The Lost Muse
First Post
Recharge Magic + Spell Points
Use recharge magic as written, except
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So, questions? Comments?
I'm thinking about feats and items that will allow a character to safely hold more mana, but I don't want to increase their inherent capacity too much.
Use recharge magic as written, except
- Gathering mana requires a concentration check (DC 10), and takes the appropriate amount of time to charge a spell slot.
- Gathering mana is a standard action. Rangers, Paladins and similar classes may gather 1d4 spell points per round. Bards may gather 1d4 spell points per round. Classes with a full 10 level progression may gather 1d6 spell points per round. Spontaneous casters gain a +1 bonus to the amount of mana they may absorb in a single round.
- For every minute that a character holds a charge, they must make a concentration check DC 10 + number of spell points held. If they fail this check, they discharge 2d6 spell points, and take an equal amount of damage. (Effectively, a character may hold up to their concentration bonus +1 worth of mana without fear of losing it.)
Exceptions for Spell Points - 0-level spells cost one spell point to cast, but increase the flow of mana into the caster, allowing them to gain one extra spell point 1d4 rounds later.
- Spells without a general duration under recharge magic rules deplete the ambient mana in an area when cast, and prevent a caster from charging any mana in that area for the duration listed.
__________________
So, questions? Comments?
I'm thinking about feats and items that will allow a character to safely hold more mana, but I don't want to increase their inherent capacity too much.