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Spellscasters without spell slots...
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<blockquote data-quote="Dannyalcatraz" data-source="post: 1612192" data-attributes="member: 19675"><p>I don't know the UA variant, but here's one I've used from a different system-so what follows is slightly modified and is only a bare bones suggestion of the original.</p><p></p><p>Each mage has a certain base number of spell points per level of experience. A spell of a given level costs a certain amount of spell points to cast, dependent upon level.</p><p></p><p>Casting a spell requires a Spellcraft check. A successful check means the spell goes off at the regular cost- succeeding with a natural 20 (a crit) halves the spell point cost. Failure still costs the spellcaster the spell points, but failure by rolling a one means that the spell fails AND doubles the spell point cost.</p><p></p><p>The spellcaster's spell point pool recharges after 24 hours, but requires a spellcraft check. A critical success doubles the pool (from base points) for the next day, and a critical failure halves the pool for the next day.</p><p></p><p>Certain items can be used to supply spell points, and may either be rechargeable or single use.</p><p></p><p>Places of power (Temples, Ley Lines, Intradimensional Portals, etc.) may be used to supply spell points to an attuned caster. Attunement requires a spellcheck roll, and the result is either permanenent attunement or being permanently cut off from that source. The DC depends upon how powerful the place is- the more powerful, the higher the DC. Alignment also imposes a penalty.</p><p></p><p>Certain feats would allow the spellcaster to recharge before the day is over- The Defiling Feat would allow the the spellcaster to absorb spell points from the surrounding land at the cost of destroying it, 1d4 spell points/10' land defiled. The Mana Vampire Feat would allow the spellcaster to absorb spell points from a living being while damaging it at 1d4HP/spell point.</p><p></p><p>Just a suggestion!</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 1612192, member: 19675"] I don't know the UA variant, but here's one I've used from a different system-so what follows is slightly modified and is only a bare bones suggestion of the original. Each mage has a certain base number of spell points per level of experience. A spell of a given level costs a certain amount of spell points to cast, dependent upon level. Casting a spell requires a Spellcraft check. A successful check means the spell goes off at the regular cost- succeeding with a natural 20 (a crit) halves the spell point cost. Failure still costs the spellcaster the spell points, but failure by rolling a one means that the spell fails AND doubles the spell point cost. The spellcaster's spell point pool recharges after 24 hours, but requires a spellcraft check. A critical success doubles the pool (from base points) for the next day, and a critical failure halves the pool for the next day. Certain items can be used to supply spell points, and may either be rechargeable or single use. Places of power (Temples, Ley Lines, Intradimensional Portals, etc.) may be used to supply spell points to an attuned caster. Attunement requires a spellcheck roll, and the result is either permanenent attunement or being permanently cut off from that source. The DC depends upon how powerful the place is- the more powerful, the higher the DC. Alignment also imposes a penalty. Certain feats would allow the spellcaster to recharge before the day is over- The Defiling Feat would allow the the spellcaster to absorb spell points from the surrounding land at the cost of destroying it, 1d4 spell points/10' land defiled. The Mana Vampire Feat would allow the spellcaster to absorb spell points from a living being while damaging it at 1d4HP/spell point. Just a suggestion! [/QUOTE]
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