What kind of variant magic systems do you all use?

EarthsShadow

First Post
I am wondering what different magic systems people have come up with since the release of 3rd edition d&d? Or, if you haven't yet, what kind of alternate systems would you favor?
 

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There are no sorcerers IMC. The way I run my wizards makes the sorcerer class superfulous. Here are wizards IMC:

Wizards: Wizards are automatically literate in draconic, the language of magic.
  • Mana: A wizard utilizes mana to cast spells. The amount of initial mana is equal to Int + Dex modifier + 1d4. Mana increases every level the wizard gains a new level spell at the rate of 1d4 + Int modifier. [A 1st level wizard has an Int=17 and Dex=16 and rolls a 2 on a d4. Mana =21 (17 + 2 + 2). At 3rd level a 4 is rolled on a d4. Mana is now 28 (21 + 4 + 3).] It costs 1 mana/spell level + 1 mana to cast a spell (Fireball costs 4 mana.). Certain spells cost mana to maintain, usually 1/round. When a wizard exceeds ½ his mana he loses 1 temporary point of Con with all adverse effects of such a loss. Exceeding ¾ mana causes the loss of another point. If a wizard hits 0 mana, he loses another point and he goes unconscious. If at any time during this progression the wizard loses enough hit points due to Con loss to drop his hit point level to 0 he loses consciousness immediately. If the hit point loss is great enough, the wizard will die. It takes 1 full rest cycle to recover mana, and consciousness. This applies to any mana recovery; it’s all or nothing. Temporary Con loss is recovered at the same rate as the loss. One point after ½ a “night,” another after ¾. Because of the use of mana, most spells no longer require a material component (exceptions: valuable components or components used in the actual crafting of the dweomer) for casting, though material components are required to research any new spell and some existing spells may be improved through research utilizing power components. A wizard may lose mana permanently if he fails a Fortitude Save when casting a spell which has an xp cost. Consequently, these spells no longer actually cost xp but do run the risk of permanently losing the mana expended on the spell.
  • Spellbooks: Arcane spells are memorized from a spell book. Spell books are heavy, so are not normally carried with the wizard, though low-level wizards usually carry their first with them to keep it secure. Traveling spellbooks are also available. Wizards have a base 1d4 1st level spells in their spellbooks to start with. A d4 is added for every point of Int bonus (our wizard started with 4d4 1st level spells in his spellbook). Additionally, wizards do not have all cantrips to start with. Roll 2d8 and add your Int bonus. It takes time to inscribe a spell into a spell book and memorize it. A wizard may memorize only spells that he has inscribed.
  • Reading spells: A spell may be read from a scroll, but is permanently lost. A spell may also be read from another’s spell book without being lost, but cannot be memorized until time is taken to inscribe the spell into the wizard’s own spell book. A spell read from a scroll costs no mana. A spell cast from a book costs the level of that spell + 1 in mana. A spell may be overcast when read (higher than what the wizard can use) with a 15%/level over chance of failure modified by Int. [Our wizard has a 12% chance of failure overcasting by one level.] Beware, sometimes failures are catastrophic!
  • Memorization: A wizard is capable of memorizing as many spell levels as he has mana to cast. [Our previous 3rd level wizard (with 28 mana) might memorize 4 cantrips (4 mana), 6 1st level spells (12 mana) and 4 2nd level spells (12 mana) from his spell book.] A spell needs only to be memorized once to be used multiple times. A wizard loses all spell memory upon reaching 0 mana.
  • Acquisition: Wizards must acquire their spells. They do not automatically gain spells when increasing in level. They have to come from somewhere, treasure, mentoring, purchase, or…?
  • Specialization: Wizards may specialize. It costs 1 less mana to cast spells from a specialty school and DC for that school increases by 2. A specialist is not proscribed from any other schools, however he still must choose proscribed schools per the rules in the PHB in order to apply a –2 to his DC for spells from those schools. Additionally, a specialist has a base 50% chance to forego the opportunity to inscribe any spells encountered from any other school in his spellbook increasing by 5% for every point of Int bonus (representing the intelligent wizard’s greater focus in developing his specialty). There is even a 5% chance (same roll, 01-05) that the wizard will refuse to use the spell at all, discarding it, decreasing by 1% for every point of Int bonus. If the scroll is not left behind, sold or given away (a successful roll), the specialist may use it normally even if he’s not inclined to inscribe it in his spellbook.. A specialist may change his mind, as reflected in a new dice roll, about acquiring the same spell if it is encountered again. A specialist also has a base 50% chance of rejecting a charged item which is primarily magicked with spells from another school. However, an intelligent wizard has less of a chance of discarding such an item (the same 5% per). Specialties may also be developed from several schools. An Animator, for instance, might specialize in animating non-living things such as objects, undead, constructs, etc.
  • Elven Wizards: Elven wizards can weaken themselves to increase their power. One point of Con spent in powering their spell increases their effective casting level by 1 with no limit in a 24 hour period. That is why humans have historically been so afraid of Elven forests and the magic contained in them. Each point of Con loss is recovered in a linear progression once the wizard rests from his labors in that 24 hour period. One point requires a tenday of total rest, 2 points require 2 tendays, etc. Additionally, the wizard suffers a temporary loss of 1 point of Str for every point of Con used, recovered normally. If the wizard attempts to postpone or ignore the required rest, he suffers a permanent loss of 1 mana/day and he suffers an additional temporary loss of 1 Con point and 1 Str point. If he allows his Con to drain to 0, he dies. Obviously, this capability is not used often. If an elf decides to pour his total life force (his Con must be at full strength) into a casting the level increase is doubled. All elven wizards know however, that this decision is irrevocable. Not even a wish, miracle or true resurrection will bring them back.
    Ilythiirians (drow), banished to the Underdark, lost this ability.
 
