This magic system is intended to replace the 3.5 magic system in its entity. The goals of this system are:
- to establish a magic system that does not make beatsticks useless beyond the first few levels of play
- to stretch the "sweet spot" of the game
- to remove the concept of the 15 minute adventuring day
- to reduce spell obsolescence
- to address some of the loopholes in the current spell system
- to remove the concept of dump stats or at least try to make every ability useful for every class
- to remove the reliance upon buff spells and the associated bookkeeping
- to remove the christmas tree effect where stat boosting items are the rule.
- to remove wealth=power as a fundamental aspect of the game
- to prevent the fantasy genre to devolving into the supers genre
- to recreate the types and feeling of magic I have read about in books
- to return a sense of heroism to adventuring rather than the paranoia and risk adversity seen in games today
In my examination of casters in D&D, it dawned on me (and I do not claim this as a unique thought, but it is an original thought from my point of view), that one of the greatest advantages casters had over melee types is that their signature abilities are gifts that keep on giving. If a fighter swings his sword, he does so and the results are determined. Next round he needs to do the same thing to effect the same change; he is limited to action and reaction being in lockstep. Not so for the lofty caster types. They can perform an action and keep gaining the benefit of that action over and over and over again based on spell duration, and each round adding atop their last round's effort with some new, long lasting effect. The core of this change then, is that spell durations are going to change in a fundamental way and casters will lose the greater part of their ability to use this reaction multiplicity to overshadow those that must rely on action and reaction each round. Rather than say more, I will let the rules speak for themselves. Read on.
A couple of final points to keep in mind about this magic system:
- If I wanted to improve fighters and leave the casters alone, then I don't need to do anything - that is what the Tomes are for. Yes, there are big changes for magic here, that is the point.
- If your view of a wizard-type is a person soaring above the earth, able to circumnavigate it in a heartbeat and shoot laser beans from his eyes you are welcome to that view and there are at least two games for you - 3.5 and Champions - to play out this vision. If you think this sounds too much like Superman, then this system may be more to your liking.
- This system is incomplete – really really incomplete. Since the topic on how magic would work has come up in my other thread, I am posting this now. I know there are problems, some of them large, but the kernel of the system is here.
- Since I am building a system in which wealth does not translate to power, I also need to change magic item creation and will likely be doing away with it or...something. At this point you can assume that there are no magic items in existence, no magic item creation creation rules, and no one is carrying magic swords, armor, potions, scrolls, wands or anything else to supplement their core class abilities. This may eventually change, but for now it is off the table.
- Yes, I am introducing MAD into every class in D&D. This is to combat the “maximize one caster stat and rule” concept that would break this system just as readily as it breaks 3.5
- This is a non-Vancian system. All casters will be sorcerer-like with a limited number of spells known and an unlimited castings of spells known per day.
Definitions
Mental power: (Wis bonus + Cha bonus)/2
Physical Power: (Dex bonus + Con bonus)/2 or (Str bonus + Con bonus)/2
Conscious Spell Power: Mental Power x caster level
Subconscious Spell Power: (Conscious Spell Power or Int bonus - which ever is lower) x caster level
Spell Mindspace: Spell level (typically)
Available Mindspace: Int bonus +1/3 caster levels
General Rules – all Spells
- Spells are either Instantaneous in duration or Sustained by the caster.
- Sustained spells are sustained either Consciously or Subconsciously.
- Only one spell can be maintained Consciously; the caster can maintain as many spells Subconsciously as he has Mindspace available.
- A spell can only be cast if sufficient Mindspace exists to cast the spell, even if the spell is Instantaneous or is to be maintained Consciously.
- At the moment a spell with a duration of Sustained is cast, the caster determines whether or not the spell will be maintained Consciously or Subconsciously
- Spell effects are based upon Spell Power which typically varies depending on whether the spell is sustained Consciously or Subconsciously.
- Spells are resisted by comparing the appropriate Spell Power against the target(s) appropriate power (in the case of opposed tests) or have an effect dependent upon Spell Power in the case of unopposed effects. The exact mechanic for this is not yet defined (though I have more on this in the Spells section). Saving throws are quite likely a thing of the past. This needs a crapton of work I know. Please, no eggs and tomatoes on this one yet. I do see the loss of saves as we know them as an essential of component of this system.
