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A new take on Mana casting.
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<blockquote data-quote="Destil" data-source="post: 3448158" data-attributes="member: 1980"><p>Yeah, that's about the same lines I'm thinking. One of my goals would be keeping you from having to track round by round FastMP (hence the idea that you regenerate your max every round)... most likely fast MP would have a variety of simple spells like Energy Ray, and each extra die of damage would cost 2 MP.</p><p></p><p>I'm going to refer to spells as being Simple, Complex or Ritual for this system. Simple can be cast with fast MP, an upkeep cost means your current fast MP is reduced as listed. Complex can only be cost with daily MP (though some like limited wish may require weekly MP as well). Ritual can only be cast with weekly MP and typically have long casting times. </p><p></p><p>Spells cost caster level MP, and can not be cast below their minimum caster level based on spell level (i.e. a fireball can't be cast with less than 5 MP, as a 3rd level spell).</p><p></p><p>Mage</p><p>Hit Die: d6 (d4 is a kinda unplayable sacred cow, and we'll be toning down long term buffs here I think).</p><p>Skill Points / Level: 2.</p><p></p><p>Total Fast MP: Caster Level.</p><p></p><p>Number of Fast Spells readied at a time: 1/2 class level (round up). You can prepare new fast spells by resting 8 hours.</p><p></p><p>Max spell level known: 1/2 class level (round up).</p><p></p><p>Learn new spells like a wizard.</p><p></p><p>Spell levels</p><p></p><p>Acid Splash - Level Simple 0. For every extra 1 fast MP you spend on Acid splash you increase the damage by 1d3.</p><p>Charm Person - Level Complex 1, Simple 3. When cast as a simple spell it has an upkeep cost of 5 fast MP.</p><p>Energy Jolt - Level simple 1. 1d6 energy damage per 2 caster levels within close range, choose an energy type.</p><p>Energy Spread - Simple 3. As energy jolt, but a cone, range 5 ft / 2 caster levels.</p></blockquote><p></p>
[QUOTE="Destil, post: 3448158, member: 1980"] Yeah, that's about the same lines I'm thinking. One of my goals would be keeping you from having to track round by round FastMP (hence the idea that you regenerate your max every round)... most likely fast MP would have a variety of simple spells like Energy Ray, and each extra die of damage would cost 2 MP. I'm going to refer to spells as being Simple, Complex or Ritual for this system. Simple can be cast with fast MP, an upkeep cost means your current fast MP is reduced as listed. Complex can only be cost with daily MP (though some like limited wish may require weekly MP as well). Ritual can only be cast with weekly MP and typically have long casting times. Spells cost caster level MP, and can not be cast below their minimum caster level based on spell level (i.e. a fireball can't be cast with less than 5 MP, as a 3rd level spell). Mage Hit Die: d6 (d4 is a kinda unplayable sacred cow, and we'll be toning down long term buffs here I think). Skill Points / Level: 2. Total Fast MP: Caster Level. Number of Fast Spells readied at a time: 1/2 class level (round up). You can prepare new fast spells by resting 8 hours. Max spell level known: 1/2 class level (round up). Learn new spells like a wizard. Spell levels Acid Splash - Level Simple 0. For every extra 1 fast MP you spend on Acid splash you increase the damage by 1d3. Charm Person - Level Complex 1, Simple 3. When cast as a simple spell it has an upkeep cost of 5 fast MP. Energy Jolt - Level simple 1. 1d6 energy damage per 2 caster levels within close range, choose an energy type. Energy Spread - Simple 3. As energy jolt, but a cone, range 5 ft / 2 caster levels. [/QUOTE]
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