dbm
Savage!
Interesting, I’ve not read that one previously.I loved recharge magic in th 3.x Unearthed Arcana
There are some similar but opposite systems like ‘mana accumulation’. In the GURPS version of this, a spell needs a certain amount of mana and mana is aspected (think elements but other classifications can be used) and the caster makes skill rolls each round to accumulate power. Depending on your roll you might get exactly what you are looking for, a different type of mana, or none at all. When the mage has accumulated enough mana the spell is cast and if the mix of mana is not as originally intended the effect will vary from the caster’s absolute intent. I think this system came in via the GURPS implementation of Castle Falkenstein, so perhaps that system also had magic that worked like this?
Another interesting optional magic system in GURPS Thaumatology is ‘threshold-limited magic’. In this system, the power for spells is, again, not coming from the mage but from the environment. In this system, however, you keep a tally of all the magic that has been used in a location (within a reasonable time period - mana re-accumulates with time). The more mana is used in a location, the more risky magic becomes to use. And the interesting side effect of this is that all mages in an area are pulling from the same source. So this will create a group dynamic when there are multiple spell casters in a party, and NPCs also use the same power source so a conflict against a group with enemy spell casters is again a different kind of dynamic to ‘the norm’.






