I was working on a simple variant spellcasting system for a moderatly magic world.
The system is partially inspired to Ars Magica, and the Dusk setting
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The Art
This is a variant spellcasting system for D&D, to give spellcasters greater flexibility
The system is designed for worlds where magic in the form of spells is a little more common that in the standard D&D world, but magical items a bit rarer. Anyway I will provide options for worlds with a different level of magic later on
The Basics:
A magician (or mage) can either use formulaic spells (that must be memorized) or create them on the fly; formulaic spells are easier to cast and usually more powerful, but lack the versatility of free spells.
Each spell requires the expenditure of spell points and a casting check.
[COLOR= limegreen] Disciplines
[/COLOR] Spells are divided in five disciplines:
Mind: Divination, Enchantment (Charm, Compulsion), Illusion (Figment, Phantasm),
Matter: Transmutation (any other), Illusion (Glamer), Evocation (Creation)
Soul: Abjuration (any other), Necromancy, Evocation (Healing)
Energy: Conjuration, Illusion (Pattern), Abjuration (dispel)
Planes: Evocation (Summoning, Calling), Transmutation (Travel), Illusion (Shadow)
Note: Transmutation (Travel) includes all Transmutation [Teleport] spells and any plane travelling spells like planeshift; Abjuration (Dispel) includes any spell that affects other spells such as spell resistance, globe of invulnerability, dispel magic
Note: the following spells are considered universal spells detect magic, read magic, prestidigitation, arcane mark, permanency, limited whish, symbol, whish. They can be considered of any discipline
Discipline skills: Mages receive 3 magic skill points/level that they can assign to different spell disciplines. These magical skill points are not modified by intelligence. The maximum number of ranks that a mage can have in a discipline is equal to his level + 3. Disciplines can be used untrained, and discipline checks are based on Charisma
[COLOR= limegreen] Spell Points
[/COLOR]Every mage has a number of spell points (sp) equal to 8/level. Spell points are regained fully in 8 hours of sleep (or rest in case of races that don’t sleep).
Channelling: Through spells, feats or other abilities a mage can channel other sources in spell points, using these conversion ratios.
1 sp = 10 XP = 50 gp (in gems) = 2 hp = 5 subdual hp = 1/3 temporary ability damage
[COLOR= limegreen] Casting Spells
[/COLOR]Casting Formulaic Spells:
Memorization: the spell must be memorized. A mage can memorize a number of spells as a wizard of his level (modified by Intelligence). Casting the spell does not make you loose the memorized spell, anyway.
Spell points: spend spell points equal to 3 sp/spell level; if you want the spell to be cast at caster level higher than the minimum for that spell level you can raise it at a cost of 1 sp/level (of course the caster level of a spell cannot exceed your caster level).
Casting check: Make a discipline check DC 12 + 2/spell level. Success indicates the spell is cast without problems. Remember that all discipline checks are modified by Charisma. If a caster is already fatigued he receives a −2 penalty to casting checks.
Failure: if you fail the check a Concentration check DC 5 + sp used must be done, otherwise the caster takes 1d6/spell level subdual damage and is fatigued (note that if he’s already fatigued he becomes exhausted). Fatigue can be removed by resting 30 minutes
Casting Free Spells:
Declaration: the mage declares what he wants to do with the spell, and the discipline used.
Casting time: a free spell can be cast either as a full round action or as a 1 minute ritual
Discipline check: then he makes a discipline check. The maximum power level he can achieve with that spell is determined by the outcome of the check: if the result is less than 15 it’s a failure; otherwise subtract 15 from the check and divide by 5 the result (rounding down). The free spell has a power level equal to the result, and so can achieve results similar to those of a spell of that level.
If the spell was cast as a 1 minute ritual, subtract 10, and divide by 3 instead of five. As for formulatic spells if a caster is already fatigued he receives a −2 penalty to casting checks.
Spell points: spend a number of spell points double the cost for casting a formulaic spell of that level.
Failure: in case of failure you spend 5 sp and you’re fatigued
Ability requirements: a charisma score of at least 10 + spell level is required to cast a spell (including free spells), and an intelligence of at least 10 + spell level to memorize a formulaic spell.
Spell List: Mages normally use the wizard spell list, but they can also cast spells from the druidical and clerical spell list but at one level higher (so cure moderate wounds is considered level 3)
Healing Spells: all healing spells (those who heal hp, poison, disease and ability damage, but not those that remove magical conditions such as paralysis, petrification, curses, etc) have a casting time of 1 minute if the mage wants to achieve permanent effects. Otherwise the spells last only 1 minute/caster level. Spells that raise dead or resurrect can only be cast in a permanent version. There is also an XP cost in healing spells, equal to 10 XP * spell level * spell level these cost can be divided in any proportion between the mage and the healed creature; if the spells already had an XP cost, use the higher one.
