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Mana point spell casting system
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<blockquote data-quote="craftyrat" data-source="post: 1039523" data-attributes="member: 8306"><p>I've been working on a mana point spell casting system, and I thought I would throw it out here for comments. The system is designed to be both more flexible and yet not give higher level spell casters such a huge number of spells to choose from. It is somewhat similar to the WoT weave system. It is math-heavy. </p><p></p><p>I'm including just a few of the spells (weaves?):</p><p>(mp = mana points)</p><p></p><p>All</p><p>Focus (+1 to save DC, +15%; +2 to save DC, +30%)</p><p>Penetrating (-2 to SR, +15%; -4 to SR, +45%)</p><p>Quickened (+100%)</p><p>Silent (+50%)</p><p>Still (+50%)</p><p></p><p>Detect (evil, good, undead, poison, magic, secret doors)</p><p>Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-15%)</p><p>Range: Close; Medium (+25%); Long (+50%)</p><p>Duration: 1 round; 1 round/level (+20%); 1 minute/level (+40%); 1 hour/level (+100%)</p><p>Area of Effect: 1 creature/object/5' square</p><p>2 mp</p><p>Any one type of detection</p><p>Saving Throw: Will save to negate</p><p>Additional type of detection (+50%)</p><p>Area Effect (+25% per 5' radius)</p><p></p><p>Elemental Attack (fire, acid, cold, lightning, sonic)</p><p>Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-25%)</p><p>Range: Close; Medium (+20%); Long (+40%)</p><p>Saving Throw: Reflex save for half</p><p>1 mp per 1d4 damage, 2 mp per 1d6 damage, 3 mp per 1d8 damage (max 1 die per caster level)</p><p>Area Effect (+20% per 5' radius)</p><p>Bolt (as lightning bolt; +25%)</p><p>Cone Effect (all range costs are tripled) (+25%)</p><p>Delayed (up to 5 rounds) (+35%)</p><p>Maximized (+50%)</p><p>Piercing (half appropriate resistance, +30%; quarter resistance 75%)</p><p>Ranged Touch Attack required (-50%)</p><p>Specials: Cold (Slow for 1d6 rounds, Fort to resist, +20%); Fire (continue burning doing 2 hd of damage less each round, with a Reflex save allowed each round to end the burning, +50%), Sonic (deafen for 2d6 rounds, Fort to resist, +15%)</p><p></p><p>Elemental Resistance (fire, acid, cold, lightning, sonic)</p><p>Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%)</p><p>Duration: 1 round/level; 1 minute/level (+20%); 1 hour/level (+75%)</p><p>Range: Touch; Close (+10%); Medium (+15%); Long (+20%)</p><p>1 mp per 5 points of resistance (max 5 points per two caster levels, round up)</p><p>Area Effect (+25% per additional target; all targets must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster)</p><p>Hardened (+50%; defeats Piercing)</p><p>Protect against more than one elemental type simultaneously (+75% for each additional type, or +250% for universal resistance)</p><p></p><p>Flight</p><p>Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-15%)</p><p>Duration: 1 round/level; 1 minute/level (+20%); 10 minutes/level (+40%); 1 hour/level (+75%)</p><p>Range: Touch; Close (+15%); Medium (+30%); Long (+50%)</p><p>3 mp for Levitation</p><p>6 mp for Flight, Speed 90, Average maneuverability</p><p>Flight speed reduced by 1/3 in medium or heavy armor, 1/2 speed going up, 2x speed descending</p><p>If flight is dispelled, fall at 60' per round for 1d6 rounds</p><p>Add feather fall for 10 rounds after flight ends or is dispelled (+10%)</p><p>Increase maneuverability by one level (+30%)</p><p>Increase speed by 10 (+20%)</p><p></p><p>Mage Armor</p><p>Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%)</p><p>Range: Self only</p><p>Duration: 1 round/level; 1 minute/level (+10%); 1 hour/level (+20%)</p><p>1 mp per +1 of Deflection bonus to AC (maximum +5)</p><p>Add a reflex save bonus (Cover) equal to the Deflection bonus (+40%)</p><p></p><p>Poison</p><p>Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-25%)</p><p>Range: Touch; Close (+15%); Medium (+30%); Long (+60%)</p><p>Duration: Instantaneous</p><p>6 mp for 1d4/1d4 Str</p><p>Area Effect (+10% per 5' radius)</p><p>Change Damage to Con (+50%)</p><p>Change Damage to Death (+250%)</p><p>Change Damage to Dex (+10%)</p><p>Change Damage to Paralyze (1 minute)/Paralyze (1 minute/level) (+50%)</p><p>Increase Damage to 1d6 (+20%), 1d8 (+40%), 1d10 (+60%)</p><p>Maximized (+120%)</p><p></p><p>Resistance (Fort, Ref, Will)</p><p>Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%)</p><p>Duration: 1 round/level; 1 minute/level (+20%); 1 hour/level (+75%)</p><p>Range: Touch; Close (+10%); Medium (+15%); Long (+20%)</p><p>3 mp for +1 Resistance bonus to any one type of saving throw (maximum +5)</p><p>Area Effect (+75% per additional target, all must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster)</p><p>Change type of bonus to Luck (+100%)</p><p>Extra Saving Throw type (+100%)</p><p></p><p>Skill Bonuses</p><p>Casting Time: Full Round Action; Standard Action (+10%); 1 Turn (-5%)</p><p>Duration: 1 round; 1 round/level (+10%); 1 minute/level (+25%); 1 hour/level (+100%)</p><p>Range: Touch; Close (+10%); Medium (+20%); Long (+30%)</p><p>1 mp per point of increase (maximum +10)</p><p>Additional Skill (+90% per additional skill raised by the same amount)</p><p>Area Effect (+75% per additional target, all must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster)</p><p>Untrained (use for a skill normally not usable untrained, and for which the character has no ranks) (+35%)</p><p></p><p></p><p>craftyrat</p></blockquote><p></p>
