The Dungeon Masters Guild
Game System Supplements

 

                                     Meta Magic System                      
                                        by
 "Sunderedepoch"

For: All editions

I agree that spell casters get tediously predictable, but rather then
relying on the old standbys I've allowed my spell casters to cast any
spell they can concieve. These spell casters, like priests,
psyonicists, wizards etc, know magic. They don't know quite how it
works, but they know what they need to do to get a particular effect.
Sorta like using Algebra. You create the formula, and the desired
effect should work.

Here's how it works:

1. Player describs the spell
2. GM Assigns a base "Effect" value to it from 1-5 where 1 is mundane
and easily percieved as Tech or slight of hand, where 5 cannot be
explained other than Magical or godly.
3. Add modifiers for Range, Target Area, and Damage (healed or
caused). Duration is based on the character's Consentration. They can
only concentrate on one spell per Intelligence Modifier (min of 1).
Direct damage spells cannot be maintained (like fireballs). For each
spell maintained, the caster suffers a -1 penatly to all skill checks
including attacks, magic, saves, etc.
4. Subtract the total spell value from the character's Magic Points
(calculated from the spells/day table).

Range = Touch 0, Visual +2, Mental +4
Area = 1 target or 5' area +0, 2 or 10' area +1, 3-4 or 20' area +3
etc.
Damage = d4/lvl +1, d6/lvl +2, d8/lvl +3 etc.

The effect: if a player wants to use a book spell, fine, use the book
example, but if the player wants to cast an unusual spell, they are
given the freedom to describe what they expect the spell to do, but
the GM has control on how difficult it is.

This is just a rough explanation of the system, but it works well in
game and is fairly balanced. Each GM would need to experiment with
the system to get a feel for the power levels and player
expectations, but its proven to be more consistent than the book
spells.

This sytem also opens up avenues for Casting Beyond your Limits by
draining Constitution and Strength once the magic points are gone. So
far we've had great success with low level spell casters who had only
a couple book spells being able to entertain crowds, clean themselves
after wallowing through the sewers, mend wounds, and so on. The
system can further be modified by limiting a caster's spell types.
Like all spells must be alteration, so the character can't cast a
fireball from thin air, but they could alter a torch to explode into
a fireball.

Its an idea that has worked for me.