- Instantaneous spells have no need to be maintained and take effect the moment they are cast.
- Instantaneous spells operate at a power equal to the caster's Conscious Spell Power
- A spell being sustained Consciously can be Interrupted when the caster is damaged. The caster must make a concentration check of DC 20 + damage dealt to maintain the spell. Other types of events will cause the caster to make a concentration check as well [TBD]. All spell effects for the Interrupted spell immediately end on a failed check
- The caster can terminate a Consciously sustained spell as a swift action
- While a spell is being maintained Consciously, the caster can cast no other spells without first terminating the current Consciously-sustained spell or making the spell Subconsciously sustained.
- A caster can move a spell from Conscious to Subconscious sustainment as a Move Equivalent Action. Sufficient Mindspace must exist prior to this move for the move to be possible.
- Sustaining a spell Consciously requires a move-equivalent action each round.
- If the caster is knocked unconscious, the spell being maintained Consciously is lost.
- Spells sustained Subconsciously occupy Mindspace equal to their level (in most cases)
- A spell being sustained subconsciously can be sustained without conscious effort and cannot be Interrupted
- A caster can move a spell from Subconscious to Conscious sustainment as a Move Equivalent Action
- If the caster is knocked unconscious, spell being maintained Subconsciously remain in effect.
Given the above, the spells are going to need to change while still maintaining the vast majority of spells and their current effects. Some changes you can expect are:
- Spells are classified as either Instantaneous or Sustained
- Spells are placed in a single spell pool and are grouped not by class, level or domain but by a new grouping called a Discipline. You can think of a Discipline as a group of like-acting or themed spells (all fire spells are part of the Fire Discipline and all spells that compel or alter the mental state are grouped in the Charm Discipline for example). Right now, these Disciplines are a design tool that I will use to build specific caster classes, but I am also using them in the only caster class I present in these rules, the Scholar, which is a general make-of-it-what-you will caster class
- Spells will be changed to operate on Spell Power rather than caster level. Direct damage spells will use some sort of appropriate formula scaled for the system's hitpoint mechanic while spells that alter of buff will be adjusted to make use of the power mechanic. (eg invisibility can be cast, but its effect is to “fade” the caster by spell_power x 10%, creating a situation where a caster is not truly and fully invisible unless he has a Spell Power of 10).
- Some spells are altogether removed from the game because they violate one or more of the goals stated in the Purpose above or are so powerful as to be difficult to keep in the game and still create fighter capabilities to deal with them (example: Blasphemy). My preliminary spell list contains 591 spells (basically all unique spells in 3.5 less any typos I might have made) of which only 47 (about 8%) have been removed. I hope to reduce this number once the design is more fully underway and I can come up with a way to have these problem spells added back into the game. Ideally, all of these spells will be re-added to the game, albeit changed in some way to fit the system I am developing.
- Some spell levels may change to make the spells more useful over a broader range of levels (Cone of Cold does not have to be 5th level, its effectiveness is largely based on the caster's power. The same goes for Animate Dead – why wait until 3rd level for this spell? I can use spell power to allow 1st level casters to raise an appropriate minion – especially since the caster will need to use some of his Mindspace to Sustain the thing).
The list of spells out of the game is below, just to get you in the proper “i hate this” mood
Excluded Spells (for now)
Arcane Eye: Invisible floating eye moves 30 ft./round.
Awaken X: Animal or tree gains human intellect.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Clone: Duplicate awakens when original dies.
Comprehend Languages: You understand all spoken and written languages.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Find the Path: Shows most direct way to a location.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Freedom of Movement: Subject moves normally despite impediments.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hideous Laughter: Subject loses actions for 1 round/ level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Imbue with Spell Ability: Transfer spells to subject.
Limited Wish X: Alters reality—within spell limits.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Miracle X: Requests a deity’s intercession.
Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Passwall: Creates passage through wood or stone wall.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Shapechange: Transforms you into any creature, and change forms once per round.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport: Instantly transports you as far as 100 miles/level.
Tongues: Speak any language.
Transformation: You gain combat bonuses.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Zone of Truth: Subjects within range cannot lie.