I’ve been thinking up a way to do magic, I enjoy the old school Vancian casting rules but I find most new players are resistant to the idea of spells requiring components and tracking different levels of spell slots. Here’s what I’ve got so far
Magic - Casting a spell requires an ability check of the ability score tied to the spell type (Intelligence for Arcane)
The target for the check is determined by the spells level
Level 1: 14
Level 2: 16
Level 3: 18
Level 4: 20
Spells are typically not depleted upon use and do not require material components to cast, the trade off being that they are not guaranteed to be cast since they require a check.
Equipment can reduce the target of casting certain spells/ Increase ability scores used for casting. I would avoid making equipment that lowers the requirement across the board for all/many spells and instead create items that make specific spells easier/guaranteed.
Powerful spells should be difficult to obtain, perhaps requiring specific materials to research, or a quest or npc involved in obtaining them. Examples: Perform a ritual to summon a demon to teach you fireball or some other destructive/ hellish spell, surviving a lightning strike to learn lightning bolt.
Ritual Casting - Some spells can be cast as rituals.
They do not require a check, instead the spell will have hearts of effort equal to the level of the spell. (A level 2 spell has 2 hearts and so on)
If the ritual is interrupted the caster must start over.
Other magic users can help perform the ritual.
Let me know what you think, this is my day one draft of these rules so they are bound to change.