Alternative magic systems


3.5/d20/OGL


I have never liked the Vancian magic system that was part of D&D until the release of Fourth Edition. Apparently I am not alone, because I have seen a number of alternatives, both homebrew and in official products.

*Open casting: How the 3.X sorcerer works. Cast any spell you know, as long as you have an unused spell slot of an appropriate level remaining.

*Points: The CRPG standard. Like open casting, except spell slots are replaced with a pool of points that are spent to cast spells. Obviously, the more powerful a spell is, the more points it costs to cast it.

*Skill check: This type of system doesn't limit the number of spells a caster can let off in a day, but instead requires him to succeed at a skill check to see if the casting attempt succeeds. Fail the skill roll, and the spell fizzles.

*Recharge: I ran across this at the HTML SRD website. Basically, when you cast a spell, you have to wait a bit before you can cast a spell of the same level, up to 7 rounds at the longest.

What alternative do those of you who dislike the Vancian system prefer? One of the above, or something different?

Grand Lodge

Open Casting variant.

Cast any spell you know like the Sor. After casting x number of spells for free you must begin making Fort checks with progressively higher DCs. Number of "free" spells depends on your level.

-W. E. Ray


I like a skill based alternative. So many ranks to spheres of magic, and increased DC for continued casting past a certain point. Clerics would have a bonus to certain spheres ( domains) and sorcerers would find this much easier but still be limited in spells. Increased DC for spell variations or meta magics. Psi could used the same system. combat 'tricks' already employ this somewhat in Pathfinder RPG I think. Similar system used in Cook's WOD D20 and Star Wars RPG for Jedi powers I believe.


Chris F wrote:

I have never liked the Vancian magic system that was part of D&D until the release of Fourth Edition. Apparently I am not alone, because I have seen a number of alternatives, both homebrew and in official products.

*Open casting: How the 3.X sorcerer works. Cast any spell you know, as long as you have an unused spell slot of an appropriate level remaining.

*Points: The CRPG standard. Like open casting, except spell slots are replaced with a pool of points that are spent to cast spells. Obviously, the more powerful a spell is, the more points it costs to cast it.

*Skill check: This type of system doesn't limit the number of spells a caster can let off in a day, but instead requires him to succeed at a skill check to see if the casting attempt succeeds. Fail the skill roll, and the spell fizzles.

*Recharge: I ran across this at the HTML SRD website. Basically, when you cast a spell, you have to wait a bit before you can cast a spell of the same level, up to 7 rounds at the longest.

What alternative do those of you who dislike the Vancian system prefer? One of the above, or something different?

I like the spellcasting system from the Thieves' World Player's Manual by Green Ronin. Basically, you preserve the D&D spells but casting is resolved by a spellcasting roll and it causes non-lethal damage. You don't forget spells but you can't cast indefinitely. Also, there is ritual casting which takes longer to cast but increases spell power/effect. Mages (wizard equivalent) cast the fastest but are weaker at ritual casting. Priests (cleric equivalent) are best at ritual casting but weaker at "normal" casting. Witches (blend of sorceror/druid) are equally proficient at both but excel at neither. It's kind of like a magic-based BAB.

Other variants that use a draining/fatigue mechanic include Grim Tales, the Sovereign Stone setting, and True Sorcery.

True Sorcery is good stuff, but potentially removes the arcane/divine divide, which I like to keep in my games.

RPG Superstar 2012 Top 32

I played in a game that used some kind of point-based casting, but it was low magic, low level, so my ranger never got high enough to worry about spells. Sorcery-something it was called? It's been a while.

I made a skill-based system that caused non-lethal damage, but it was kind of frustrating for the playtester because the spellcasting success wasn't automatic, but the non-lethal damage was (there was a cost for TRYING to cast, also.). I think the Truespeaker got it right. Just increase the DC for each repeat of the spell per day.

Liberty's Edge

Well, in the campaign setting I'm building, I'm designing a variant on the Point system that allows for the difference between Arcane and Divine magics(to keep from stacking points), and cantrips are free(to allow players who are out of points to still be a little effective). It also includes a way for the characters to gain a few more points to spend if they're out, but at a price(Constitution Burn).

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