Super NatheQuest: Super Spell System
As Mann has argued, D&D spells work great basically as they are. What I like about Vancian casting for RPGs, especially in its older iterations, is that it forces the players to make incomplete choices when preparing spells—there is no optimum, because spells are situational and situations that adventurers encounter are dynamic.
However, I've long enjoyed spell point systems, and have attempted to work one out many times, testing a few iterations here or there with the Gourd Dwarf. I like that casters in these systems can slang spells with greater rapidity, I like how it maps closely to HP, already extant within the games we play, and I like that casters can spam the same spell over and over. An issue spell point systems can encounter is triviality: RuneQuest handles this by creating a distinction between priest spells and the more trivial battle magic, while GURPS uses nested skill trees. Designers, for fear of spell spamming (though it's no issue when a knight spams "charge on horseback" or "attack with sword") can tend to make this kind of magic fairly weak on average.
Another issue is remembering spell costs. There are ways to simplify this but, no matter what, having a list of spells with distinct costs is an additional cognitive drain. RuneQuest resolves this by making most spells cost 1 Magic Point, with noted very few exceptions, until players have access to the higher-level magic, which require dedicating magic points in advance and, therefore, offloading the burden of memorizing these distinct costs to adventure preparation (And, in effect, getting the best of spell point and Vancian spell slots).
A potential approach is using GLOG magic, or something like it. Here Spell Dice function as an easily tracked, tactile substitute to more abstract points, and are used to determine the output of a given spell (I.e, you invest a chosen number of dice into a Fireball spell, dealing damage equal to the sum). This works well and, in my experience, has been great fun; however, it imposes a symmetry or logic of design that I find somewhat unpleasant. It also makes spells more difficult to write, as instead of a fixed effect it must scale in some dimension, which can be awkward. There's a lot to love about a simple, fixed effect with room for broad interpretations. Thus, while GLOG magic is probably the most interesting spell point adjacent system, I have opted not to use it.
As I've worked through and around this problem I've settled on spells being roughly as strong as 2nd-3rd level D&D spells. This is the "sweet spot" where spells become powerful and interesting, without veering into the extreme specificity or power of high level magic. By mapping the spells to this level of power, triviality is avoided: Wizards should not be spending spell points to do little more than a yeoman could with a bow, or a thief with a quick swipe of the hand. There is no need to spend levels waiting to get the "good spells," there should be no throwing lightning that deals as much damage as a crossbow.
I've followed the RQ method of giving all spells an equal cost of just 1MP. A huge goal of the Super Spell System is incredible simplicity, which I think has been achieved.
I believe in the Super Spell System, and am looking forward to using it in play.
Wizards & Priests
Assume your OD&D progression of choice for HD, attack bonus, and Saves, replacing the spell casting system with the following.
Wizards have 2 Magic Points (MP) per level, and may not wear armour or use weapons other than staves and daggers. Wizards begin play with the Blast and Snooze spells.
Priests begin with 1MP, gaining 2MP on even levels and 1MP on odd levels. They may wear up to chain armour, use shields, and fight with staves and maces. Priests begin play with the Cure spell.
Basic spells cost 1MP. Legendary spells, not listed here, cost 3MP. A caster may prepare up to 5 spells for use, these being useable so long as they have MP to spare. Priests must pray at temples to prepare their spells, while Wizards must study in towers.
New spells may be learned for 5000gp from a mentor and require a month of training to master. Or, a magic orb containing a spell may be found as treasure. Legendary spells are only found in magic orbs.
Wizards and Priests may use magic scrolls of any spell they may learn; Thieves may use magic scrolls of any spell. It costs 500gp and week of work for a caster to scribe a scroll of a known spell.
A night of rest restores 1MP. Mango juice (2000gp) heals 1d6MP.
Wizard Spells
| # | Spell | # | Spell |
|---|---|---|---|
| 1 | Bind | 11 | Image |
| 2 | Blast | 12 | Invis |
| 3 | Break | 13 | Mustard |
| 4 | Bubble | 14 | Merc |
| 5 | Charm | 15 | Quake |
| 6 | Create | 16 | Slick |
| 7 | Dark | 17 | Sharp |
| 8 | Fairy | 18 | Snooze |
| 9 | Float | 19 | Wall |
| 10 | Fog | 20 | X-Ray |
Bind
Invisible chains hold up to three foes in place. A Save avoids. Each round thereafter they may choose to struggle free, taking 1d6 damage and making an additional Save to escape. Alternatively, target a single foe who penalizes 2 from their Saves.
