I am looking for a good way to get rid of spell slots. Spell slots have never made much sense to me and I really do not like them and they really do not go along with my classless system. I have been looking for a while and have yet to find something that fits exactly into my criteria. I would prefer a spell cast DC but am also considering spell points or mana.
Goals
System should use a formula and not based off reference charts.
Should be able to use system with others using standard spell system without having a drastic advantage or disadvantage.
Mana System
The thought is you have x amount of magical energy at your disposal to use as you see fit.
The spell point from the DMG is almost acceptable although it violates the first goal. I might use mana pool of ability modifier times your caster level would better fit what I am looking for. Spell cost would be 2x spell level. The DMG points out an issue with higher level spells in a point system. The DMG limits 6th level and above spells to once per long rest but level 20 casters usually get 2-6th, 2-7th, 1-8th, & 1-9th. I picture higher level things as those could be world changing.
Would only limiting 8th & 9th to once a day be enough?
Should it be okay for a caster to blow all their magical power in 5 spells and not limit it to anything but your amount of mana?
After you cast a 8th or 9th level spell should you be able to cast another but gain a level of fatigue?
With the higher spell cost and lower mana I would allow casters to use hit dice to regain mana after a short rest.
Spell casting DC system
The thought is magic is something that you cal always tap into but sometimes you don't get it just right.
Spell casting dc be 10 + spell level. Roll d20 + ability modifier to cast the spell. Need to prevent having to roll dice three times to cast an attack spell. Roll to hit spells could require you to meet the spell cast DC and to hit in the same roll. For example, you roll 16 which meets the DC to cast a level 3 spell but the target had 18 AC. You succeed in casting the spell but miss or it bounces off the target. Or instead spell DC could increase by 5 to hit a hostile target or decrease by 5 for a friendly target but this makes the target AC meaningless when it comes to roll to hit spells which I am not totally against.
Something is needed to prevent spam casting spells out of combat like teleport. Perhaps if you fail the DC to cast a spell by 5,10, or some number you lose the use of that spell till after a short rest.
You could have a pool of d6 equal to your ability modifier to help casting higher spells when needed that replenish after a long rest.
Some of these things could be combined in the system to make it as compatible as possible.
Looking for feedback form people who have played more systems, have used the spell poing system from the DMG, or have ideas on what I am trying to do.
Goals
System should use a formula and not based off reference charts.
Should be able to use system with others using standard spell system without having a drastic advantage or disadvantage.
Mana System
The thought is you have x amount of magical energy at your disposal to use as you see fit.
The spell point from the DMG is almost acceptable although it violates the first goal. I might use mana pool of ability modifier times your caster level would better fit what I am looking for. Spell cost would be 2x spell level. The DMG points out an issue with higher level spells in a point system. The DMG limits 6th level and above spells to once per long rest but level 20 casters usually get 2-6th, 2-7th, 1-8th, & 1-9th. I picture higher level things as those could be world changing.
Would only limiting 8th & 9th to once a day be enough?
Should it be okay for a caster to blow all their magical power in 5 spells and not limit it to anything but your amount of mana?
After you cast a 8th or 9th level spell should you be able to cast another but gain a level of fatigue?
With the higher spell cost and lower mana I would allow casters to use hit dice to regain mana after a short rest.
Spell casting DC system
The thought is magic is something that you cal always tap into but sometimes you don't get it just right.
Spell casting dc be 10 + spell level. Roll d20 + ability modifier to cast the spell. Need to prevent having to roll dice three times to cast an attack spell. Roll to hit spells could require you to meet the spell cast DC and to hit in the same roll. For example, you roll 16 which meets the DC to cast a level 3 spell but the target had 18 AC. You succeed in casting the spell but miss or it bounces off the target. Or instead spell DC could increase by 5 to hit a hostile target or decrease by 5 for a friendly target but this makes the target AC meaningless when it comes to roll to hit spells which I am not totally against.
Something is needed to prevent spam casting spells out of combat like teleport. Perhaps if you fail the DC to cast a spell by 5,10, or some number you lose the use of that spell till after a short rest.
You could have a pool of d6 equal to your ability modifier to help casting higher spells when needed that replenish after a long rest.
Some of these things could be combined in the system to make it as compatible as possible.
Looking for feedback form people who have played more systems, have used the spell poing system from the DMG, or have ideas on what I am trying to do.