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Clerics' Channeling, not casting(long post, sorry)
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<blockquote data-quote="GreatLemur" data-source="post: 3488684" data-attributes="member: 28553"><p>The Thieves' World magic system (I'm talking about <a href="http://www.greenronin.com/catalog/grr1801" target="_blank">Green Ronin's d20 version</a>, not the old Chaosium one) is pretty rockin. In order to cast a spell, you need to gather a certain amount of mana (equal to <strong>(spell level + 1) x 10</strong>, so cantrips require 10 points, 1st level spells require 20, and so on). Each spell-casting class has a BAB-like spellcasting bonus progression, and in order to gather mana, they roll <strong>1d20 + spellcasting bonus + ability score modifier</strong>. If the result equals or exceeds the spell's Mana Threshold, the spell goes off as normal. If it doesn't, then you can save that result and roll again next round, and <em>add your new result</em> to your pool of saved mana, and keep going until you've got enough for the spell.</p><p></p><p>There's some other business in there about casting times, and rituals (as opposed to spells), and critical succeses/failures, and foci, but that's pretty much the meat of it. I haven't actually gotten to use it, but I really like how it sounds. It fits pretty well with how I think magic <em>ought</em> to work, and allows casters to do their thing all day, without letting them toss fireballs around constantly.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3488684, member: 28553"] The Thieves' World magic system (I'm talking about [url=http://www.greenronin.com/catalog/grr1801]Green Ronin's d20 version[/url], not the old Chaosium one) is pretty rockin. In order to cast a spell, you need to gather a certain amount of mana (equal to [b](spell level + 1) x 10[/b], so cantrips require 10 points, 1st level spells require 20, and so on). Each spell-casting class has a BAB-like spellcasting bonus progression, and in order to gather mana, they roll [b]1d20 + spellcasting bonus + ability score modifier[/b]. If the result equals or exceeds the spell's Mana Threshold, the spell goes off as normal. If it doesn't, then you can save that result and roll again next round, and [i]add your new result[/i] to your pool of saved mana, and keep going until you've got enough for the spell. There's some other business in there about casting times, and rituals (as opposed to spells), and critical succeses/failures, and foci, but that's pretty much the meat of it. I haven't actually gotten to use it, but I really like how it sounds. It fits pretty well with how I think magic [i]ought[/i] to work, and allows casters to do their thing all day, without letting them toss fireballs around constantly. [/QUOTE]
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Clerics' Channeling, not casting(long post, sorry)
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