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IMC, I decided to go for someting of a RuneQuest feel (in RQ, just about anyone can use /some/ magic, and real magic items are rare).

One rule I added was that Clerics didn't get Domains. Instead, anyone who was initiated into a cult could get Domains (including Clerics, of course). Thus, any character with an 11+ WIS could learn to use at least some Divine Magic.

I also overhauled the rules for creating magic items. Most significantly, any permanent item retains a link to it's creator that can be used to transmit spells through the item, to it's maker, and, if the maker dies, the item becomes non-magical. 'Power components' from the DMG circumvent that little problem, but they are, of course, conveniently under my control. ;)

Here's the complete magic item overhaul:

===============================================================================
Item Creation:

In order to create an item, you must have the requisite feat, and meet all the prerequisites. You cannot use magic items to provide pre-requisites, nor use multifunction spells (like limited wish) or spell-like powers to immitate pre-requisite spells. When an item has a different 'form factor' but is otherwise similar to an existing sort of item, both creation feats are required. For instance, a sword that holds 50 charges of spell-triggered fireballs requires both Craft Arms & Armor and Craft Wand; a Cloak of Invisibility requires both Craft Wonderous Item and Forge Ring.

Formulae: Each magic item has a unique formula for it's creation, much like a spell. In the case of spell-completion items and potions, the formula is the spell - so all you need is the feat and the known spell. For any other item, you need to research the making of the item, like you would a new spell. Item creation formulae do not count against spells known.

Cooperation: Two or more casters can cooperate to produce a magic item, however, all those involved must have the apropriate item-creation feats. If a Power Component is not used, each participant must contribute at least 1 exp towards the exp cost of the item.

Experience expenditure: Spending experience on a magic item represents the creator infusing his own life force into the item. For charged items, the life-force is patterned into a specific effect that is only released later, there is no ongoing link with the creator, though it is often easy for a caster to identify the creator of a charged item by the 'signature' of his power. For non-charged items, the life-force is part of a continuous link between the item and its creator. The item remains magical only so long as the creator is alive or his soul/spirit is otherwise active in the material world. Because of the mystical link between the two, spells that target a creature can be cast onto the item to affect the caster, and object-affecting spells can be cast upon (or by) the caster to affect the item. There is no range limitation on such spell use.

Power Components: Some materials, in addition to being part of the cost of an item, also bring with them magical power sufficient to create the item without the caster investing his own life force (exp) into the item. Such materials are prized, as they allow genuinely permanent items to be created by a caster without the usual dangers. NPC item creators virtually always insist on being suplied with power components when commissioned to make an item.


Feats:

Scribe Scroll: The most straightforward item creation feat allows you to create spell-completion items. You need know only the spell to be scribed to use this feat, no item-creation formula is required.

