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*Pathfinder & Starfinder
A new take on Mana casting.
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<blockquote data-quote="DogBackward" data-source="post: 3448233" data-attributes="member: 50642"><p>I think one thing I'm going to do with my system is eliminate those pesky 0-level spells. Prestidigitation will always be in effect, as I see this as spending the minor energy, not enough to power a 1st level spell, but enough to make minor effects. Every mage worth his salt should be able to detect magic at will, as magic is what they live and breath. Arcane Mark is a very handy spell, if only to prove that you are who you say you are. At least in my games, it is impossible to fake an arcane mark, unless you're a good forger and the other guy can't detect magic. Of the others, none of them are really huge effect, and none of them are really big deals. They could all be made into slightly more powerful 1st level spells.</p><p></p><p>I like the weekly MP idea, though. Especially since I don't like making spellcasters get behind in experience just because they want to make special items. And I don't use magic shops in my games. I'm thinking, though, that I'm going to implement a rule about how many spells you can have in effect at one time. This will include how many magic items you can create, as each item you make continues to draw from you as a source of power.</p><p></p><p>So... you can have up to 1/2 your total caster level in Simple Spell levels active at one time. You can have up to your total caster level in Complex or Ritual spell levels active at one time, including your magic items. All of these numbers can be increased by taking feats, and perhaps a PrC dedicated to having many spells active at once. And there would be an Artificer feat to make your items count as lower-level for the purposes of your Spells Active limit. Note that this is spell <em>levels</em> active, not spells active. And would be a minimum of "1", of course. So, at level 6, you could have one third level spell active, or one second and one first, or three first. I'm not sure whether casting an instantaneous spell should affect this, though... I'm leaning toward "yes", but I'll hav eto think on it more.</p><p></p><p>This would keep things balanced when you've got, essentially, unlimited Simple SPells per day, and unilimited "XP" for the purpose of magic item creation. It's also why you don't find magic shops... a spellcaster can only create so many items before his power limit is reached, so he'd probably keep them to himself.</p><p></p><p>As for the mana regenerating entirely per round... I myself am going to stick to Mana as I mentioned in my first post, and just add the second tier of mana... perhaps call it something different. If your "Fast MP" regenerates every round, then they're casting their most powerful spell... every round. And there's no point in saying you have to pay extra to increase the effects... why wouldn't they? It's all coming back next round.</p><p></p><p>And keeping track of my mana would be simple. Use tokens. When you cast a simple spell, move the amount of tokens from your pool to the other side, representing spent mana. Return one token per round to represent gaining back your one mana. If you cast a complex spell, remove the token, and put it back in your bag to show that it's gone for the day.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3448233, member: 50642"] I think one thing I'm going to do with my system is eliminate those pesky 0-level spells. Prestidigitation will always be in effect, as I see this as spending the minor energy, not enough to power a 1st level spell, but enough to make minor effects. Every mage worth his salt should be able to detect magic at will, as magic is what they live and breath. Arcane Mark is a very handy spell, if only to prove that you are who you say you are. At least in my games, it is impossible to fake an arcane mark, unless you're a good forger and the other guy can't detect magic. Of the others, none of them are really huge effect, and none of them are really big deals. They could all be made into slightly more powerful 1st level spells. I like the weekly MP idea, though. Especially since I don't like making spellcasters get behind in experience just because they want to make special items. And I don't use magic shops in my games. I'm thinking, though, that I'm going to implement a rule about how many spells you can have in effect at one time. This will include how many magic items you can create, as each item you make continues to draw from you as a source of power. So... you can have up to 1/2 your total caster level in Simple Spell levels active at one time. You can have up to your total caster level in Complex or Ritual spell levels active at one time, including your magic items. All of these numbers can be increased by taking feats, and perhaps a PrC dedicated to having many spells active at once. And there would be an Artificer feat to make your items count as lower-level for the purposes of your Spells Active limit. Note that this is spell [i]levels[/i] active, not spells active. And would be a minimum of "1", of course. So, at level 6, you could have one third level spell active, or one second and one first, or three first. I'm not sure whether casting an instantaneous spell should affect this, though... I'm leaning toward "yes", but I'll hav eto think on it more. This would keep things balanced when you've got, essentially, unlimited Simple SPells per day, and unilimited "XP" for the purpose of magic item creation. It's also why you don't find magic shops... a spellcaster can only create so many items before his power limit is reached, so he'd probably keep them to himself. As for the mana regenerating entirely per round... I myself am going to stick to Mana as I mentioned in my first post, and just add the second tier of mana... perhaps call it something different. If your "Fast MP" regenerates every round, then they're casting their most powerful spell... every round. And there's no point in saying you have to pay extra to increase the effects... why wouldn't they? It's all coming back next round. And keeping track of my mana would be simple. Use tokens. When you cast a simple spell, move the amount of tokens from your pool to the other side, representing spent mana. Return one token per round to represent gaining back your one mana. If you cast a complex spell, remove the token, and put it back in your bag to show that it's gone for the day. [/QUOTE]
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