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<blockquote data-quote="Fouxfyre" data-source="post: 4948937" data-attributes="member: 36544"><p>I, too, like the MT:G universe and also share your loathing of 4th ed. </p><p> </p><p>Here are some of my random thoughts concerning the spell conversions:</p><p>1) Use a specific, mana-based spell class. As a character goes up in level, they gain a number of available "mana-links." These links provide mana for the casting of spells.</p><p>2) MT:G spells have only one component: mana. When a spell is cast, the user "recalls" the feeling/mana of the land and channels the power into the spell. I.e. "recalling" the majesty of the Kehr Peaks would provide the character with red mana for the spell.</p><p>3) Each mana must be recalled individually and accounts for the casting time of the spell. </p><p>4) Dominarian spell casters would be able to cast any number of spells per day provided they have the mana to do so. Their spell selection, however, would have limits. In this way, model it after the psion class.</p><p>5) Once mana is spent, it is not regained until the character rests.</p><p>6) New mana links, once available due to level, must be gained in play (in much the same way that familiars are often gained). A period of meditation in and exploration of the land is required. Certain spells ("Fastbond", etc.) would speed up this process considerably.</p><p>7) Land may be linked by multiple spell casters</p><p>8) "Land" as a unit is of no particular size and represents more a feature than actual acres. For example, a 50' wide glen in the forest would contain as much utility as a large section of desert cliff.</p></blockquote><p></p>
[QUOTE="Fouxfyre, post: 4948937, member: 36544"] I, too, like the MT:G universe and also share your loathing of 4th ed. Here are some of my random thoughts concerning the spell conversions: 1) Use a specific, mana-based spell class. As a character goes up in level, they gain a number of available "mana-links." These links provide mana for the casting of spells. 2) MT:G spells have only one component: mana. When a spell is cast, the user "recalls" the feeling/mana of the land and channels the power into the spell. I.e. "recalling" the majesty of the Kehr Peaks would provide the character with red mana for the spell. 3) Each mana must be recalled individually and accounts for the casting time of the spell. 4) Dominarian spell casters would be able to cast any number of spells per day provided they have the mana to do so. Their spell selection, however, would have limits. In this way, model it after the psion class. 5) Once mana is spent, it is not regained until the character rests. 6) New mana links, once available due to level, must be gained in play (in much the same way that familiars are often gained). A period of meditation in and exploration of the land is required. Certain spells ("Fastbond", etc.) would speed up this process considerably. 7) Land may be linked by multiple spell casters 8) "Land" as a unit is of no particular size and represents more a feature than actual acres. For example, a 50' wide glen in the forest would contain as much utility as a large section of desert cliff. [/QUOTE]
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