Brew Potion: A favourite feat among Adepts, allows you to create a use-activated, single charge, item in the form of an elixir or oil that delivers a spell effect to the person imbibing or aplying it. In most cases, you need know only the spell to be placed in the potion to use this feat, no item-creation formula is required. Some unique potion formulae exist, however, that do not use normal spells, and these must be researched or found individually.

Craft Wonderous Item: Primarily used to allow more powerful feats to be aplied to a wider variety of items, by itself, this feat allows the creation of command-word activated items with limited uses (up to 5 times per day), that duplicate spells up to 3rd level, and affect only the user of the item or affect only the item, itself (as with a feather token or patch on a robe of useful items). Combined with other feats like Craft Rod and Forge Ring, the full range of Wonderous items can be created.

Craft Rod: This powerful feat lets the caster create command-word activated items that can evoke effects of any level up to 5 times per day. The effects of Rods are generally limitted to the user of the Rod, the Rod itself (changing it or making it act as a weapon), or those touched by or looking upon the rod. Offensive ranged effects are not generally possible, requiring a spell-triggered item creation feat like Craft Wand or Craft Staff.

Craft Staff: This powerful feat allows the creation of multi-functional, spell-trigger items of any level, with up to 50 charges. It can be combined with other creation feats to allow for overt high-level effects that can target others.

Forge Ring: Forge Ring is a powerful feat. Only rings, or items made by a creator with the Forge Ring feat, can contain permanent, continuous, use-activated spell effects. Other types of items must have charges or limitted uses per day (up to 5). Thus, many Wonderous Items, for instance, also require Forge Ring.

Carve Runes: Level 10: Create a re-useable Spell-Completion item, or a 'matrix?' Runes must be carved into a durrable item. Stone tablets, Metal rods, wands or staves, and jewels are commonly used. Jewels are called 'matrixes' and contain the 'shapes' of a spell within thier fascets. Carved runes are simply read to activate thier power and work one or more times per day. Reading runes is a least Standard Action that provokes attacks of oportunity, just like using a scroll. Matrixes must be infused with magical power to produce thier effects - the user releases the energy of a stored or potential spell into the matrix and the matrix's spell is cast in turn. Matrixes are greatly prized by Sorcerers. Feeding energy into a matrix is a Move Equivalent Action that provokes an Attack of Opportunity, and can be interrupted, and is subject to arcane spell failure, just like regular spellcasting. Directing the spell produced by the Matrix is a Standard Action that does not provoke an Attack of Opportunity. A character restricted to Partial Actions, can feed energy into a Matrix one round, and direct it's effect the next. The base cost of a rune spell is 500gp x caster level x spell level x the number of uses per day. The base cost of a matrix is 1000gp x caster level x spell level.

Craft Charm: Level 1: Charms are small polished stones, lucky pieces, or fetish pouches carried to ward off evil or grant good luck or enhanced skill. A Charm is a continuous, use-activated item that grants a +1 named bonus and does not take up a 'space' on the character. Though charms grant named bonuses, no two charms can add to the same roll - effectively, a charm bonus is named twice. For instance, a charm that grants a +1 to saves vs evil magic gives a 'charmed resistance bonus' and won't stack with a regular resistance bonus or any other charm bonus. The basic cost of a charm is based on the kind of bonus it gives, (doubled for not taking up a slot) but, most charms are restricted as to when the bonus aplies. Few charms, for instance, give a +1 charmed resistance bonus to all saves, most give thier bonuses vs only a specific danger. Charms can cost as little as 10% of normal cost if they are very restricted in aplication. Craft Charm can be used to make the ultimate charm: the Luckstone, which grants a +1 Charmed Luck bonus to all (d20) rolls, obviating virtually any other charms the bearer may carry. Unlike most permanent items, Charms can be made from comparatively commonplace 'power components' such as the claws of beasts, semi-precious stones, meticulously gathered herbs and the like. Such power components must be gathered by the creator of the charm, or the character for whom it is being created.


