Big Magic
What if there were only 5 levels of spell?
And no, not in the System 6 sense (although it does make spell lists easier to create...), but just ditch the notion of level 6+? And replace it with something else.
5e already has a subtle shift between 5th and 6th level spells, but it's just about spell slots. I have a better idea.
Everything from level 6+ is ritual casting--AKA epic spells--AKA Big Magic.
Spells take on an element of risk, but become more flexible, and of course more powerful.
The Basics
Every Big Magic spell has three basic requirements:
- A skill check
- Peak Mana
- A sacrifice
The Skill Check
This one is simple, and serves as one of two primary gatekeeping mechanics to keep spells more or less in the hands of properly-leveled casters.
Due to Bounded Accuracy, this is going to start pretty high, and taper very slowly toward 30. To make things interesting, it will be quite possible for the check to break through the 30 barrier--and how!--but there will be ways of bringing the number back down, such as casting implements, better formulae (a la Legion-era craft skills (1-3 star recipes))
Quick Notes because Logan barged in
- convert existing (worthwhile) 6+ spells into example rituals
- example: Disintegrate: DC 18, Mana 6, sacrifice 3d8 damage or a treasured non magical possession. range 20, subject dies (Con mitigates to half Max HP damage).
- some are just metamagicked lower level spells. highlight those too
- Skill failure causes miscasting, natch
- Sacrifice ideas:
- level 6: hit points, mundane items, easy mode
- level 7: temp ability damage, least magic items, status ailments, sanity
- level 8: permanent HP loss, injuries, uncommon magic items, spell knowledge, minor memories, animal sacrifice
- level 9: permanent ability damage, permanent disfigurement or minor injury, major memory loss, perm Mana loss, rare+ magic items, talent loss, sentient sacrifice
- level 10+: death, levels, transformation, pacts, artifacts, massive sentient sacrifice