The masses cry out.
Well it is a Manna system where spellcasters get a certain amount of manna per day. (duh) The amount increases as you gain levels in spellcaster.
Spells cost a certain amount of manna to cast. This amount also corresponds to a Target Number. When the caster uses a spell, he makes a Skill check using his spellcasting skill. If he has the required manna and can beat the TN, the spell is cast. Easy peasy.
There is a chart that will be published with the book, showing how to design a spell (out of game), and what elements of a spell cost what manna.
You simply go down the list, “I want a ray (+1 manna) that does not allow a saving throw (+0 manna), that does 1d6 points (+2 manna) of electricity (+1 manna) damage”
Then you add up the manna: 4, so that spell costs 4 manna points. The TN at this stage in the game is simply 10 + ‘the amount of manna used’, so you would then have to make a “spellcraft” check of 14 to cast the spell.
If you don’t make the check you waste the manna.
Wizards have to hold a spellbook, but can cast any spell in the book.
Sorcerers do not need a spellbook, and can make up spells on the fly.
Q: “Why would you play a wizard?”
A: “predictability; Wizards use well researched spells, so if they miscast, the spell just fails, where as if a sorcerer fails there’s a chance they could “short out” (like a circuit) and the spell could explode in their face”
Q: “Why wouldn’t you play a wizard?”
A: “Versatility; sorcerers can custom craft an exact spell for their situation. Also with miscasting, there is also maxcasting (stupid name? I just made it up.) Sorcerers can also critically succeed and cause the spell to be … “Super Effective!”… Get it, like in Pokemon?
So there it is.
Ask and you shall receive.