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Recharge/Spellpoint Remix
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<blockquote data-quote="The Lost Muse" data-source="post: 3586264" data-attributes="member: 18546"><p>Recharge Magic + Spell Points</p><p>Use recharge magic as written, except <ul> <li data-xf-list-type="ul">Gathering mana requires a concentration check (DC 10), and takes the appropriate amount of time to charge a spell slot.<br /> </li> <li data-xf-list-type="ul">Gathering mana is a standard action. Rangers, Paladins and similar classes may gather 1d4 spell points per round. Bards may gather 1d4 spell points per round. Classes with a full 10 level progression may gather 1d6 spell points per round. Spontaneous casters gain a +1 bonus to the amount of mana they may absorb in a single round.<br /> </li> <li data-xf-list-type="ul">For every minute that a character holds a charge, they must make a concentration check DC 10 + number of spell points held. If they fail this check, they discharge 2d6 spell points, and take an equal amount of damage. (Effectively, a character may hold up to their concentration bonus +1 worth of mana without fear of losing it.) <br /> <br /> Exceptions for Spell Points </li> <li data-xf-list-type="ul">0-level spells cost one spell point to cast, but increase the flow of mana into the caster, allowing them to gain one extra spell point 1d4 rounds later.</li> <li data-xf-list-type="ul">Spells without a general duration under recharge magic rules deplete the ambient mana in an area when cast, and prevent a caster from charging any mana in that area for the duration listed.</li> </ul><p>Mialee, at level 20, has a concentration bonus of +27, and can cast up to 9th level spells. Sensing a disturbance in the force, she spends 5 rounds gathering mana, raising her total mana stored to 45 points. She then casts a couple of fireballs, bringing her down to 35 points. Seeing as she’s getting nowhere fast, Mialee casts Time Stop followed by Meteor Swarm and then Expeditious Retreat. Taking her last few apparent rounds, she runs at her maximum speed, and then backing away at her base speed, begins to charge her mana stores once again.</p><p></p><p>__________________</p><p></p><p>So, questions? Comments?</p><p></p><p>I'm thinking about feats and items that will allow a character to safely hold more mana, but I don't want to increase their inherent capacity too much.</p></blockquote><p></p>
[QUOTE="The Lost Muse, post: 3586264, member: 18546"] Recharge Magic + Spell Points Use recharge magic as written, except[list] [*]Gathering mana requires a concentration check (DC 10), and takes the appropriate amount of time to charge a spell slot. [*]Gathering mana is a standard action. Rangers, Paladins and similar classes may gather 1d4 spell points per round. Bards may gather 1d4 spell points per round. Classes with a full 10 level progression may gather 1d6 spell points per round. Spontaneous casters gain a +1 bonus to the amount of mana they may absorb in a single round. [*]For every minute that a character holds a charge, they must make a concentration check DC 10 + number of spell points held. If they fail this check, they discharge 2d6 spell points, and take an equal amount of damage. (Effectively, a character may hold up to their concentration bonus +1 worth of mana without fear of losing it.) Exceptions for Spell Points [*]0-level spells cost one spell point to cast, but increase the flow of mana into the caster, allowing them to gain one extra spell point 1d4 rounds later. [*]Spells without a general duration under recharge magic rules deplete the ambient mana in an area when cast, and prevent a caster from charging any mana in that area for the duration listed. [/list] Mialee, at level 20, has a concentration bonus of +27, and can cast up to 9th level spells. Sensing a disturbance in the force, she spends 5 rounds gathering mana, raising her total mana stored to 45 points. She then casts a couple of fireballs, bringing her down to 35 points. Seeing as she’s getting nowhere fast, Mialee casts Time Stop followed by Meteor Swarm and then Expeditious Retreat. Taking her last few apparent rounds, she runs at her maximum speed, and then backing away at her base speed, begins to charge her mana stores once again. __________________ So, questions? Comments? I'm thinking about feats and items that will allow a character to safely hold more mana, but I don't want to increase their inherent capacity too much. [/QUOTE]
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