Lyrax
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I am making this for a Pathfinder system that will only have four classes: Warrior, Expert, Priest, Mage (Fighter, Rogue, Cleric, Wizard). The rules may be adapted to fit any kind of game, but the changes will be widespread, and some go to the core of Pathfinder. I intend to make portions of this magic system to be modular, so they could each conceivably be implemented independent of the others, with varying degrees of success or alteration to the magic.
Everyone Can Learn Magic; Arcane Magic is a Skill
Absolutely anyone can learn an arcane spell. Divine spells must be bestowed. I can see that in the future, they might be able to combine well, but for now I am unprepared to mix the two. So for now, the gods refuse to grant divine magic to anyone who tinkers with arcane magic.
Spells are no longer learned by level. The limits on casting spells still apply. Spells are learned via the Spellcraft skill. This is a class skill for the Mage, so Mages have a great advantage at learning and applying magic. The check for learning a spell is 10 + (2*Spell Level). This check may be made once per level. Failure by 5 or more results in a miscast or mishap. The effects of this are entirely up to the DM at this point (though suggestions are forthcoming).
(DM note: If your group hates the random chance of the above method, you can tie learning a spell to ranks in spellcraft, requiring a minimum of (2*spell level-1) ranks in spellcraft to learn any given spell)
Flipping through spellbooks to find the right page for a spell is a move action that provokes an attack of opportunity, assuming the necessary spell book is already in hand. Once the correct spell is found, the book may be dropped to cast the spell on it, if that hand is needed for the casting. Mages may have spells "prepared" or "memorized", as per the table 3-16 in the Pathfinder Core Rulebook (also known as Wizard Spell Progression).
New Feat:
Improved Book Casting
You no longer provoke attacks of opportunity when casting from a book.
Point-Based Casting
Each spell costs its current level in spell points. Every time a character gains a level in the mage class, her base spell points increase, as per the following chart:
1st 1
2nd 2
3rd 4
4th 7
5th 10
6th 13
7th 17
8th 21
9th 26
10th 31
11th 37
12th 43
13th 50
14th 57
15th 65
16th 73
17th 82
18th 91
19th 100
20th 120
Each spell costs 1 point per spell level. Astute observers will note that this system allows wizards to cast fewer (total) spells per day at the high levels than the original system, but it does allow for greater flexibility.
Gnomes gain 1 spell point at first level for free.
New Feats:
Powerful Aura
You may gain your intelligence modifier in spell points. You may not gain more spell points than your character level in this way.
Overwhelming Aura (Prerequisite: Powerful Aura, 10th level)
Double the points gained from Powerful Aura.
Saves as Static Defenses
It has always bothered me that casting a spell provokes a roll on another's behalf - the spell caster doesn't get to roll his attacks like other folks. So saves are now static defenses like AC. Sure, they do this in 4th ed, but it's one of the things about 4th edition D&D that I like.
Save
11 + total save modifier.
Roll to cast a spell
d20 + spell level + casting stat modifier
As far as the math goes, it's six of one and half a dozen of the other. But now the player gets to roll a physical die when they cast a save-permitting spell, and they get to see the result. And now any spell can be a critical hit, DM willing.
Saves Don't Scale with HD
Saves no longer scale with hit dice. Ignore base saves. Cloak of Resistance does not exist. Do not add spell level to the saves of spells. For each save normally on the "strong save" progression, he gains the appropriate save-buffing feat [Iron Will, Lightning Reflexes, or Great Fortitude] and its Improved version for free. Modifiers for Dexterity, Constitution, and Wisdom still add to saves as normal.
(P.S. to DM: Carefully monitor anything that increases saves or save-dependent stats. These things will be more valuable.)
(DM P.P.S.: The saves on monsters' effects and high-level poisons will simply need toning down. There is no hard-and-fast rule for this, but any DC over 20 should definitely raise a red flag.)
(DM P.P.P.S.: This is a very work-intensive change, but I think it's for the best.)
That's what I've got so far.
Are there other things I need to change in order to implement the above? Any problems I haven't thought of that will arise from these rules? Do they look fun?