Some house rules IMC.

Exactly, that's always bothered me too. I like your solution but it seems like kind of a lot of math. You could simplify the math if you just took the spell level right out (which makes Heighten spell completely worthless of course):

d20 + 1/2 caster level + stat mod

Effectively every spell would have the same save as your best spells in the regular system. That means that, for example, Charm Person stays useful.

Actually, it would get progressively more powerful as creatures with bad Will saves fall farther and farther behind your save DC. Hmm...Probably why it's not done like that. :)
 

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To make the math simple you just have the bonus to the d20 role prefigured for each spell level on your character sheet , in play time it takes no longer than a fighter rolling an attack roll. As for my example I should have known better than to use a known figure, what I should have said was two wizards with the same Int but one with 15 more levels should have a higher save, even without feats. At least that's what I think. I think it's like base attack, regardless of feats the fighter is more skilled at higher levels...

I may have already written that today, but I'm really tired and can't remember why I have the Canadian national anthem stuck in my head. It's especially bad since I only know the first line.....argh...

Drexes
 

drexes said:
I would however be interested in finding a system of magic that is more free form as my world is divided into many cultures that exist at the same time but have different methods for tasks/ different religions. I have a world with a celtic culture, an islamic culture, a dendrocentric culture, two separate norse cultures, an eastern philosphy meets western development culture, a nomadic barbarian culture, a binitarianist (two deities in the religion)arthurian culture, and a mercantile culture, all existing on one continent with each having thier own unique views on religion, magic, social norms, morals, etc. All in all it's fun and in my experience unique in the gaming atmosphere.
A lot of you probably know what my response to this one is gonna be. :)

I would normally recommend Elements of Magic - Revised if you're looking for a more freeform system, but from some of your house rules I think you'd like a slightly simpler and more streamlined magic system (Revised can get pretty complicated). Elements of Magic - Mythic Earth is perfect for giving magic a richer feel, and it also eliminates the need for several spellcasting classes. Anyone can develop talent in magic by obtaining a tradition feat (which determines what magical skills are class skills) and then spending skill points on the magical skills they want. The number of ranks determine how powerful of spells you can cast, and instead of tracking spell levels or even magic points, each failed spellcasting roll gives a cumulative -1 to spellcasting checks until you rest. The book includes a 20-level Mage class for fantasy games as well as a 10-level Mage advanced class for the d20 Modern system. Both classes grant tradition feats as bonus feats and have enough skill points to allow the character a fair amount of spell access.

The system runs very smoothly in play, and my players enjoy being able to play non-spellcasters with a little bit of magical talent (like a Rogue with ranks in Charm and Illusion :D). It's worth a look at the very least.
 


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