Cybren
2006-09-20, 11:50 PM
the [LOTS] means there's lots of holes in it still.
First thread
http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11543009 37;start=0#0
I'd put the idea aside so that later I could look at it and exmine it with "unfamilair eyes", but all I could do is make minor changes. I am humbly requesting further imput
copy/paste of first post:
I decided I dislike Vancian Magic- in order to right this wrong, I revised the D&D magic system with three intentions:
The Idea
1) Anyone can try to use magic, wizards are just the best at it.
2) Magic is cast spontaniously, but you can continue to add spells to your repitoire.
3) all magic is arcane. (I'm still in the process of revising how divine 'magic' will work in conjunction to this).
To accomplsih this, I axed all the full casters 'cept Wizard- Sorry, cleric, druid, bard, or sorcerer fans.
Secondly, I institute the Base Magic Rating (http://www.d20srd.org/srd/variant/magic/magicRating.htm) system, and the Spell points (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) system.
Who's good at magic
The Magic Rating is split up thusly- Fighter, Rogue, Barberian, and Monk have the low (1/4th) magic rating.
Paladin and Ranger have the medium magic rating (1/2), and use their wisdom, rather than int, for casting (they apply their wisdom where a normal caster would his int).
Wizard has the full magic rating.
How to cast Spells
In order to be able to learn and cast spells, a character must have this feat
Arcane Talent [general]
Benefit: You may cast and learn spells as if you were a wizard of caster level equal to your magic rating. If your magic rating is 0, you can cast 3 cantrips per day.
Normal: You can not cast or learn spells.
Special: Wizards recieve this feat for free at 1st level.
Everyone with this feat casts spells as if they were a "wizard" of caster level equal to their magic rating.
All spells have a DC = 10+(3x Spell Level). To learn a spell, you must make a spell craft check against the spells DC. Attempting to learn a spell requires one hour of uninterrupted study per spell level.
In order to learn a spell you must have a scroll, spellbook, or teacher than knows the spell.
Casting a spell require a DC 5+(3x Spell Level) magic rating check (+ int mod) check.
Using a spell book that contains the spell, or a scroll of the spell gives you a +4 equipment bonus to this check.
Using a scroll or magic item 'normally' - that is, consumably, however, does not require this check.
If you target a creature with spell resistence, and the SR applies, their spell resistence is applied as a penalty to this roll.
Casting a spell with a somatic component in armor with an arcane spellfailure rate applies a penalty of 2 for every 5% of arcane spellfailure the armor would have.
The wizard remains the same, and receives the standard number of spell points as they would in the varient as normal. Wizards are now the only class that can have a familiar.
The Spell Mastery feat would give you the +4 equipment bonus to your spells as if you had a spellbook.
-The analyisis-
Balance issues- unlimted spells known, AND spontanious magic? I'm not sure how over powered this is.
On the one hand wizards are even more versitile.
On the other hand, everyone learns some degree of magic. Regardles, I think characters should have a limit on their spells known. The question is what's reasonable.
First thread
http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11543009 37;start=0#0
I'd put the idea aside so that later I could look at it and exmine it with "unfamilair eyes", but all I could do is make minor changes. I am humbly requesting further imput
copy/paste of first post:
I decided I dislike Vancian Magic- in order to right this wrong, I revised the D&D magic system with three intentions:
The Idea
1) Anyone can try to use magic, wizards are just the best at it.
2) Magic is cast spontaniously, but you can continue to add spells to your repitoire.
3) all magic is arcane. (I'm still in the process of revising how divine 'magic' will work in conjunction to this).
To accomplsih this, I axed all the full casters 'cept Wizard- Sorry, cleric, druid, bard, or sorcerer fans.
Secondly, I institute the Base Magic Rating (http://www.d20srd.org/srd/variant/magic/magicRating.htm) system, and the Spell points (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) system.
Who's good at magic
The Magic Rating is split up thusly- Fighter, Rogue, Barberian, and Monk have the low (1/4th) magic rating.
Paladin and Ranger have the medium magic rating (1/2), and use their wisdom, rather than int, for casting (they apply their wisdom where a normal caster would his int).
Wizard has the full magic rating.
How to cast Spells
In order to be able to learn and cast spells, a character must have this feat
Arcane Talent [general]
Benefit: You may cast and learn spells as if you were a wizard of caster level equal to your magic rating. If your magic rating is 0, you can cast 3 cantrips per day.
Normal: You can not cast or learn spells.
Special: Wizards recieve this feat for free at 1st level.
Everyone with this feat casts spells as if they were a "wizard" of caster level equal to their magic rating.
All spells have a DC = 10+(3x Spell Level). To learn a spell, you must make a spell craft check against the spells DC. Attempting to learn a spell requires one hour of uninterrupted study per spell level.
In order to learn a spell you must have a scroll, spellbook, or teacher than knows the spell.
Casting a spell require a DC 5+(3x Spell Level) magic rating check (+ int mod) check.
Using a spell book that contains the spell, or a scroll of the spell gives you a +4 equipment bonus to this check.
Using a scroll or magic item 'normally' - that is, consumably, however, does not require this check.
If you target a creature with spell resistence, and the SR applies, their spell resistence is applied as a penalty to this roll.
Casting a spell with a somatic component in armor with an arcane spellfailure rate applies a penalty of 2 for every 5% of arcane spellfailure the armor would have.
The wizard remains the same, and receives the standard number of spell points as they would in the varient as normal. Wizards are now the only class that can have a familiar.
The Spell Mastery feat would give you the +4 equipment bonus to your spells as if you had a spellbook.
-The analyisis-
Balance issues- unlimted spells known, AND spontanious magic? I'm not sure how over powered this is.
On the one hand wizards are even more versitile.
On the other hand, everyone learns some degree of magic. Regardles, I think characters should have a limit on their spells known. The question is what's reasonable.