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[Iron Heroes] Magic oddities.
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<blockquote data-quote="dalfen" data-source="post: 2474756" data-attributes="member: 28061"><p><strong>mana token</strong></p><p></p><p> </p><p> </p><p>Well, it's a bit simple but for making a start maybe it can serve you. (For my part i'm trying to decide if i fix the IH magic system or implant another in the setting).</p><p> </p><p>Another idea for an arcanist Mana Token Pool.</p><p>The idea for this was obviously inspired in Dark Sun.</p><p>STEP 1:GATHER MANA</p><p>You get the mana needed to channel your spells from the land. So you can have a maximum tokens of 10+ your arcanist levels and all the mana tokens not used in an encounter or scene (use the VTM definition for a scene outside combat situations) are lost (as like other classes with his tokens)</p><p>You begin the day with 0 mana tokens, and you can collect it channelling from the land. </p><p></p><p>Action Tokens gained</p><p>Gather Energy Land 1/move action</p><p>Gather Energy Land 2/standard action</p><p>Gather Energy Land 4/full-round action </p><p></p><p>At 10th level his gather mana abilities increases</p><p>Action Tokens gained</p><p>Gather Energy Land 2/move action</p><p>Gather Energy Land 3/standard action</p><p>Gather Energy Land 5/full-round action </p><p></p><p>There is no negative mana, but every time that you gather mana you must make a Fortitude save (DC 20+ your TOTAL mana gathered). The roll is made when you end to defiling the land (and action that can consume several rounds). Defiling is an action that provokes attacks of opportunity. You can reduce the Fortitude save by 5 for a total of (DC 15+ your TOTAL mana gathered),</p><p>Defiling the land. This make that all the creatures with the plant descriptor in a 30 feet radius receive a damage equal to the mana you gathered. Other creatures (including the arcanist) receive instead a subdual damage equal to the mana gathered. There is no saving throw to his effect but magic resistance and the reinforced defences of the armiger protect as normal. </p><p></p><p>The other two steps to cast and spells will work as normal.</p></blockquote><p></p>
[QUOTE="dalfen, post: 2474756, member: 28061"] [b]mana token[/b] Well, it's a bit simple but for making a start maybe it can serve you. (For my part i'm trying to decide if i fix the IH magic system or implant another in the setting). Another idea for an arcanist Mana Token Pool. The idea for this was obviously inspired in Dark Sun. STEP 1:GATHER MANA You get the mana needed to channel your spells from the land. So you can have a maximum tokens of 10+ your arcanist levels and all the mana tokens not used in an encounter or scene (use the VTM definition for a scene outside combat situations) are lost (as like other classes with his tokens) You begin the day with 0 mana tokens, and you can collect it channelling from the land. Action Tokens gained Gather Energy Land 1/move action Gather Energy Land 2/standard action Gather Energy Land 4/full-round action At 10th level his gather mana abilities increases Action Tokens gained Gather Energy Land 2/move action Gather Energy Land 3/standard action Gather Energy Land 5/full-round action There is no negative mana, but every time that you gather mana you must make a Fortitude save (DC 20+ your TOTAL mana gathered). The roll is made when you end to defiling the land (and action that can consume several rounds). Defiling is an action that provokes attacks of opportunity. You can reduce the Fortitude save by 5 for a total of (DC 15+ your TOTAL mana gathered), Defiling the land. This make that all the creatures with the plant descriptor in a 30 feet radius receive a damage equal to the mana you gathered. Other creatures (including the arcanist) receive instead a subdual damage equal to the mana gathered. There is no saving throw to his effect but magic resistance and the reinforced defences of the armiger protect as normal. The other two steps to cast and spells will work as normal. [/QUOTE]
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