
Bardarok |

Bardarok wrote:Another vote for spheres of power.Not half the work of art and poetry that the Forms/Technique system of Ars Magica was.
Frosty Breath of the Spoken Lie rocks over "Detect Lies" any day. :)
I believe Spheres of Power and Ars Magica have different design goals. The former designed to be generic in flavor so that it can be dropped into any sort of homebrew world and the later full of art and poetry. I think that Spheres of Power is an easier system to implement however I have more experience with it. I looked at both and choose spheres so I can't really say how I would feel if I had gone down the other fork.

Goth Guru |

In other places I suggested
1: The Book Mage. All their bonus spell slots are read out. This does not affect the spellbook or tome it is read from. Once the spellcraft roll is made the spell can be cast from that source forever after. Magic scrolls still function normally.
2: The Ritualistic Caster. Sometimes referred to as the adventuring cultist. They use the spells known chart for sorcerers. To cast a spell they use mental ability stat + Dex bonus + caster level + other bonuses. Mental ability stat will be Intelligence for most arcane spells, Wisdom for most healing or deity associated spells, and Charisma for bardic or verbal spells such as command.
While the spells can be used as needed, there is a chance of backlash. Each attempt to cast is at -1 for every point of damage currently suffered. Subdual damage only counts if suffered during casting. A 1 means backlash, but a 20 is automatic success.
Spells that cause damage, damage the caster on a failure. With shocking grasp the caster and the being touched both take the damage. With True Strike, successfully casting uses the same roll as to hit, so there is no chance of a fumbled attack. A backlash, means the next attack is -20 and will probably fail. Throwing a small rock, then trying to cast again is a good idea.
Healing or curing spells will harm the caster if they backlash. That includes an RC trying to cure blindness and becoming blinded instead. Also an attempt to Stone to Flesh can result in petrifying the caster.
I will post more later when I find the other topic, unless this is badly received here as well.

Goth Guru |

In other places I suggested
1: The Book Mage. All their bonus spell slots are read out. This does not affect the spellbook or tome it is read from. Once the spellcraft roll is made the spell can be cast from that source forever after. Magic scrolls still function normally.2: The Ritualistic Caster. Sometimes referred to as the adventuring cultist. They use the spells known chart for sorcerers. To cast a spell they use mental ability stat + Dex bonus + caster level + other bonuses. Mental ability stat will be Intelligence for most arcane spells, Wisdom for most healing or deity associated spells, and Charisma for bardic or verbal spells such as command.
While the spells can be used as needed, there is a chance of backlash. Each attempt to cast is at -1 for every point of damage currently suffered. Subdual damage only counts if suffered during casting. A 1 means backlash, but a 20 is automatic success.
Spells that cause damage, damage the caster on a failure. With shocking grasp the caster and the being touched both take the damage. With True Strike, successfully casting uses the same roll as to hit, so there is no chance of a fumbled attack. A backlash, means the next attack is -20 and will probably fail. Throwing a small rock, then trying to cast again is a good idea.
Healing or curing spells will harm the caster if they backlash. That includes an RC trying to cure blindness and becoming blinded instead. Also an attempt to Stone to Flesh can result in petrifying the caster.
More on the Ritualistic Caster.
Chance of successfully casting the spell is 10+ Dex bonus + mental bonus(Wisdom for clerical, Intelligence for Arcane, or Charisma for performance based) + 5 for a focus or material component.Cantrips/orisons have a casting DC of 10. very easy. Can cast as an acolyte.
1st level is DC 15. Can cast at first level.
2nd level DC 17. Can cast at 4th level.
3rd is DC 19. Can cast at 6th level.
4th is DC 21. Can cast at 8th level.
5th is DC 23. Can cast at 10th level.
6th is DC 25. Can cast at 12th level.
7th is DC 27. Can cast at 14th level.
8th is DC 29. Can cast at 16th level.
9th is DC 31. Can cast at 18th level.
Damage to the character is subtracted from chance of success. A failed concentration check means the spell fails and the consequences happen.
Other minuses include, armor check penalties, possibly a -4 to casting during combat, ect.
Failure results in a backlash instead of the spell. Spell Level appropriate results.
Necromancy turns the nearest remains or death site into a hostile undead. Thus anyone who can't be animated might become a shadow.
Conjuration/Summoning will summon a monster of an alignment opposite to you. Thus a good aligned caster might be beset by hell hounds.
Healing failure results in 1D4 per spell level damage to the caster.
Evocation or any damaging spell results in the spell targeting the caster. If it's a touch spell, congratulations, you both suffer. :)