my homebrew magic system for my homebrew campaign [Archive] - Wizards Community

Post/Author/DateTimePost
TheWanderingAlchemist

01-08-06, 04:16 PM
posted this as part of my homebrew campaign but I thought that you guys may have more specific imput on this subject.

I have for you my magic system to be set in my campaign. Please critique it I would like any and all opinions. I think it will be fairly balanced but if you think not please tell me why and what could be done to fix it.

1st magic in Aeroth is granted to classes in various ways but all magic is derived from the same source Manaweave. Each magic weilding class earns mana points to cast spells.

Wizards still require spell books. Wizards in Aeroth study the manaweave and learn ways in which to bend it to do as they wish. Their spellbooks hold secrets to spell which they have found and are bonded to their masters much like familiars. When the book is created the Manaweave flows through both wizard and book bonding them forever. If the book is ever destoryed the wizard suffers permenant scars and xp loss. Wizards earn 1d8 + Int mod per level in mp. Their spellbooks are connections to the Manaweave and as long as they hold the book they may cast anyspell in it provided they have the mp. They can also cast any spells w/o the book provided that a)its a cantrip they know b)1st level they know and have INT 16+ and c)2nd level they know and have INT 18+.

Sorcerors are much like the rule books say. They have an inborn connection to the Manaweave that allows them to cast anyknown spell without preparation. Their knowledge is limited as per the rules but they earn 1d12 + CHA mod per level in mp allowing for many more pells to be cast daily. While they my not be as diverse as the wizard their power will flow strong long after the wizard has become weak.

Palladins, Rangers, Bards, and Druids all need no preperation and earn their connection to the Manaweave in there respective ways. Paladins and Rangers earn 1d8 + WIS mod per level in mp. Bards earn 1d10 + CHA mod per level and Driuids earn 1d10 + WIS.

Clerics must pray daily for their spells and earn 1d10 + WIS mod in mp.

MP Cost = spell level + previous level cost + 1

Level 0 Cost 0
Level 1 Cost 2
Level 2 Cost 5
Level 3 Cost 9
Level 4 Cost 15
Level 5 Cost 21
Level 6 Cost 29
Level 7 Cost 37
Level 8 Cost 46
Level 9 Cost 56
TLomon

01-08-06, 05:47 PM
Looked this over, as it appeared interesting, and at first glance, did not seem as crazy as most systems I have seen. However, I have some interesting data for you.

Using average mana dice, and a stat bonus of +2, I have come to the following conclusion. You hate casters.

Wizard
1 2 3 4 5 6 7 8 9 Total Mana d8 Difference
1 1 2 6.5 325%
2 2 4 13 325%
3 2 1 9 19.5 217%
4 3 2 16 26 163%
5 3 2 1 25 32.5 130%
6 3 3 2 39 39 100%
7 4 3 2 1 56 45.5 81%
8 4 3 3 2 80 52 65%
9 4 4 3 2 1 106 58.5 55%
10 4 4 3 3 2 142 65 46%
11 4 4 4 3 2 1 180 71.5 40%
12 4 4 4 3 3 2 230 78 34%
13 4 4 4 4 3 2 1 282 84.5 30%
14 4 4 4 4 3 3 2 348 91 26%
15 4 4 4 4 4 3 2 1 415 97.5 23%
16 4 4 4 4 4 3 3 2 498 104 21%
17 4 4 4 4 4 4 3 2 1 583 110.5 19%
18 4 4 4 4 4 4 3 3 2 685 117 17%
19 4 4 4 4 4 4 4 3 3 778 123.5 16%
20 4 4 4 4 4 4 4 4 4 880 130 15%

Sorcerer
1 2 3 4 5 6 7 8 9 Total Mana d12
1 3 6 8.5 142%
2 4 8 17 213%
3 5 10 25.5 255%
4 6 3 27 34 126%
5 6 4 32 42.5 133%
6 6 5 3 64 51 80%
7 6 6 4 78 59.5 76%
8 6 6 5 3 132 68 52%
9 6 6 6 4 156 76.5 49%
10 6 6 6 5 3 234 85 36%
11 6 6 6 6 4 270 93.5 35%
12 6 6 6 6 5 3 378 102 27%
13 6 6 6 6 6 4 428 110.5 26%
14 6 6 6 6 6 5 3 568 119 21%
15 6 6 6 6 6 6 4 634 127.5 20%
16 6 6 6 6 6 6 5 3 809 136 17%
17 6 6 6 6 6 6 6 4 892 144.5 16%
18 6 6 6 6 6 6 6 5 3 1106 153 14%
19 6 6 6 6 6 6 6 6 4 1208 161.5 13%
20 6 6 6 6 6 6 6 6 6 1320 170 13%