Spell Components: every spell has vocal and somatic components (V, S). Material components and foci are not needed unless they are expensive (with a gp cost listed), rare or simply necessary (such as a mirror for scry). Vocal and somatic components can be removed with the appropriate feats, anyway.
Casting in Armor: mages have the normal chances of failure when casting spells with somatic component while wearing armor. This penalty can be reduced by class features and feats.
Metamagic: metamagic can be applied on the fly to any spell, without increasing the casting time.
[COLOR= limegreen] The Mage
[/COLOR]HP: d4 (as wizard)
BAB: 1/2 (as wizard)
Saves: Will good, Fort and Refl bad (as wizard)
Skill Points: 4 + Int bonus /level (x4 at level 1)
Class skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Weapon and Armor Proficiency: mages are proficient in simple weapons, but not in any armor.
Summon Familiar: mages can summon a familiar as wizards.
Bonus Feats: mages receive the Scribe Scroll feat at first level; at level 4, 8, 12, 16, 20 they receive a bonus feat that can be: any metamagic feat, spell penetration, and any other feat with the [Mage] descriptor provided here.
Spell book: mages keep their known formulaic spells in a spell book. A spell uses two pages/spell level (1 page for level 0 spells). Scribing a spell on the book costs 10gp/page and requires 30 minutes/page. The spell must be researched before it can be written (see rules later). A mage starts with 6 level 0 spells and 2 + Int bonus level 1 spells.
Memorized spells: a mage can memorize a number of formulaic spells as a wizard of the same level, modified by intelligence.
[COLOR= limegreen] Researching and Learning Spells
[/COLOR]Researching a formulaic spell requires time and skill.
Researching new spells: researching a spell from scratch requires at least 3 days/spell level. After that time a mage must make two checks, a discipline check and a spellcraft check, against the same DC of 15 + 3/spell level. These checks can be tried again, but only after 1 day/spell level (you don’t need to retry both checks, only the one you’ve failed).
Learning from scrolls/books: learning a spell from a written source is easier, as it requires only 1 day/spell level and a DC of 12 + 2/spell level. Retry is allowed after 2 hours/spell level (note: you can study a maximum of 8 hours/day)
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What do you think of it ? I know there is still much to do, but I would like to know what are your opinions on this before writing other.
Please post any comments
The system is partially inspired to Ars Magica, and the Dusk setting
--------------------------------------------------
The Art
This is a variant spellcasting system for D&D, to give spellcasters greater flexibility
The system is designed for worlds where magic in the form of spells is a little more common that in the standard D&D world, but magical items a bit rarer. Anyway I will provide options for worlds with a different level of magic later on
The Basics:
A magician (or mage) can either use formulaic spells (that must be memorized) or create them on the fly; formulaic spells are easier to cast and usually more powerful, but lack the versatility of free spells.
Each spell requires the expenditure of spell points and a casting check.
[COLOR= limegreen] Disciplines
[/COLOR] Spells are divided in five disciplines:
Mind: Divination, Enchantment (Charm, Compulsion), Illusion (Figment, Phantasm),
Matter: Transmutation (any other), Illusion (Glamer), Evocation (Creation)
Soul: Abjuration (any other), Necromancy, Evocation (Healing)
Energy: Conjuration, Illusion (Pattern), Abjuration (dispel)
Planes: Evocation (Summoning, Calling), Transmutation (Travel), Illusion (Shadow)
Note: Transmutation (Travel) includes all Transmutation [Teleport] spells and any plane travelling spells like planeshift; Abjuration (Dispel) includes any spell that affects other spells such as spell resistance, globe of invulnerability, dispel magic
Note: the following spells are considered universal spells detect magic, read magic, prestidigitation, arcane mark, permanency, limited whish, symbol, whish. They can be considered of any discipline
Discipline skills: Mages receive 3 magic skill points/level that they can assign to different spell disciplines. These magical skill points are not modified by intelligence. The maximum number of ranks that a mage can have in a discipline is equal to his level + 3. Disciplines can be used untrained, and discipline checks are based on Charisma
[COLOR= limegreen] Spell Points
[/COLOR]Every mage has a number of spell points (sp) equal to 8/level. Spell points are regained fully in 8 hours of sleep (or rest in case of races that don’t sleep).
Channelling: Through spells, feats or other abilities a mage can channel other sources in spell points, using these conversion ratios.
1 sp = 10 XP = 50 gp (in gems) = 2 hp = 5 subdual hp = 1/3 temporary ability damage
[COLOR= limegreen] Casting Spells
[/COLOR]Casting Formulaic Spells:
Memorization: the spell must be memorized. A mage can memorize a number of spells as a wizard of his level (modified by Intelligence). Casting the spell does not make you loose the memorized spell, anyway.
