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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1130247" data-attributes="member: 14214"><p>Heh - I finally figured out that you did. My bad for not being clear.</p><p></p><p></p><p></p><p>But there is one... The concentration check to 'keep' such spells - though admitted I'm not entirely happy with it. I've been trying to figure out how to allocate mana to such prepped spells as that would automatically limit it...</p><p></p><p></p><p></p><p>While that has considerable merit, I'd prefer to drift closer to the KIS principle - keep it simple. It seems like there's a bit too much math in your example for my mage players. </p><p></p><p>What about just saying that a prepping a spell costs full mana, but 1/2 of that mana doesn't regen until the spell is cast?</p><p></p><p></p><p></p><p>Ah but I also said <strong>A mage can also cast spells of a higher level than normal, but the caster level check DC increases to 25 + spell level, and the mana cost doubles.</strong> back in the description. This rather prohibits low level mages outcasting themselves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p>Absolutely not. Rather, there's a chance they can try to do so, but odds are good that they'll kill themselves too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Nobody ever said playing with magic was 'safe'! At least, not in my world I'm playing in...</p><p></p><p>As for doing it differently, I liked some of your ideas, but see if you don't find that concept a little more limiting to the low level caster trying to outcast themselves than what you might of thought was there. I'd definitely want to keep that part as simple as possible, and if I can't, I'll just remove the ability to outcast oneself.</p><p></p><p>Ex: 1st level mage with CHA+5 and Int+5, Con+1 (touch unreasonable, but for the sake of discussion) has 5 mana points and 5 hitpoints. He has his masters spellbook (remember, he has to have LEARNED the spell, and studied it) and gets into a fight with his party. Out of desperation, he tries to spontaneously cast Teleport to escape. 5th lvl spell (5) times 2 (outcasting oneself) = 10 mana cost. He rolls his caster level check of 25+5 = DC30, and fails (as he would every time, because a first level mage cannot make a DC30 caster level check). He must still expend the mana though, so he burns off his 5 mana pool, then 5 more hitpoints to make up the difference. This reduces him to 0 and he finds himself dying.</p><p></p><p>There are no old and bold mages, there's only young and bold, mages.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1130247, member: 14214"] Heh - I finally figured out that you did. My bad for not being clear. But there is one... The concentration check to 'keep' such spells - though admitted I'm not entirely happy with it. I've been trying to figure out how to allocate mana to such prepped spells as that would automatically limit it... While that has considerable merit, I'd prefer to drift closer to the KIS principle - keep it simple. It seems like there's a bit too much math in your example for my mage players. What about just saying that a prepping a spell costs full mana, but 1/2 of that mana doesn't regen until the spell is cast? Ah but I also said [B]A mage can also cast spells of a higher level than normal, but the caster level check DC increases to 25 + spell level, and the mana cost doubles.[/B] back in the description. This rather prohibits low level mages outcasting themselves :) Absolutely not. Rather, there's a chance they can try to do so, but odds are good that they'll kill themselves too :) Nobody ever said playing with magic was 'safe'! At least, not in my world I'm playing in... As for doing it differently, I liked some of your ideas, but see if you don't find that concept a little more limiting to the low level caster trying to outcast themselves than what you might of thought was there. I'd definitely want to keep that part as simple as possible, and if I can't, I'll just remove the ability to outcast oneself. Ex: 1st level mage with CHA+5 and Int+5, Con+1 (touch unreasonable, but for the sake of discussion) has 5 mana points and 5 hitpoints. He has his masters spellbook (remember, he has to have LEARNED the spell, and studied it) and gets into a fight with his party. Out of desperation, he tries to spontaneously cast Teleport to escape. 5th lvl spell (5) times 2 (outcasting oneself) = 10 mana cost. He rolls his caster level check of 25+5 = DC30, and fails (as he would every time, because a first level mage cannot make a DC30 caster level check). He must still expend the mana though, so he burns off his 5 mana pool, then 5 more hitpoints to make up the difference. This reduces him to 0 and he finds himself dying. There are no old and bold mages, there's only young and bold, mages. :) [/QUOTE]
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