Mana System.
Spell Level/Mana Cost
0= 1
1= 2
2= 5
3= 10
4= 17
5= 26
6= 37
7= 50
8= 65
9= 82
+1 mana per caster level over minimum up to your maximum caster level.
Mana is determined by a die type +cha bonus. (Cha is used because its under used, and reinforces sorcorers having more mana).
The first level you gain mana points you get the maximum ammount like hit points at first level.
Sorcorer d12
Cleric/Druid/Wizard d10
Bard d6
Paladin/Ranger d4
You gain a mana die for any level you add new spell casting ability.
I use half +1 for hit points after first level and this is a good rule for mana as well.
Use whatever rule you use for hitpoints, so if you use (HD-4+1d4) then do it for mana as well.
Mana comes back like non-lethal hit points. So a number of points equal to your level per hour.
After 8 hours of rest and 1 hour of prayer/memorization you gain back all mana points, and are able to memorize new spells for the day as normal.
Specialists cast spells from their school at a reduced cost (subtract the spell level from the mana cost, so basicly for thier school its 1,1,3,7,13,21,31,43,53,73)
Non-Spontaneous casters still pray for or memorize spells like normal except for metamagic adjustments see below. So a wizard still keeps a book and memorized what spells he will have for the day, no need to memorize a spell more then once.
Meta-magic feats can be used by spending a number of extra mana as to make it a spell of the normaly required level. You still need to be able to cast a spell of that level.
Casting a spell with a meta-magic feat takes no extra time.
Overcasting, you can cast a spell without having the needed mana. You make a Fortitude save vs 10+(negative mana points) or become exhausted once exhausted you can not overcast anymore, untile you recover mana up to a positive number again.
Bonus spells for high primary ability score still effect number of spells per day prepared for casters who need to prepare spells.
Comments and Concerns are welcome.
The idea is to make casters more effective for every encounter throughout the day but still keep the power level in check.
Spell Level/Mana Cost
0= 1
1= 2
2= 5
3= 10
4= 17
5= 26
6= 37
7= 50
8= 65
9= 82
+1 mana per caster level over minimum up to your maximum caster level.
Mana is determined by a die type +cha bonus. (Cha is used because its under used, and reinforces sorcorers having more mana).
The first level you gain mana points you get the maximum ammount like hit points at first level.
Sorcorer d12
Cleric/Druid/Wizard d10
Bard d6
Paladin/Ranger d4
You gain a mana die for any level you add new spell casting ability.
I use half +1 for hit points after first level and this is a good rule for mana as well.
Use whatever rule you use for hitpoints, so if you use (HD-4+1d4) then do it for mana as well.
Mana comes back like non-lethal hit points. So a number of points equal to your level per hour.
After 8 hours of rest and 1 hour of prayer/memorization you gain back all mana points, and are able to memorize new spells for the day as normal.
Specialists cast spells from their school at a reduced cost (subtract the spell level from the mana cost, so basicly for thier school its 1,1,3,7,13,21,31,43,53,73)
Non-Spontaneous casters still pray for or memorize spells like normal except for metamagic adjustments see below. So a wizard still keeps a book and memorized what spells he will have for the day, no need to memorize a spell more then once.
Meta-magic feats can be used by spending a number of extra mana as to make it a spell of the normaly required level. You still need to be able to cast a spell of that level.
Casting a spell with a meta-magic feat takes no extra time.
Overcasting, you can cast a spell without having the needed mana. You make a Fortitude save vs 10+(negative mana points) or become exhausted once exhausted you can not overcast anymore, untile you recover mana up to a positive number again.
Bonus spells for high primary ability score still effect number of spells per day prepared for casters who need to prepare spells.
Comments and Concerns are welcome.
The idea is to make casters more effective for every encounter throughout the day but still keep the power level in check.