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| Tomkin07-06-07, 10:28 AM | (This was originally poster in the house rules forum, but it isn't getting many replies, and I think it applies here as well.) Preface: Many people, myself included, think that the Vancian spellcasting method needs a complete overhaul from the ground up. This is my take on the new, ultra-sleek, super-impactful magic system that I spent, oh, about three hours on. Beware, it has not been playtested. If you are wiling to playtest, I will thank you immensely. Without further ado, here goes: All spellcasters gain knowledge of spells through the Spell Knowledge feat. Each time the Spell Knowledge feat is taken, you learn 1+ your Int modifier spells, and gain 1 + your Wis modifier spell slots. Each morning, when you wake up, you prepare your spells for the day. For each spell slot you have, you may prepare one spell. You may prepare the same spell multiple times. A spell may be cast two different ways. The more common way is as a cantrip (note that the meaning is different from the normal D&D word, used here just to signify a lesser-powered spell). Casting a spell as a cantrip expends a relatively small part of the energy stored inside the caster, and thus a spell can be cast as a cantrip once per encounter. Alternately, you may cast the spell as an invocation (again different from normal D&D jargon), which is more powerful but expends the spell slot for the rest of the day. For these purposes, any obstacle that needs to be surmounted counts as an "encounter". In between encounters, a spellcaster may cast as many cantrip spells as he or she wishes, as long as there is at least one minute (ten rounds) between each casting. Casting a spell is a simple matter of choosing which augmentations to apply, then taking a standard action (or sometimes longer or shorter) to make a skill check from the requisite school. The spell is cast regardless of the result of the check, but if you fail the check, you become fatigued and all numeric effects of the spell are halved. (Fatigue also imposes a -2 penalty on all Magic checks, increasing to -4 with exhaustion.) By taking the feat Familiarity with Magic, granted as a bonus feat to most casters at first level, you may always take 10 when making this skill check. A spell’s save DC is 10 + 1/4 the skill check + your Charisma modifier. The nine subskills of magic (one for each school) and their requisite ability modifiers are: Abjuration (Wis) Synergy from: Concentration Synergy to: Concentration Conjuration (Int) Synergy from: Craft Synergy to: Sleight of Hand Divination (Wis) Synergy from: None Synergy to: Decipher Script, Knowledge, Search, Sense Motive Enchantment (Cha) Synergy from: Intimidate Synergy to: Bluff, Diplomacy, Perform Evocation (Cha) Synergy from: None Synergy to: Intimidate Illusion (Int) Synergy from: Bluff, Craft, Disguise, Forgery Synergy to: Disguise, Intimidate Necromancy (Int) Synergy from: Knowledge (anatomy) Synergy to: None Transmutation (Wis) Synergy from: Knowledge (anatomy) Synergy to: Escape Artist, Heal Transportation (Int) Synergy from: Knowledge (geography, local) (if spell such as teleport) Synergy to: Knowledge (local), Tumble Armor check penalty applies to all Magic checks. This replaces arcane spell failure. Of course, a spellcaster might want to regain slots used for cantrips while in the middle of a battle. This requires a Wisdom check, the DC of which varies depending on the amount of time the caster takes: Action length DC Full round 1 Standard 5 Move action 15 Swift action 20 Immediate 25 Spellcasters are those who practice magic in any form. Some may call it arcane, some divine, and some natural, but it is all governed by the same mechanics. Abilities: All mental ability scores are important to spellcasters. Wisdom determines how many spells they can cast, while Charisma determines how hard these spells are to resist. Intelligence governs how many spells the character may learn. Alignment: Any. From the zealous priest of Pelor, traveling the land to cleanse it of undead, to the brutal enchanter who pits charmed minions against each other for sport, spellcasters can be good, evil, or anywhere in between. Starting Gold: 2d4x10 (50 gp). Starting Age: As wizard. Hit Die: d4. Skill Points: 6 + Int modifier, x4 at first level. Proficiencies: Spellcasters are proficient with all simple weapons and no armor or shields. Note that armor and shields tend to disrupt a caster's spells - all Magic subskills are affected by armor check penalties. Bonus spell: At 1st level and every 3rd level thereafter (4th, 7th, etc...), the Spellcaster gains one bonus spell known or one bonus spell slot. Bonus feat: At 2nd level and every 3rd level thereafter (5th, 8th, etc...) the Spellcaster gains a bonus feat. These feats may be taken off the list of feats which will be put up here sometime when I'm not sick. LV. BAB FORT REF WILL SPECIAL 1 +0 +0 +0 +2 Spell Knowledge, Skill Focus 2 +1 +0 +0 +3 Bonus feat 3 +1 +1 +1 +3 - 4 +2 +1 +1 +4 Bonus spell 5 +2 +1 +1 +4 Bonus feat 6 +3 +2 +2 +5 - 7 +3 +2 +2 +5 Bonus spell 8 +4 +2 +2 +6 Bonus feat 9 +4 +3 +3 +6 - 10 +5 +3 +3 +7 Bonus spell 11 +5 +3 +3 +7 Bonus feat 12 +6 +4 +4 +8 - 13 +6 +4 +4 +8 Bonus spell 14 +7 +4 +4 +9 Bonus feat 15 +7 +5 +5 +9 - 16 +8 +5 +5 +10 Bonus spell 17 +8 +5 +5 +10 Bonus feat 18 +9 +6 +6 +11 - 19 +9 +6 +6 +11 Bonus spell 20 +10 +6 +6 +12 Bonus feat Armored Casting [Spellcaster] Prerequisites: Caster level 1st. Benefit: You may ignore up to two points of armor check penalty when casting spells. Special: This feat may be taken multiple times. Its effects stack. Familiarity with Magic [Spellcaster] Prerequisite: Caster level 1st. Benefit: You may always take 10 on Magic skill checks. Note: This formerly allowed the caster to roll 4d4+1 instead of 1d20; taking 10 was used instead in the interests of simplicity. Healer [Spellcaster] Prerequisites: Transmutation 4 ranks. Benefit: Whenever a spell you cast with Instantaneous duration would heal any amount of damage, add your caster level to the damage healed. If a spell without Instantaneous duration would heal damage, add 1 to the damage healed instead. Familiar [Spellcaster] Prerequisites: Caster level 1st. Benefit: You may gain a familiar. See the PHB for details. Spell Knowledge [Spellcaster] Prerequisites: Caster level 1st. Benefit: You learn a number of new spells equal to 1 + your Intelligence modifier. You gain a number of spell slots equal to 1 + your Wisdom modifier. Twin Spell [Metamagic, Spellcaster] Benefit: Add the following to your list of augmentations: Augment DC Spell is twinned +7 When a player casts a spell, the base DC is 10. Various "augmentations" may be applied to increase the power of the spell, but they also increase the DC. The list of standard augmentations follows: Augment DC Increase damage dice +1 per 100% increase Increase radius/length +1 per 100% increase Increase range +1 per 100% increase Increase duration +1 per 100% increase Increase other numeric factor +1 per 100% increase Target: self to touch +1 Target: touch to 5'-radius emanation from you +1 Target: touch to ranged touch, range 10' +2 Target: ranged touch to single creature +2 Target: single creature to 5' radius burst +1 Exclude any number of squares from effect +1 Name: Cure School: Transmutation Prerequisites: Healer Casting Time: One standard action Range: Touch Targeting: One willing creature Duration: Instantaneous Save: None Special: None Description: None; may only be used as an invocation. Invocation: The subject is healed of 1d4 points of damage. Name: Heal School: Transmutation Prerequisites: Healer, two other Transmutation spells, caster level 5th Casting Time: One full round Range: Touch Targeting: One willing creature Duration: Instantaneous Save: None Special: None Description: None; may only be used as an invocation. Invocation: If the subject is affected by any diseases, you may make three Magic (Transmutation) checks for one disease (DC = the disease's save DC + 5); if all three succeed, the subject is cured of that disease. Alternately, if the subject is currently affected by poison, you may make a Magic (Transmutation) check (DC = poison's save DC + 5) to neutralize the poison immediately. Name: Magic Missile School: Evocation Prerequisites: Evocation 4 ranks. Casting Time: 1 standard action Range: 10' Duration: Instantaneous Effect: 1 missile Targeting: One creature per missile; no two targets may be more than 15 feet apart Save: None Special: None Description: You create a number of magical projectiles that deal 1d4+1 points of force damage. You may target the same creature or multiple creatures, but no two targets may be more than 15 feet apart. Special Augment: You may increase the DC by +3 to add another missile. You may increase the DC by +5 to make each missile deal an additional +1d4+1 damage. This replaces the increase damage standard augmentation. Invocation: You produce one extra missile. Each missile deals 5 points of damage instead of 1d4+1. Name: Summon Monster School: Transportation Prerequisites: Transportation 4 ranks Casting Time: 1 full round Range: 10' Effect: One summoned monster Duration: Concentration, up to 1 round Save: None Description: You transport a monster from its native location to the target area. The monster must be one outsider whose Challenge Rating is 1 or less, and it remains as long as you concentrate, up to 1 round per Hit Die. You control the summoned monster, and it acts on your initiative count. Special Augment: You may increase the Challenge Rating of the summoned monster by 1 for every +4 you add to the Difficulty Class. Invocation: You may instead summon a monster whose Challenge Rating is up to your caster level, but it does not appear under your control. It appears with a default attitude of Hostile, and you must persuade it to help you normally using the Diplomacy skill. On this Diplomacy skill check, you take a penalty equal to the Hit Dice of the summoned monster. The monster may remain indefinitely, but may return to its home plane at any time. Name: Teleport School: Transportation Casting Time: 1 full round Range: 5' Effect: A dimensional gate linking two areas within range and line of sight Duration: 1 round Save: None Special: None Description: You create a dimensional gate linking two squares in your line of sight. You may immediately transport yourself through the gate, which stays open for one round. During this time, anyone (including enemies) may enter the gate and be immediately transported. Note that the gate works both ways. Invocation: By expending this spell slot for the day, you may voluntarily increase the casting time by up to your caster level. The spell's range increases to 100 miles per round spent, and one of the target areas need not be in your line of sight. Instead, consult the following table for the margin of error based on your familiarity with the target area. Familiarity----Error Margin Very familiar or in sight 25 feet Studied 100 feet Seen casually 1000 feet Viewed once 1 mile Described 5 miles If the destination envisioned does not exist (it could have been described falsely, or simply changed drastically), then the spell misfires and all participants are teleported 1d100x5 feet in a random lateral direction (but not into solid objects). If you would like to add a spell (preferably ports of the PHB equivalent), copy the following template: Name: School: Prerequisites: Casting Time: Range: Effect: Targeting: Duration: Save: Special: Description: Invocation: Most of the fields should be self-explanatory. If you would like to suggest a feat, plase copy the following template: <Name> Prerequisites: Benefits: There, I'm sure I forgot tons of stuff, so start picking holes in my system. Just make sure your critique is thoughtful, grammatically correct, error-free, G-rated and fully clothed. |