Here are some additional things to increase the scope of my particular non-vancian magic system. Since some people complain about the 15-minute workday that the Vancian system perpetuates, I thought I would add in some extra rules that I had thought of previously to address that particular issue. I didn’t include them originally because I didn’t want to make the whole thing too bloated. But I guess I’ll bloat it up over here and call them “optional” rules or some such so that I can claim the whole system is actually elegant and streamlined.
Hmm. I should come up with a name for my system, shouldn’t I? From here on out, let’s call it Urbanekovian magic. Is that too egotistical? If Elminster, Mordenkainen, Tenser, and Otiluke get to name spells after themselves, why shouldn’t I name my system after myself? Especially since it’s fantastically brilliant.
Anyway, here are the “optional” variants:
1) Cantrips or At-Will magic:
Any minor spell effect may be effected for free, as long as the base cost for the spell is lower than the caster’s level divided by 3 rounded down. Thus, a 3rd level Arcanist may cast any spell worth 1 SP (before any focus or specialization reductions) for free. Familiarity point reductions do apply.
2) Healing and SP regain:
There are three options for this variant: Mild, Moderate, and Brutal.
Mild version: Hit points regained by the caster also add half as many SP into the caster’s pool, up to the max number of SP the caster is allowed.
Moderate version: The caster’s SP pool is not refilled by sleeping. Each hour the caster does not work any magic (cantrips included), the caster regains his Int (or Wis bonus for Elementalists) bonus in SP.
Brutal Version: The caster’s SP pool is not refilled by sleeping. Each hour the caster does not work any magic (cantrips included), the caster regains his Int (or Wis bonus for Elementalists) bonus in SP. Further, if the caster is healed, he regains half as many SP to his pool as he gains in HP. Also, each time the caster takes damage, he loses half as many SP as HP. Thus, if a caster takes 12 damage, he also loses 6 SP. If he is healed 12 damage, he regains 6 SP.
Personally, I like the Brutal version best, because it reflects the physical toll that manipulating the thaumflow takes on a body. Physical exhaustion makes it harder to manipulate the supernatural energies, so taking damage also affecting your casting ability makes sense.
Also of note, neither of these variants has much effect on Called Ones, since their manipulation happens through an intermediary, and they technically don’t even have a SP pool. Which is another way they are differentiated from Arcanists and Elementalists.