Spell points: spend spell points equal to 3 sp/spell level; if you want the spell to be cast at caster level higher than the minimum for that spell level you can raise it at a cost of 1 sp/level (of course the caster level of a spell cannot exceed your caster level).
Casting check: Make a discipline check DC 12 + 2/spell level. Success indicates the spell is cast without problems. Remember that all discipline checks are modified by Charisma. If a caster is already fatigued he receives a −2 penalty to casting checks.
Failure: if you fail the check a Concentration check DC 5 + sp used must be done, otherwise the caster takes 1d6/spell level subdual damage and is fatigued (note that if he’s already fatigued he becomes exhausted). Fatigue can be removed by resting 30 minutes
Casting Free Spells:
Declaration: the mage declares what he wants to do with the spell, and the discipline used.
Casting time: a free spell can be cast either as a full round action or as a 1 minute ritual
Discipline check: then he makes a discipline check. The maximum power level he can achieve with that spell is determined by the outcome of the check: if the result is less than 15 it’s a failure; otherwise subtract 15 from the check and divide by 5 the result (rounding down). The free spell has a power level equal to the result, and so can achieve results similar to those of a spell of that level.
If the spell was cast as a 1 minute ritual, subtract 10, and divide by 3 instead of five. As for formulatic spells if a caster is already fatigued he receives a −2 penalty to casting checks.
Spell points: spend a number of spell points double the cost for casting a formulaic spell of that level.
Failure: in case of failure you spend 5 sp and you’re fatigued
Ability requirements: a charisma score of at least 10 + spell level is required to cast a spell (including free spells), and an intelligence of at least 10 + spell level to memorize a formulaic spell.
Spell List: Mages normally use the wizard spell list, but they can also cast spells from the druidical and clerical spell list but at one level higher (so cure moderate wounds is considered level 3)
Healing Spells: all healing spells (those who heal hp, poison, disease and ability damage, but not those that remove magical conditions such as paralysis, petrification, curses, etc) have a casting time of 1 minute if the mage wants to achieve permanent effects. Otherwise the spells last only 1 minute/caster level. Spells that raise dead or resurrect can only be cast in a permanent version. There is also an XP cost in healing spells, equal to 10 XP * spell level * spell level these cost can be divided in any proportion between the mage and the healed creature; if the spells already had an XP cost, use the higher one.
Spell Components: every spell has vocal and somatic components (V, S). Material components and foci are not needed unless they are expensive (with a gp cost listed), rare or simply necessary (such as a mirror for scry). Vocal and somatic components can be removed with the appropriate feats, anyway.
Casting in Armor: mages have the normal chances of failure when casting spells with somatic component while wearing armor. This penalty can be reduced by class features and feats.
Metamagic: metamagic can be applied on the fly to any spell, without increasing the casting time.
[COLOR= limegreen] The Mage
[/COLOR]HP: d4 (as wizard)
BAB: 1/2 (as wizard)
Saves: Will good, Fort and Refl bad (as wizard)
Skill Points: 4 + Int bonus /level (x4 at level 1)
Class skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Weapon and Armor Proficiency: mages are proficient in simple weapons, but not in any armor.
Summon Familiar: mages can summon a familiar as wizards.
Bonus Feats: mages receive the Scribe Scroll feat at first level; at level 4, 8, 12, 16, 20 they receive a bonus feat that can be: any metamagic feat, spell penetration, and any other feat with the [Mage] descriptor provided here.
Spell book: mages keep their known formulaic spells in a spell book. A spell uses two pages/spell level (1 page for level 0 spells). Scribing a spell on the book costs 10gp/page and requires 30 minutes/page. The spell must be researched before it can be written (see rules later). A mage starts with 6 level 0 spells and 2 + Int bonus level 1 spells.
Memorized spells: a mage can memorize a number of formulaic spells as a wizard of the same level, modified by intelligence.
[COLOR= limegreen] Researching and Learning Spells
[/COLOR]Researching a formulaic spell requires time and skill.
Researching new spells: researching a spell from scratch requires at least 3 days/spell level. After that time a mage must make two checks, a discipline check and a spellcraft check, against the same DC of 15 + 3/spell level. These checks can be tried again, but only after 1 day/spell level (you don’t need to retry both checks, only the one you’ve failed).
Learning from scrolls/books: learning a spell from a written source is easier, as it requires only 1 day/spell level and a DC of 12 + 2/spell level. Retry is allowed after 2 hours/spell level (note: you can study a maximum of 8 hours/day)
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What do you think of it ? I know there is still much to do, but I would like to know what are your opinions on this before writing other.
Please post any comments