 15+
Benefit: You gain access to all Basic Earth skills as class skills, and any 3 Advanced Earth skills as class skills. All other advanced Earth skills are now cross-class skills.
Flame Magic (Magical)
You have discovered a talent for Flame magic.
Prerequisites: Magical Ability, Cha 15+
Benefit: You gain access to all Basic Flame skills as class skills, and any 3 Advanced Flame skills as class skills. All other advanced Flame skills are now cross-class skills.
Water Magic (Magical)
You have discovered a talent for Water magic.
Prerequisites: Magical Ability, Int 15+
Benefit: You gain access to all Basic Water skills as class skills, and any 3 Advanced Water skills as class skills. All other advanced Water skills are now cross-class skills.
Spirit Magic (Magical)
You hace developed an affinity for Spirit Magic, the least easily mastered magical art.
Prerequisites: Magical Ability, either Water, Flame, Air, or Earth Magic, Wisdom 15+
Benefit: You gain access to all Basic Spirit skills as class skills, and any 3 Advanced Spirit skills as class skills. All other advacned Spirit skills are now cross-class skills.
And then, If a character wants access to more Advanced skills as class skills, they may take Deep Afinity
Deep Afinity (Magical)
You have a deeper afinity with a certain type of magic.
Prerequisites: Magical Ability, correct Elemental Magic feat.
Benefit: You gain access to 2 more Advanced skills of the selected Element as class skills.
Now I've mentioned Basic and Advanced skills, but I haven't really said what they are: Basic skills are the simple stuff, such as creating bursts of flame (Flame), healing damage (Spirit), conjurring pure water (Water), and other ways of directly handling an element in it's purest form. Anything that directly creates, moves, or changes the size, density, dimensions of a pure element is a basic skill. Anything that handles the element in a more advanced form, such as teleportation (air), scrying by gazing into a pool of water (Water), or replacing a person's soul with that of a watermelon (spirit) (only try this in a verry comical setting), is an Advanced skill. Right now, I've just got a few simple ones. For any spell that requires a saving throw, the DC is equal to the caster's check result. When trying to beat spell resistance, make a check in the appropriate spell skill, not a level check. Whenever a spell is cast, the caster is going to either lose some Vitality Points, if that system is being used, or take some Subdual Damage.
Fireball (Magic, Basic, Flame, Cha)
You can use you're magic to create spheres of fire.
Casting Time: 1 action
Range: check result x20 feet
Effect: 5-foot radious burst, accepting a -1 penalty on the check increases the radious by 5 feet.
Duration: Instantaneous
Saving Throw: Reflex Half
SR: yes
A ball of flame deals damage according to the table below.
Result.....Damage....Drain
10minus.1d6...........1
11-15.....2d6...........2
16..........3d6...........3
17..........4d6...........4
18..........5d6...........5
19..........6d6...........6
20..........7d6...........7
21..........8d6...........8
22..........9d6...........9
23..........10d6.........10
+2..........+1d6.........+2
Gyser (Magic, Water, Basic, Int)
You conjur forceful jets of water
Casting Time: 1 action
Range: Check result x10 feet
Effect: Stream of water 5 feet wide extending out from the caster's hand to maximum range.
Duration: Instantaneous
Saving Throw: Reflex Partial (see below)
SR: No
Gyser creates a forceful jet of water that deals subdual and initiates a bull rush on all objects in it's path. The stream of water is Large and has a strength according to the table below. The water created by this spell dissipates after 1 round. On a succesful save, targets take half damage and gain a +2 circumstance bonus on their opposed roll against the gyser's bull rush.
Result.....Damage....Strength....Drain
10minus.1d4 s.........8...............1
11-15.....1d6 s.........10.............2
16..........1d8 s.........12.............3
17..........1d10 s.......14.............4
18..........2d6 s.........16.............5
19..........2d8 s.........18.............6
20..........3d6 s.........20.............7
21..........3d8 s.........22.............8
22..........4d6 s.........24.............9
23..........4d8 s.........26.............10
+2..........+1.............+2.............+2
Pleas, here I am looking for comments, editing, and new material. If you have any ideas for new spell skills, an alteration in the system, or anything, I want to here from you!
"Don't forget to pollish your cow"
-Grugath the Bold
- Jeph
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