Wolv0rine
First Post
Mana Pools
Magic items that produce spell or spell-like effects require a Mana Pool. A magic item that has a Mana Pool has a set amount of Mana that it can store and access, determined at its creation.
This pool empowers the item’s spells or spell-like abilities until it is depleted. Once depleted the item becomes inert, but any character capable of manipulating Mana may re-charge the item’s pool.
Because different types of casters capable of manipulating Mana do so in different ways, the process of re-charging an item’s Mana Pool is different for each.
In either case the process of re-charging a magic item requires a ritual that takes 1 hour + 10 minutes for every Mana point transferred to the item. Mana sacrificed in such a manner returns at the normal rate.
Wizards & Bards
Wizards and Bards manipulate Mana directly using their own Mana Pool. A Wizard or bard may re-charge a magic item with a pool by sacrificing their own Mana to re-charge the item at a cost of 1:1.
Sorcerers
Sorcerers manipulate Mana on a visceral level, and thus lack a Mana pool to sacrifice from directly. To re-charge an item, a Sorcerer must make a casting check (DC 5 + (item’s maximum Mana capacity). If the Sorcerer hits the DC, the item is re-charged to half capacity. For every point over the target DC the check succeeds by, the item receives an additional point of Mana.
Staves
Note: This also is un-playtested, and certainly suffers from problems in the areas of DC targets if not other areas.
Whatever it’s form; walking staff, iron shod quarterstaff, cane, a magic staff’s primary purpose is Mana Battery.
Magic staves provide an outside source of Mana the wielder can tap and use in place of his own, while also serving as a useful item (usually melee weapon). A staff’s Mana Pool is determined at its creation, being equal to the Mana Pool of it’s creator at the time of its creation. If a staff is found and its creator is unknown, the default Mana capacity is 20 (or an 8th level creator).
A staff can also hold spells that are imprinted onto the staff’s magical pattern. Spells imprinted on a staff may be cast by it’s wielder at any time regardless of whether the character knows the spells himself, or has them memorized. The wielder can cast such spells using either his own power or the staff’s Mana Pool. If the wielder
These spells will remain imprinted on the staff regardless of how many times they are cast, until such time as they are changed by the staff’s wielder.
A staff can hold a number of spells equal to its creator’s class level. Thus the default the default 8th level creator produces a staff capable of holding 8 spells
Imprinting a spell onto a staff after its creation is a taxing a time consuming task. First the staff’s magical pattern must be carefully studied and understood as the character searches for a place in the pattern where the spell fits in without disrupting the pattern. This study takes 1 day per level of the staff’s creator. At the end of each day, the character must make a Spellcraft check (DC: 15 + creator’s level).
If any of these checks fail, then the character cannot find a place in the magical pattern where the spell fits harmoniously, and cannot continue. If all the checks are successfully made, then the character has found a place for the spell.
After a place for the spell is found, the character must begin the arduous task of weaving the two magical patterns together. This process requires 1 day/spell level of the imprinted spell, and the character must spend 500 XP per level of the spell. The character may imprint only one spell at a time.
Spells can be removed from a staff by performing the same process; save there is no XP cost to remove a spell.
A staff can also have spells imprinted permanently on them. If this is done at the staff’s creation, the creation time is doubled (regardless of the number of spells,) and the spell will cost 1,000 XP per spell level to imprint. If the spell is added after the staff’s creation, the process is much more difficult.
First the character must succeed at the final Spellcraft check following the required study time (see above) by 10 or more. If this is done, the character must spend 1,500 XP per spell level to imprint the spell.
Magic items that produce spell or spell-like effects require a Mana Pool. A magic item that has a Mana Pool has a set amount of Mana that it can store and access, determined at its creation.
This pool empowers the item’s spells or spell-like abilities until it is depleted. Once depleted the item becomes inert, but any character capable of manipulating Mana may re-charge the item’s pool.
Because different types of casters capable of manipulating Mana do so in different ways, the process of re-charging an item’s Mana Pool is different for each.
In either case the process of re-charging a magic item requires a ritual that takes 1 hour + 10 minutes for every Mana point transferred to the item. Mana sacrificed in such a manner returns at the normal rate.
Wizards & Bards
Wizards and Bards manipulate Mana directly using their own Mana Pool. A Wizard or bard may re-charge a magic item with a pool by sacrificing their own Mana to re-charge the item at a cost of 1:1.
Sorcerers
Sorcerers manipulate Mana on a visceral level, and thus lack a Mana pool to sacrifice from directly. To re-charge an item, a Sorcerer must make a casting check (DC 5 + (item’s maximum Mana capacity). If the Sorcerer hits the DC, the item is re-charged to half capacity. For every point over the target DC the check succeeds by, the item receives an additional point of Mana.
Staves
Note: This also is un-playtested, and certainly suffers from problems in the areas of DC targets if not other areas.
Whatever it’s form; walking staff, iron shod quarterstaff, cane, a magic staff’s primary purpose is Mana Battery.
Magic staves provide an outside source of Mana the wielder can tap and use in place of his own, while also serving as a useful item (usually melee weapon). A staff’s Mana Pool is determined at its creation, being equal to the Mana Pool of it’s creator at the time of its creation. If a staff is found and its creator is unknown, the default Mana capacity is 20 (or an 8th level creator).
A staff can also hold spells that are imprinted onto the staff’s magical pattern. Spells imprinted on a staff may be cast by it’s wielder at any time regardless of whether the character knows the spells himself, or has them memorized. The wielder can cast such spells using either his own power or the staff’s Mana Pool. If the wielder
These spells will remain imprinted on the staff regardless of how many times they are cast, until such time as they are changed by the staff’s wielder.
A staff can hold a number of spells equal to its creator’s class level. Thus the default the default 8th level creator produces a staff capable of holding 8 spells
Imprinting a spell onto a staff after its creation is a taxing a time consuming task. First the staff’s magical pattern must be carefully studied and understood as the character searches for a place in the pattern where the spell fits in without disrupting the pattern. This study takes 1 day per level of the staff’s creator. At the end of each day, the character must make a Spellcraft check (DC: 15 + creator’s level).
If any of these checks fail, then the character cannot find a place in the magical pattern where the spell fits harmoniously, and cannot continue. If all the checks are successfully made, then the character has found a place for the spell.
After a place for the spell is found, the character must begin the arduous task of weaving the two magical patterns together. This process requires 1 day/spell level of the imprinted spell, and the character must spend 500 XP per level of the spell. The character may imprint only one spell at a time.
Spells can be removed from a staff by performing the same process; save there is no XP cost to remove a spell.
A staff can also have spells imprinted permanently on them. If this is done at the staff’s creation, the creation time is doubled (regardless of the number of spells,) and the spell will cost 1,000 XP per spell level to imprint. If the spell is added after the staff’s creation, the process is much more difficult.
First the character must succeed at the final Spellcraft check following the required study time (see above) by 10 or more. If this is done, the character must spend 1,500 XP per spell level to imprint the spell.