In an earlier post I sketched out a new system for magic in D&D 3.X. After having debated this with my wife, that system was abandoned in favour of something a little closer to Ars Magica. This has yet to be play-tested, but as it seems like the consensus may be leaning towards pulling the plug on LL, that may happen already next weekend.
Spellcraft
Like the Craft, Knowledge, Perform, and
Profession skills, this isn't a single, defined skill, but rather a
group of skills that fall under the same category. Spellcraft is
divided into the separate schools of magic. Thus, each time the
magic-user purchases a rank in Spellcraft, he must specialise in one
of the eight schools, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.
To cast a spell, the magician must roll
a successful Spellcraft (appropriate school of magic), DC 15 + level
of spell, and expend Vitality Points equal to the level of the spell.
While the highest level of spell she can safely cast is (arcane
caster level / 2, rounded up), it is possible for a magician to cast
any spell she has access to in written form. When casting a higher
level spell, each level above her range incurs a -3 penalty to the
casting roll. To determine the caster level of any spell, each 2
above the casting DC adds one level to the caster's arcane caster
level.
Example: Our 6th level
sorceress is attempting to cast Control Undead, a 7th lvl
Necromancy spell from a scroll. She has a skill modifier of 15 in
Spellcraft (Necromancy). Her casting range is 3 (6th level
/ 2). Control Undead gives her a -12 penalty ((spell level 7 –
casting range 3) x 3). To successfully cast the spell she needs to
match DC 22 (15 + spell level). Her player rolls a 19, and with a +3
modifier (skill 15 – 12 penalty = 3), and so our sorceress is
successful her casting. Her caster level is 6.
Memorising
Unless casting
from a written source (see below), the magic-user must memorise any
spell she wishes to cast. The rules for memorising are the same as in
the 3.5 RAW.
Spell Books and Scrolls
A magician may cast or memorise any
spell he has access to, be it in a spell book or on a scroll. To read
another magician's spell book, the magician must roll a Decipher
Script check, DC 15 + level of scribe + Int modifier of scribe. Note
that since stealing a magician's spell book is such a lucrative
undertaking, most magicians will write their librams in code, and
often put both magical and mundane traps on the book.
Copying a spell from another's spell
book is costly and time consuming. The cost in materials is 100 gp
per level of spell. It requires a Knowledge (Arcana) check, DC 15 +
level of scribe, and takes 1 day per level of spell. If the roll
fails, all invested time and money are lost, but she can always try
again.
Studying a Spell
A magic-user may
spend time and energy to study a spell, thereby gaining intimate
insight and familiarity in the pattern and formulae of the magic. To
study a spell, the magician must first have access to the spell in
written form. She must then spend 7 days – Int modifier (minimum 1
day) per level of spell, and successfully roll a Spellcraft (relevant
school of magic), DC 15 + spell level. If this roll is unsuccessful,
all time is lost. If successful, she must spend 1 skill point per
level of spell.
Once a spell has
been studied, the magician gets a permanent +3 bonus to cast that
spell.
Taking 10/Taking 20
You can take 10, but you may not take
20 on the spell casting checks. When taking 10, the casting time is
three times that of what's listed in the spell's description.
[Picture source unknown]
I've tagged you on my blog, I hope you don't mind. Don't feel obligated to take part if that kind of thing is not your cup of tea, but I hope you will :)
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