Activation:

Use-Activation: Craft Arms and Armor, Brew Potion, and Forge Ring allow the caster to craft items that are use-activated. Note that the first is limitted to enhancement bonuses and arms & armor enchantments, only, and that the second is limitted to spells that can target another (not those that only affect the caster) that are 3rd level and below, only. Rings and Potions generally only affect the user, unless an additional feat is used in thier creation. Arms and Armor enchantments generally only directly affect the enchanted weapon or armor, though, obviously, weapons can have considerable effects upon thier targets.

Spell-Completion: Scribe Scroll allows the caster to create spell completion items.

Spell-Trigger: Craft Wand and Craft Staff allow the creation of Spell-Triggered items. Craft Wand is limitted to spells of 4th level and lower.

Command-Word Activation: Craft Wonderous Item or Craft Rod can be used to produce items that are activated by a simple command word.



Usage:

Charges: Scribe Scroll and Brew Potion allow only the creation of single-charge items. Crraft Wand and Craft Staff allow the creation of items with up to 50 charges.

Uses per day: Craft Wonderous Item and Craft Rod allow the creation of items which can be used up to 5 times per day.

Continuous Use: Craft Arms and Armor and Forge Ring can be used to create items that function continuously, as desired. Craft Arms and Armor is restricted to creating enhancement bonuses and arms & armor enchantments.


Form Factor:

Each feat assumes the creation of a certain type of item. Brew Potion assumes that you will make a magical elixir that is to be drunk or aplied like an oil. Scribe Scroll assumes writing on some sort of portable medium. Craft Wonderous Item is the catch-all for forms not covered by other feats. The form-factor for the feat is assumed to be the one best-suited for the type of enchantments it permits. Thus, if you want an item that throws spell-triggered fireballs, a wand is the best vessel to hold the magic. You can also combine feats - both to combine the sorts of enchantments permiseable, and to allow alternative form factors. For instance, if you wanted magical gauntlets that let the wearer throw a bolt of lighting every round by merely clapping his hands, you'd have to combine Craft Wonderous Item (for the form), Forge Ring (use activated, unlimitted use) and Craft Wands (throwing an offensive effect of 3rd level or less).
 


Spell Points for Channelers (which replaced Wizards); Balanced by Casting Fatigue.

Spell Points for Sorcerers, alternate Spell List based on Elementalism, very low Spell Points at lower levels, must research spells but permenantly retain spells once learned.

No Draconic Language; Spells are written in a multitude of languages and often require many hours, days and weeks to translate before being able to learn. Channeler and Sorcerer Spells are not compatible, even if it's the same spell.

Clerics and Paladins eliminated, replaced by Shaman and priestly-PClasses.

Druids not altered spell-wise, but their special abilities are re-arranged.

Bard selects at 1st Level between Channeling, Sorcerous or Druidic Spellcasting. Also uses spell points, hinderances based on Spellcasting methodology used.

Ranger replaced with a non-casting alternate based on the Athas Ranger.

Sympathetic Magic Item Creation; The caster must physically make the item by hand in order to enhance the item, and enhancement requires a successful True Ritual to empower.

Mage Born Feat required to use Arcane Magic in any way (including the Rogue's Use Magic Devise ability).

Well, that's fairly summarized... Far too long to type up all the details here.:D
 

I use the Umbragia variant magic system, since I also help playtesting/developing the rules. Basically, it is a manna point system for arcane casters (divine casters are handled differently) featuring the minstrel (a bard variant) and the mage (somewhere in between sorcerer and wizard). Some important differences to the core rules:

- Magic is more rare, since feats are needed in addition to class levels to access more powerful spells.

- While a high level caster can cast a lot of low level spells from his manna pool, he also needs several days to recover his entire pool. He can exert himself beyond that, but risks magical backfire if he exceeds the "safety limit".

- Spells are learned per level like skills, i.e. casters get a certain amont of spell points to spend on spells known as they level up. This gives a mage more spells known than a sorcerer, but he has to be more careful about which to cast as his manna pool does not support as many spells per day.

You can get the system as *free* download from the Jagged Edge Game homepage at http://www.d20reviews.com/jagged/umbragia/index.html.
 

I use all the core classes, and then I add in a new spellcasting class, the Magus. They learn spells like wizards, and cast like sorcerers, but the spell list is all jiggered about so as to balance this extra flexibility. All spells are eventually available on the spell list, and there's no distinction between arcane and divine. I had to make up a few new spells to fill in the wholes, but I like the overall effect.
 

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