Basically, you have nerfed high level casters significantly, halfing their allottment of 9th level spells at level 20... and that is IF they give up all their other casting for the day. I haven't run the numbers, but I suspect you are giving way too much mana to rangers and paladins if this is the level you are trying to play at.

I hate to say this, but I would not want to play in a game with this incredibly nerfed magic system.
TheWanderingAlchemist

01-09-06, 03:09 PM
Thanks for pointing this out. i never thought of running numbers I honestly only created this system. i will be sure to run the numbers for all the classes and figure out what needs to be fixed whether mana dice or mana costs. Either way I'll post the fix up for a looking at.
TheWanderingAlchemist

01-09-06, 04:24 PM
ok so i ran numbers again and again and I realize how they can pay people to do this its not easy to make it balanced. So now I am searching for a book with a decent mana system that I could adapt to all magic classes. Anyone know any or have their own system that sounds good lemme know.
TheWanderingAlchemist

01-09-06, 04:53 PM
HERE WE GO

Unearthed Arcana has the spell point system. A perfect mana system for what I want. Problems are there with my modifications though. A) as mentioned in the book a sorcerers diversity is infringed upon with the added diversity of wizards. To compensate I think I shall add one extra spell known as well as a 5% increase in MP a sorcerer has. This would increase versitility as well as amount of casts per day. Personally inborn magic means power to twist magic through willpower and a sorcerer should have this additional amount of MP. As for the extra spells it becomes a better addition to there diversity (a main point of sorcerer vs wizard).

B) My wizards need not prepare a list of spells but only look over there spell book daily and thus are almost sorcerer like in the spell casting. However my wizards require theyre spell book to be on their person.

This problem is a bit more difficult. In my world Wizards learn through study words, movement, and material sacrifce can alter the Manaweave to do they're bidding. Sorcerers mentally bend the Manaweave through mere words and thought to cast they're spells. As such I think that the loss of a wizard preparing a list of spells possible each day and gain of channeling any spell studied and kept in his book as per manapoints allow is a great advantage. To make up for this in a sorcerer I think I will add the ability to wear up to 10% total arcane spell failure armor without being hindered as they're casting focuses little on movement and not at all on material components. Does this seem more fit and less nerfed??? please I ask for the feedback.
Mind Rogue

01-09-06, 07:19 PM
I think I would actually suggest that you pick up the Expanded Psionics Handbook and try to extrapolate from there. The spell point system in Unearthed Arcana is largely based off of the archaic 3.0 Psionics Handbook and I think the numbers could use a little tweak (like, for example, how psions were given more Pp across the board).

Add augmentation to more spells so that you have to put more mana into them. Otherwise, mathmatically, it is highly beneficial for the players to take spells like charm or whatnot that essentially have the same and very good effect at 1 mp as they would at 7 mp. After all, you wouldn't want them to just go around and charm everyone in town, would you?

You could also just use psionics straight, only changing some of the descriptions (it is the psionic ruleset, but it is called magic, add somatic, verbal, material, and focus components, less dependency on crystal, and they can make most of the normal magic items with certain powers). You might want to add some of your favorite spells, and some spells could use some added flavor text to make them look more like spells that you are used to, but it would still work.
TheWanderingAlchemist

01-09-06, 07:44 PM
well i noticed the post of a homebrew mana system made by xeviant dm (sp?) that seems to mix the UA and XPH to create a decent mana system. I plan on using this/UA/and my own ideas to create a mana system. it will take some more work, what doesnt, but itll be worth it.
TheWanderingAlchemist

01-12-06, 02:30 PM
OK so I have finally finished my new system and I calculated everything and in my eyes and as far as I have looked over everything is decently balanced.

It can be located in my homebrew campaign thread here (http://boards1.wizards.com/showthread.php?p=8216313#post8216313).