Blast
Index fingers and thumbs together form a triangle through which pours roaring heat. Deals 3d6 damage to a group of foes. A Save reduces damage by half.
Break
Destroy solid matter, such as a door, a section of a wall, or a suit of armour. Alternatively, deal 3d6 damage to a Golem.
Bubble
Up to 5 allies’ heads are swathed in bubbles, granting immunity to gas based attacks and allowing them to breathe underwater.
Charm
A humanoid with HD lower than the caster’s level becomes a retainer. A Save resists, and humanoids with 8+HD are immune. If a creature successfully Saves, they become immune to the spell.
Create
Form an object up to the size of a wagon. It diffuses light in an uncanny way, and will melt after 1 day in sunlight. Objects larger than a sword take 10 minutes to create.
Dark
Steal a creature’s sight. A Save resists. The spell may also be used to put out all light sources in a room.
Fairy
Summon a Fairy, who loves fun and flies on bug wings, as an assistant.
Float
The recipient may levitate up to 5’ over the ground.
Fog
A wall of fog pours from the caster’s sleeves. They may use wild gesticulations to conduct the brume as they please.
Image
Weave an illusory image. It fades when touched.
Invis
The first spell, used to steal from the gods. Invisibility lasts until a hostile action is taken, a spell is cast, or any damage is received.
Mustard
Mustard gas seeps from the earth. Those caught in its coiling clouds suffer 1d6 damage each round and, on a 2-in-6, are too teary eyed to take an action. Creatures of 8HD or higher ignore the spell.
Merc
Summon 1d6 tough-jawed interdimensional mercenaries armed like Roman soldiers (1HD/AC as Chain and Shield). They fight with gladius and pilum. After the job is done, they leave for another dimension. A maximum of 10 may be summoned in a day.
Quake
2d6HD worth of landbound creatures are swallowed by the earth. Creatures of 4HD or higher may Save to avoid; those of 8HD or higher are immune. Flimsy structures collapse, terrain is churned up and made difficult to traverse, and cave ins occur on a 2-in-6.
Sharp
A chosen weapon glows red with power and adds 2 to hit and damage for a battle.
Slick
Cover a surface with ultra-slick ice. May also be used to freeze water. When cast on a Slime, they congeal and become vulnerable to physical attacks.
Snooze
2d6+1HD worth of creatures of 1-3HD fall asleep. Creatures of 4+HD are entitled to a Save.
Wall
Create a wall made from magical green bricks. It has 2d6HP, but is automatically hit by attacks.
X-Ray
Peer through doors, treasure chests, jugs, clothing (but not undergarments!), and walls.
Priest Spells
| # | Spell |
|---|---|
| 1 | Cure |
| 2 | Freedom |
| 3 | Know |
| 4 | Light |
| 5 | Purify |
| 6 | Rub |
| 7 | Speak |
| 8 | Tough |
| 9 | Veil |
| 10 | Vortex |
Cure
Restore 2d6HP to an ally.
Freedom
Liberate an ally from paralysis or a Charm spell. May also be used to save them from being grabbed, bound, or otherwise restrained.
Know
Identify a magic item or a creature, learning its stats, abilities, and weaknesses.
Light
A peaceful light fills a room, exposing invisible and hidden creatures, and defeating illusions and the Fog spell. Shapechanged creatures must Save or return to their true form. Alternatively, remove the Dark spell.
Purify
Heal a disease or poison. Alternatively, deal 3d6 damage to a slime-type enemy.
Rub
Erase a creature on a 3-in-6. Creatures with 4-7HD may Save to resist; those with 8HD or more are immune.
Tough
An ally’s skin becomes like stone. All physical damage taken is reduced by 2 for a battle.
Speak
Understand and speak with any sort of lifeform.
Veil
A liquid-like barrier reduces the damage of the Blast spell and breath weapons by half. It also protects from the Mustard spell.
Vortex
Cutting winds deal 1d6 damage to all foes. Flying creatures must Save or crash to the ground, taking 2d6 damage. Gas attacks and the Fog spell are destroyed