thullgrim
Hero
Magic
These changes supersede the rules in the PHB regarding the use and practice of magic. They are very different. Magic is made more flexible for the practitioner but also more problematic as a skill roll is now required to cast spells.
Basic Premises:
* Magic is now mana driven rather than the ¡¥Vancian¡¦ fire and forget method presented in the PHB
* Casting a Spell required both the expenditure of Mana points as well as a skill roll based on the difficulty of the spell to cast.
* A spell book must still be kept, and an arcane spell caster must still spend time studying but not the 8 hours of rest. Mana is regained over time based on the character¡¦s activity level.
* The Maximum Spell Level restrictions have been lifted, so long as you have the mana, and make the skill check, and know the spell you can cast it. Meaning, if my 1st level wizard has a 2nd level spell in his book, he can cast it.
Mana Progression:
A beginning character a number of mana points equal to his spellcasting statistic modifier plus his constitution modifier. So:
Mage: 2(Int) + 2d4 = Mana
Cleric: 2(Wis) + 2d4 = Mana
Bard: 2(Cha) + 2d4 = Mana
Ranger: 2(Wis) + 1d4 = Mana (from the point at which spells are cast)
Paladin: 2(Wis) + 1d4 = Mana (from the point at which spells are cast)
Druid: 2(Wis) + 2d4 = Mana
In addition each full spellcasting character receives 2d4 mana points per level, while paladins and rangers receive 1d4 mana points per level.
Regaining Mana:
Mana will be regained at the following rates based on activity level, the character¡¦s constitution, and spellcasting level.
Sleep: 10 per hour
Light Activity: 5 per hour
Heavy Activity: 2 per hour
Sleep: Its obvious your asleep
Light Activity: Meditating, reading, light physical activity such as walking
Heavy Activity: Riding a horse, fighting, spellcasting, research, etc.
Spell Casting Check
A spell-casting check is made every time a spell is cast. This represents the wielders ability to control the magic. A spell-casting check is the same as any skill roll, it consists of:
Stat Bonus + Skill Bonus + Other Bonuses + D20 VS. DC
The appropriate skills are based on the class of the spell caster and are listed below:
Mages „³ Spellcraft
Clerics „³ Knowledge: Religion
Druids „³ Wilderness Lore
Rangers „³ Wilderness Lore
Paladins „³ Knowledge: Religion
Bards „³ Perform
These skills are used whenever a spell is cast. The base difficulty check value is based on the level of the spell, as modified by any meta-magic feats. These are listed below:
Spell Level DC
0 8
1 10
2 13
3 16
4 19
5 22
6 25
7 28
8 31
9 34
Note that higher than ninth level spells are possible but are currently unknown, and it is possible to meta-magic a ninth level spell, just add +3 to the DC for each spell level of increase the feat requires.
If a spell-casting check is failed, then a Channeling Check is made. This consists of a Fortitude save vs. a DC of 10 + mana used. Failing a Channeling Check, the spell-caster takes ability damage equal to the level of the spell (the effective level for meta-magiced spells). This damage is dealt to the characters Constitution. Lesser Restoration will not heal this ability damage, though normal time, Restoration, Limited Wish, and Wish will. The damaged is caused by the spells energy being internalized.
Mana to Cast Spells:
Each spell requires an amount of mana to cast based upon its effective spell level. Effective spell level is equal to the level of the spell plus any modifiers from meta-magic feats.
Spell Level Mana
0 2
1 4
2 7
3 11
4 16
5 22
6 29
7 37
8 45
9 54
Note that higher than ninth level spells are possible but are currently unknown, and it is possible to meta-magic a ninth level spell, just add the new level to the previous levels totals, for instance a tenth level spell would cost 64 spell points, an 11th level spell would cost 75.
Ultimately this spell progression limits spellcasters at the higher end while making them more versatile at the lower end. This progression is also subject to change should play-testing reveal it to be to limiting.
Meta-Magic Feats:
Apply spell level penalties as described in the feat description and figure DC and Mana requirements as normal.
Overcasting:
Any spell-caster can cast any spell he or she knows, regardless of level, so long as she has the mana points to power it, makes the spell-casting check, and has the spell in his or her spellbook. Divine casters may attempt to cast any spell on their spell lists, so long as the have the mana points to power it and make the spell-casting check.
