I've had this idea for a
long time, before I played D&D, of a simple fantasy game where
wizards gained dice to cast spells with. I finally decided to work it
out and tinker with it, and am pretty happy with the results. This would
not replace D&D's actual spell system, as it serves a much
different purpose, but it is fun, and leaves a lot of room for
creativity.
Generally this system is focused around three types
of spell caster: Wizard (Offensive), Cleric (Defensive), and Illusionist
(Trickery). Characters would gain a number of spell dice (d6) equal to
their level. This system leaves room for Paladins and Bards. Paladins
would get touch based healing spells (described below), and Bards would
gain 1/2 their level in spell dice, and be able to cast both Cleric and
Illusionist spells. At least that's how I'm planning on using it.
Spell Types
Missile:
This type of spell conjures a projectile of some sort to be hurled at a
target. The missile hits automatically, and no saving throw is allowed.
Spell casters can throw as many missiles, as they have spell dice
available. The missiles can be thrown at different targets, or all at
one target. Missiles can be thrown at a range of 100 +10 feet per level
of the caster.
Touch: These types of spells function exactly as
missiles, except the caster must be able to touch their target. No roll
is needed, damage occurs automatically, and no saving throw is allowed.
The damage dealt can be up to the amount of spell dice left, but it is
limited to one target.
Area of Effect: These kinds of spells
project the effects of a spell across a broad area. All creatures within
the area of effect are entitled to a saving throw to negate damage.
Damage dealt to each creature within the area is equal to the spell dice
used for the spell. Therefore a 10th level caster, could use 10 spell
dice on an area of effect spell, and possibly inflict 10d6 damage to
every creature within the sphere, that fails their saving throw. It is
up to the player and referee to determine whether 10d6 would be rolled
for each creature, or if 10d6 would be rolled once, and then applied the
same to all creatures affected. There are several shapes that can
manifest as an area of effect spell, they are detailed below.
Sphere:
Spells of this type can be considered the magical equivalent of
artillery. While they have a much farther range than that of a missile
spell, they are less accurate, but possibly more damaging. The sphere
can be launched up to 400 + 40ft per caster level. The diameter of the
sphere is equal to the caster’s level x 5 feet.
Cone: Much like
the sphere type of spells, cone spells have an area of effect. The cone
projects out in a quarter circle, 5 foot in length for every level of
the caster. Otherwise all spell effects are the same as a sphere spell.
Line:
This type of spell functions exactly as a cone spell, except the range
is 10 feet per caster level, and it projects in a straight line outward,
with an effective width of 5 feet.
Chain: This sort of spell
allows the effects to “chain-link” from target to target, in no
particular shape. The spell caster chooses what path the spell takes,
and what targets it affects. This spell functions just as any other area
of effect spell, except when one target passes their saving throw, the
chain stops and no more targets are affected.
Spell Material
The
spell caster must choose how their spell manifests, whether it is a
fireball, or conjured dagger. Players should be imaginative, and
creative in determine their spell composition. They should also take
care to consider the effects of the spell on the intended target, as
well as the environment around them. For example a certain creature may
be vulnerable to fire, or immune to damage from the cold. Furthermore
spells operating via sound or sonic boom could shatter crystals or
rocks. Some common examples of spell substances are provided below.
Elemental:
All of the various elements can be used to form spells: earth, air,
fire, water, electricity, etc. Common forms include fireballs, meteor
showers, lighting blasts, or rays of frost.
Conjured Material:
Any sort of non-natural item can be conjured, as long as it is
appropriate to the spell dice being spent. For example a 1d6 magical
missile could be a sort of conjured arrow, or a 1d6 touch attack might
be a conjured short sword. A spell caster could use a conjured crowd of
dancing swords to fight in a sphere around him, functioning as an area
of effect.
Clerical Spells
Clerics cast spells of a divine
nature, serving to revitalize, protect, and strengthen those around
him. Cleric spells can function as either a sphere, centered on the
cleric, or touch spells. The only difference is cleric spells do not get
a saving throw, since they are beneficial to the targets of the spell.
There are three main types of cleric spells; healing, protection, and
augmenting spells.
Healing spells heal damage according to the
spell dice used in the spell. Protection spells add a bonus to either
armor class, saving throws, or damage reduction. Augmenting spells can
add a bonus to either attack rolls, or damage dealt. Protection and
augmentation spells last for the entirety of the round they are cast,
and apply to all rolls made in that round. The cleric rolls once for all
parties affected.
Illusionist Spells
Illusionists have
two main types of spells at their disposal: confusion and enchantment.
Confusion spells function as cone, sphere, or missile spells. They
function in the opposite fashion of the cleric’s augmenting spells,
incurring a penalty to attack rolls for their targets, and allowing
saving throws for area of effect spells.
Enchantment spells serve
to fascinate and distract creatures. The spell dice spent determine the
amount of hit dice in creatures that are affected by an enchantment
spell (1 spell dice equals a 1 hit dice creature affected). Illusionists
can focus their enchantment on a specific target, or simply cast the
spell and see who it affects. In the latter case lower hit dice
creatures are affected first. In both cases the creature is entitled to a
saving throw, and if it fails, the creature is effectively paralyzed.
The spell lasts for a number of rounds equal to the Illusionist’s level,
the creature being entitled to a saving throw each round.
Cantrips
Casters
can spend one spell die to cast 5 cantrips. The cantrips can be cast as
the caster wishes, he must simply keep track of the fact he used up a
spell die, and how many cantrips he has left from that use. Cantrips are
minor spell effects, amounting to no more than a +1 or -1 in game
terms, and lasting for one minute. Examples of cantrips would be a small
gust of wind, a phantom ghost sound, or creating magical torch light.
I'll be making a post discussing what motivated me to get this done, and what I've been up to lately.
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