[QUOTE="craftyrat, post: 1039523, member: 8306"] I've been working on a mana point spell casting system, and I thought I would throw it out here for comments. The system is designed to be both more flexible and yet not give higher level spell casters such a huge number of spells to choose from. It is somewhat similar to the WoT weave system. It is math-heavy. I'm including just a few of the spells (weaves?): (mp = mana points) All Focus (+1 to save DC, +15%; +2 to save DC, +30%) Penetrating (-2 to SR, +15%; -4 to SR, +45%) Quickened (+100%) Silent (+50%) Still (+50%) Detect (evil, good, undead, poison, magic, secret doors) Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-15%) Range: Close; Medium (+25%); Long (+50%) Duration: 1 round; 1 round/level (+20%); 1 minute/level (+40%); 1 hour/level (+100%) Area of Effect: 1 creature/object/5' square 2 mp Any one type of detection Saving Throw: Will save to negate Additional type of detection (+50%) Area Effect (+25% per 5' radius) Elemental Attack (fire, acid, cold, lightning, sonic) Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-25%) Range: Close; Medium (+20%); Long (+40%) Saving Throw: Reflex save for half 1 mp per 1d4 damage, 2 mp per 1d6 damage, 3 mp per 1d8 damage (max 1 die per caster level) Area Effect (+20% per 5' radius) Bolt (as lightning bolt; +25%) Cone Effect (all range costs are tripled) (+25%) Delayed (up to 5 rounds) (+35%) Maximized (+50%) Piercing (half appropriate resistance, +30%; quarter resistance 75%) Ranged Touch Attack required (-50%) Specials: Cold (Slow for 1d6 rounds, Fort to resist, +20%); Fire (continue burning doing 2 hd of damage less each round, with a Reflex save allowed each round to end the burning, +50%), Sonic (deafen for 2d6 rounds, Fort to resist, +15%) Elemental Resistance (fire, acid, cold, lightning, sonic) Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%) Duration: 1 round/level; 1 minute/level (+20%); 1 hour/level (+75%) Range: Touch; Close (+10%); Medium (+15%); Long (+20%) 1 mp per 5 points of resistance (max 5 points per two caster levels, round up) Area Effect (+25% per additional target; all targets must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster) Hardened (+50%; defeats Piercing) Protect against more than one elemental type simultaneously (+75% for each additional type, or +250% for universal resistance) Flight Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-15%) Duration: 1 round/level; 1 minute/level (+20%); 10 minutes/level (+40%); 1 hour/level (+75%) Range: Touch; Close (+15%); Medium (+30%); Long (+50%) 3 mp for Levitation 6 mp for Flight, Speed 90, Average maneuverability Flight speed reduced by 1/3 in medium or heavy armor, 1/2 speed going up, 2x speed descending If flight is dispelled, fall at 60' per round for 1d6 rounds Add feather fall for 10 rounds after flight ends or is dispelled (+10%) Increase maneuverability by one level (+30%) Increase speed by 10 (+20%) Mage Armor Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%) Range: Self only Duration: 1 round/level; 1 minute/level (+10%); 1 hour/level (+20%) 1 mp per +1 of Deflection bonus to AC (maximum +5) Add a reflex save bonus (Cover) equal to the Deflection bonus (+40%) Poison Casting Time: Standard Action; Full Round Action (-10%); 1 Turn (-25%) Range: Touch; Close (+15%); Medium (+30%); Long (+60%) Duration: Instantaneous 6 mp for 1d4/1d4 Str Area Effect (+10% per 5' radius) Change Damage to Con (+50%) Change Damage to Death (+250%) Change Damage to Dex (+10%) Change Damage to Paralyze (1 minute)/Paralyze (1 minute/level) (+50%) Increase Damage to 1d6 (+20%), 1d8 (+40%), 1d10 (+60%) Maximized (+120%) Resistance (Fort, Ref, Will) Casting Time: Standard Action; Full Round Action (-5%); 1 Turn (-10%) Duration: 1 round/level; 1 minute/level (+20%); 1 hour/level (+75%) Range: Touch; Close (+10%); Medium (+15%); Long (+20%) 3 mp for +1 Resistance bonus to any one type of saving throw (maximum +5) Area Effect (+75% per additional target, all must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster) Change type of bonus to Luck (+100%) Extra Saving Throw type (+100%) Skill Bonuses Casting Time: Full Round Action; Standard Action (+10%); 1 Turn (-5%) Duration: 1 round; 1 round/level (+10%); 1 minute/level (+25%); 1 hour/level (+100%) Range: Touch; Close (+10%); Medium (+20%); Long (+30%) 1 mp per point of increase (maximum +10) Additional Skill (+90% per additional skill raised by the same amount) Area Effect (+75% per additional target, all must be within 30' of each other; for an additional +40% targets can be anywhere in vision of the caster) Untrained (use for a skill normally not usable untrained, and for which the character has no ranks) (+35%) craftyrat [/QUOTE]
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