Learning Spells:
At first level Mages have a number of spells already inscribed into their spellbooks. These include all 0 level spells, as well as Identify and 4 spells of their choice taken from the 1st level spell lists. Every additional level thereafter a character receives 2 more spells of their choice, none of which can be more than 1 level higher than any spell currently in their spellbook. These spells represent a mages natural research and learning. More spells can be added to a mages spellbook by finding them in other mage¡¦s books, on scrolls, or being taught them by another mage. The procedures for doing this are laid out in the PHB page 155. Once learned a new spell may be placed into the mage¡¦s personal spellbook and cast as normal.
Storing Mana:
Gems may be used to store mana points. In order to do so a proper receptacle must be prepared, this is treated as creating a magic item and requires the Store Mana feat. The amount of mana which can be stored in any given gem is based on the quality of the gem as represented by its value. For every 10gp in value the gem may be used to store 1 mana point. So a 100gp gem could store 10 mana points.
Store Mana [Meta-Magic]
You may use gems to store mana points.
Prerequisites: Ability to cast arcane spells, any other meta-magic feat
Benefit: You may use gems to store mana, as described in the Storing Mana section of this document. Once mana is stored in a gem it may be retrieved at will by any arcane caster. Once a gem has been used to store mana it becomes worthless. The process takes 2 hours per point stored, if the process is not completed in one sitting a successful Concentration check must be made (DC 25), to restart the process.
Spell Adders:
Spell Adders are magic items which allow a spellcaster to cast a spell of any level without expending any mana. The spell cast must be known to the caster and the spellcasting check must still be made. A spell adder is rated in +¡¦s. A +1 spell adder allows for one spell in a 24 hour period to be cast without the use of mana. The spell may be of any level. A +2 spell adder allows 2 spells to be cast in a 24 hour period without using mana. The most powerful spell adders are rated as +5.
Clerics and Domain Spells:
Clerics will receive an additional number of mana points based on their domain spells. The number of mana points received is equivalent to number of points required to cast the Domain spell. The number of bonus points, and when they are attained is listed below.
Level Mana
1 4
3 7
5 11
7 16
9 22
11 29
13 37
15 45
17 54
These changes supersede the rules in the PHB regarding the use and practice of magic. They are very different. Magic is made more flexible for the practitioner but also more problematic as a skill roll is now required to cast spells.
Basic Premises:
* Magic is now mana driven rather than the ¡¥Vancian¡¦ fire and forget method presented in the PHB
* Casting a Spell required both the expenditure of Mana points as well as a skill roll based on the difficulty of the spell to cast.
* A spell book must still be kept, and an arcane spell caster must still spend time studying but not the 8 hours of rest. Mana is regained over time based on the character¡¦s activity level.
* The Maximum Spell Level restrictions have been lifted, so long as you have the mana, and make the skill check, and know the spell you can cast it. Meaning, if my 1st level wizard has a 2nd level spell in his book, he can cast it.
Mana Progression:
A beginning character a number of mana points equal to his spellcasting statistic modifier plus his constitution modifier. So:
Mage: 2(Int) + 2d4 = Mana
Cleric: 2(Wis) + 2d4 = Mana
Bard: 2(Cha) + 2d4 = Mana
Ranger: 2(Wis) + 1d4 = Mana (from the point at which spells are cast)
Paladin: 2(Wis) + 1d4 = Mana (from the point at which spells are cast)
Druid: 2(Wis) + 2d4 = Mana
In addition each full spellcasting character receives 2d4 mana points per level, while paladins and rangers receive 1d4 mana points per level.
Regaining Mana:
Mana will be regained at the following rates based on activity level, the character¡¦s constitution, and spellcasting level.
Sleep: 10 per hour
Light Activity: 5 per hour
Heavy Activity: 2 per hour
Sleep: Its obvious your asleep
Light Activity: Meditating, reading, light physical activity such as walking
Heavy Activity: Riding a horse, fighting, spellcasting, research, etc.
