For magic, I’d like to see something akin to what Fantasy Craft did.
Spellcasting Check
• Spellcasting requires a die roll (FC uses the Spellcasting skill)
• Spellcasting DC is based on Spell Level
• Attack spells – the Spellcasting check is also the attack roll and must succeed the normal Spellcasting DC and equal or exceed the target’s Defense (FC’s version of AC) or fail.
• Spell Defense – this is a new iteration of Spell Resistance. An attack spell must not only succeed the base Spellcasting check but the Spellcasting check must equal or exceed the Spell Defense or fail.
Spell Schools
I also like the way FC re-envisioned spell schools. In their system, the Mage class is the only true “Spellcasting” base class. Priests gain other abilities and can, through their domains, gain spell-like abilities (e.g. cast X spell Y times per day). If you want to mimic a D&D Cleric, you would play a Mage with the Cleric specialty. As such, there is no longer a divide between “Arcane” and “Divine” spells. There are just “Spells”.
Under this system you then have 8 Schools, each made up of spells from 3 Disciplines. Each spell belongs to only 1 Discipline, which is another major change from old D&D spells, and IMHO a good change. I think D&D could use to relook at spell schools.
Channeler: Combative school that taps and controls primal forces.
* Energy: creates fire, light, sound (usually in destructive fashion)
* Force: creates invisible mass that can be shaped and directed
* Weather: manipulates the environment and atmosphere
Conjurer: controls the building blocks of the physical world
* Compass: alters time, speed, position and size
* Conversion: changes the shape and properties of matter
* Creation: creates matter from nothing
Enchanter: effects life in all forms
* Charm: influence minds and emotions
* Healing: repair and refresh the body and mind
* Nature: sways plants and animals
Preserver: focused on protecting and liberating places and people
* Glory: invoke righteous fury, promote excellence and victory in battle
* Seals: form magical glyphs and impediments
* Warding: prevent and deflect harm
Prophet: spells about the worlds beyond ours, as well as what ours might become
* Blessing: reveal cosmic splendor, raising the body, mind, and spirit
* Calling: channel and summon from the fringes of this world, and beyond
* Foresight: predict and manifest the future
Reaper: spells of suffering, death, pain, fear, and corruption
* Affliction: bring lasting suffering, commonly as curses
* Necromancy: explore the veil between death and undeath
* Shadow: harnesses the power of darkness
Seer: unique insights about the mechanics of the known world.
* Artifice: exposes and transforms the inner workings of machines, magic items, and spells
* Divination: gleans details about the past and present
* Word: derives power from language
Trickster: spells that make truth of untruth.
* Illusion: projects false images and feelings
* Secrets: invents lies and reveals truths
* Shapeshifting: transforms the body