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<blockquote data-quote="gpetruc" data-source="post: 803105" data-attributes="member: 2255"><p>I've downloaded Ars Magica, but it's long (272 pages) so I don't know how much it will take to me to browse through it.</p><p></p><p>I had some other ideas about the mana and the spell per day limits:</p><p>Allow two ways to gather mana: </p><p>- <strong>a complex ritual that lasts 1 hour that replenishes your mana pool</strong>; the ritual can be performed only at the 4 magical tmes when the magical connection to the mana forces of the world is completely open: dawn, noon, sunset and midnight. (and so, no more than 4 times/day)</p><p>Also, one may add that if the ritual is done without having rested some (at least 2) hours before, you are automatically fatigued until you rest that number of hours. </p><p>This would reduce the number of times it can resonably be replenished by an adventuring wizard to 1 or 2/day.</p><p>- <strong>an action</strong> (choose between full round, move action or free action; move gathers 50%, free action 25%) <strong>and a skill check</strong> that replenishes a limited amount of mana of a single color, based on the check result.</p><p>There is a cumulative penalty (-2, -5?) for each check made between two magical times (the same as before).</p><p>A failed check causes the caster to become fatigued (for 10 minutes, or the rest of the encounter if it lasts longer)</p><p></p><p>In this way you will start with a decent, but not that wide, amount of mana but when it is exhausted you can pull some other mana, but not ad infinitum.</p><p>Note that mana has a color, that can result in needing to regain mana more often: if you tought you where having to fight fire-based creatures maybe you've gathered mostly blue mana during the ritual, and if you meet unexpected cold-based creatures you'll need red mana ...</p><p></p><p>The idea is: about 40% of the daily mana should come from the ritual, and another 30% from a series of skill checks (after that amount the penalty should be so high that you wouldn't be able to get any more); in short adventures Mages will have less mana and so they will be weaker, while in longer ones, in which for example they can perform more than one ritual, they will have more power.</p></blockquote><p></p>
[QUOTE="gpetruc, post: 803105, member: 2255"] I've downloaded Ars Magica, but it's long (272 pages) so I don't know how much it will take to me to browse through it. I had some other ideas about the mana and the spell per day limits: Allow two ways to gather mana: - [b]a complex ritual that lasts 1 hour that replenishes your mana pool[/b]; the ritual can be performed only at the 4 magical tmes when the magical connection to the mana forces of the world is completely open: dawn, noon, sunset and midnight. (and so, no more than 4 times/day) Also, one may add that if the ritual is done without having rested some (at least 2) hours before, you are automatically fatigued until you rest that number of hours. This would reduce the number of times it can resonably be replenished by an adventuring wizard to 1 or 2/day. - [b]an action[/b] (choose between full round, move action or free action; move gathers 50%, free action 25%) [b]and a skill check[/b] that replenishes a limited amount of mana of a single color, based on the check result. There is a cumulative penalty (-2, -5?) for each check made between two magical times (the same as before). A failed check causes the caster to become fatigued (for 10 minutes, or the rest of the encounter if it lasts longer) In this way you will start with a decent, but not that wide, amount of mana but when it is exhausted you can pull some other mana, but not ad infinitum. Note that mana has a color, that can result in needing to regain mana more often: if you tought you where having to fight fire-based creatures maybe you've gathered mostly blue mana during the ritual, and if you meet unexpected cold-based creatures you'll need red mana ... The idea is: about 40% of the daily mana should come from the ritual, and another 30% from a series of skill checks (after that amount the penalty should be so high that you wouldn't be able to get any more); in short adventures Mages will have less mana and so they will be weaker, while in longer ones, in which for example they can perform more than one ritual, they will have more power. [/QUOTE]
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