Spell Casting Check
A spell-casting check is made every time a spell is cast. This represents the wielders ability to control the magic. A spell-casting check is the same as any skill roll, it consists of:
Stat Bonus + Skill Bonus + Other Bonuses + D20 VS. DC
The appropriate skills are based on the class of the spell caster and are listed below:
Mages „³ Spellcraft
Clerics „³ Knowledge: Religion
Druids „³ Wilderness Lore
Rangers „³ Wilderness Lore
Paladins „³ Knowledge: Religion
Bards „³ Perform
These skills are used whenever a spell is cast. The base difficulty check value is based on the level of the spell, as modified by any meta-magic feats. These are listed below:
Spell Level DC
0 8
1 10
2 13
3 16
4 19
5 22
6 25
7 28
8 31
9 34
Note that higher than ninth level spells are possible but are currently unknown, and it is possible to meta-magic a ninth level spell, just add +3 to the DC for each spell level of increase the feat requires.
If a spell-casting check is failed, then a Channeling Check is made. This consists of a Fortitude save vs. a DC of 10 + mana used. Failing a Channeling Check, the spell-caster takes ability damage equal to the level of the spell (the effective level for meta-magiced spells). This damage is dealt to the characters Constitution. Lesser Restoration will not heal this ability damage, though normal time, Restoration, Limited Wish, and Wish will. The damaged is caused by the spells energy being internalized.
Mana to Cast Spells:
Each spell requires an amount of mana to cast based upon its effective spell level. Effective spell level is equal to the level of the spell plus any modifiers from meta-magic feats.
Spell Level Mana
0 2
1 4
2 7
3 11
4 16
5 22
6 29
7 37
8 45
9 54
Note that higher than ninth level spells are possible but are currently unknown, and it is possible to meta-magic a ninth level spell, just add the new level to the previous levels totals, for instance a tenth level spell would cost 64 spell points, an 11th level spell would cost 75.
Ultimately this spell progression limits spellcasters at the higher end while making them more versatile at the lower end. This progression is also subject to change should play-testing reveal it to be to limiting.
Meta-Magic Feats:
Apply spell level penalties as described in the feat description and figure DC and Mana requirements as normal.
Overcasting:
Any spell-caster can cast any spell he or she knows, regardless of level, so long as she has the mana points to power it, makes the spell-casting check, and has the spell in his or her spellbook. Divine casters may attempt to cast any spell on their spell lists, so long as the have the mana points to power it and make the spell-casting check.
Learning Spells:
At first level Mages have a number of spells already inscribed into their spellbooks. These include all 0 level spells, as well as Identify and 4 spells of their choice taken from the 1st level spell lists. Every additional level thereafter a character receives 2 more spells of their choice, none of which can be more than 1 level higher than any spell currently in their spellbook. These spells represent a mages natural research and learning. More spells can be added to a mages spellbook by finding them in other mage¡¦s books, on scrolls, or being taught them by another mage. The procedures for doing this are laid out in the PHB page 155. Once learned a new spell may be placed into the mage¡¦s personal spellbook and cast as normal.
Storing Mana:
Gems may be used to store mana points. In order to do so a proper receptacle must be prepared, this is treated as creating a magic item and requires the Store Mana feat. The amount of mana which can be stored in any given gem is based on the quality of the gem as represented by its value. For every 10gp in value the gem may be used to store 1 mana point. So a 100gp gem could store 10 mana points.
Store Mana [Meta-Magic]
You may use gems to store mana points.
Prerequisites: Ability to cast arcane spells, any other meta-magic feat
Benefit: You may use gems to store mana, as described in the Storing Mana section of this document. Once mana is stored in a gem it may be retrieved at will by any arcane caster. Once a gem has been used to store mana it becomes worthless. The process takes 2 hours per point stored, if the process is not completed in one sitting a successful Concentration check must be made (DC 25), to restart the process.
Spell Adders:
Spell Adders are magic items which allow a spellcaster to cast a spell of any level without expending any mana. The spell cast must be known to the caster and the spellcasting check must still be made. A spell adder is rated in +¡¦s. A +1 spell adder allows for one spell in a 24 hour period to be cast without the use of mana. The spell may be of any level. A +2 spell adder allows 2 spells to be cast in a 24 hour period without using mana. The most powerful spell adders are rated as +5.
Clerics and Domain Spells:
Clerics will receive an additional number of mana points based on their domain spells. The number of mana points received is equivalent to number of points required to cast the Domain spell. The number of bonus points, and when they are attained is listed below.
Level Mana
1 4
3 7
5 11
7 16
9 22
11 29
13 37
15 45
17 54