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Variant spellcasting (inspired by Ars Magica)

What do you think of this system ? (at least have a look at the text before)

  • It's good; go on with it.

    Votes: 2 66.7%
  • The idea is good, but the rules are not

    Votes: 0 0.0%
  • The idea is bad

    Votes: 0 0.0%
  • It's boring / I don't care

    Votes: 1 33.3%

gpetruc

First Post
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
 

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Jens

First Post
It looks interesting and not *too* complicated to use. But I'm not certain about the power level (maybe too weak/difficuly, maybe too strong/easy, hard to tell).

Somehow it "feels" like the magic points are not very significant compared to the d20 roll, charisma modifier, and the level of the spell to be cast, but that's just from looking loosely at the mechanics.

What are save DCs based on?

I have only skimmed Ars Magica very briefly a long time ago, but doesn't it have more diciplines? Or were the spells divided another a second "axis", something like creation-manipulation-destruction-...? Even if that's from somewhere else, it might give more depth. For example, the necromancer (mage focusing on soul magic) would not be as good at healing (creation "type") as at death effects (destruction "type"). Actually, it seems each of your 5 diciplines have spells of 3 types so maybe this would be easy?
 

gpetruc

First Post
Save DC is 10 + level + charisma
(It seems best than Intelligence)

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I have only skimmed Ars
Magica very briefly a long time ago, but doesn't it have more diciplines? Or were the spells divided another a second "axis", something like creation-manipulation-destruction-...? Even if that's from somewhere else, it might give more depth. For example, the necromancer (mage focusing on soul magic) would not be as good at healing (creation "type") as at death effects (destruction "type"). Actually, it seems each of your 5 diciplines have spells of 3 types so maybe this would be easy?

Ars magica has lots of disciplines:
it has 5 (creation, control, knowledge, transform, destroy) + 10 (animal, fire, mind, ...), and you conbine skill checks
(add up the ranks ... but the skill system is different)

I didn't want to go with a second axis (to keep it simpler), but anyway this could be an interesting option
somehting like:
- add three other skills (still to find the names) to make the second axis
- make two rolls (one on each axis), take average and check against DC.

The secon axis could be:
Creation, Control and Void (that could be illusion for many disciplines)

A total of 6 skill points ? (5 + 3 total skills)

Maybe it becomes too complicated :confused:
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Somehow it "feels" like the magic points are not very significant compared to the d20 roll, charisma modifier, and the level of the spell to be cast, but that's just from looking loosely at the mechanics.

Ars magica uses only wearyness to balance the number of spell cast (and does not need to balance it much, anyway, as it's all about wizards); D&D lacks such mechanics (the CODA system for LotR by Decipher has it, and uses it for magic) adding spell points was the easiest system to control the power of spellcasters

The idea was: formulaic spells become easier to cast (it goes up +2/spell level, that is the same a ranks, but ability modifiers grow), while spontaneous spells become possible, but still hard.
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