Melayl
2010-02-03, 03:40 PM
New Mana-based Magic System for 3.5
I'm not a fan of Vancian casting. I created this to try to mimic the casting in various novels I like.
Part 1: Base spell-level cost conversion
Much of this is a conversion based on the XPH, which is a simple, effective, and balanced system. I’m going to try to keep this system as good.
Few changes will be needed for any of the spells. Any needed changes should just fall under how they scale. The system should be easily adaptable to any new spells.
We start by taking from the XPH the PP Cost/level:
{table=header]
Level:|
Cost:
0|
0/1
1|
1
2|
3
3|
5
4|
7
5|
9
6|
11
7|
13
8|
15
9|
17[/table]
We multiply by 4 (you'll see why later) to convert to mana points (MP) to get:
{table=header]
Level:|
Cost:
0|
1
1|
4
2|
12
3|
20
4|
28
5|
36
6|
44
7|
52
8|
60
9|
68[/table]
Thus, a 1st level spell would cost 4 MP, etc.
Spells no longer automatically scale. Scaling cost (per extra level of power) is:
{table=header]
Level:|
Cost:
0|
N/A
1|
1
2|
3
3|
5
4|
7
5|
9
6|
11
7|
13
8|
15
9|
17[/table]
By this, a wiz/sorc casting Magic Missile (a 1st level spell) at 1st level would spend 4 MP. Cast at 9th level, fully scaled, he would spend 8 MP (base cost of 4 MP +1 for each of the scaled levels – 3, 5, 7, 9).
Casting Fireball (a 3rd level spell), at 5th level (minimum required caster level) would cost 20 MP (for 5d6 hpd). Cast at 10th level, fully scaled, it would cost 45 MP (base cost of 20 MP +5 for each scaled level – 6, 7, 8, 9, 10) for the same wiz/sorc.
How this works with the Cure Spells is a little more difficult. We either have to allow automatic scaling (since it adds only +1 or 2/level up to a certain maximum), make them spend +1/extra scaled hp (or more, depending upon the level of the Cure spell), or change the Cure spells to add extra die (d4?) rather than just extra hp and scale accordingly. My inclination would be to add extra die (d4 per d8 of the spell), but it might make the higher-level Cure spells seem redundant (unless you just add the extra base amount healed to each spell for scaling – potentially making them much more powerful). Do whatever feels right for your group.
Shield of Faith (cleric 1) would cost 4 MP at 1st level for a +2 bonus. Cast at 18th level (max scaled), it would cost 7 MP (base cost 4 MP +1/scaled level).
Not being completely familiar with all the spells, there may be others requiring slight modification (like the Cure spells did). I’d appreciate hearing how your group chooses to modify them.
Metamagic feats simply change the spell’s cost to that of the appropriate level. For example, Empower Spell used on the above Fireball would make the Fireball’s cost that of a 5th level, rather than a 3rd level spell (including scaling costs). In theory, this could make the cost of the spell exceed that of a 9th level spell (if allowed in your game). Simply add 8 to the cost of the spell and 4 to the scaling cost for each level beyond 9.
Why 4 Mana Points (MP) instead of 1? Multiple reasons. First, scaling costs seemed more reasonable to me at ¼ of the spell’s cost than the psionic equivalent. Second, it makes my changes to Specialists seem better. Third, I wanted to.
Of course, to implement these changes, we need to change the base classes a bit.
Part 2: Base spellcasting classes
Basically, I calculated the MP/level for each class by converting total spells/day for each level into MP by the MP cost/level table (pain-in-the-neck math).
I would recommend that all spellcasters become spontaneous spellcasters. Many of my changes will reflect this opinion. All spellcasters must rest for 8 hours to fully recharge their mana. You may choose to allow your spellcasters to regain a portion of their total mana if the rest for a portion of 8 hours. All spellcasters must have a primary stat score of 10 + a spell’s level to cast that spell (just like before).
Wizard/Sorcerer (Mage)
Wizard and Sorcerer are really no longer two separate classes. They are the same class of arcane casters, merely differentiated by which stat they use. Wizards use their INT to determine bonus mana, spells known, DC, etc. Sorcerers use CHA. You can keep all that nonsense about draconic heritage for the sorcerer if you really want to…
Bonus mana is equal to Stat mod times twice their level.
A caster gains access to a number of 0-level spells equal to ½ their Stat mod per level (minimum 1/level).
Maximum number of spells known is equal to their Stat mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. (I’d probably do this for psions, too.) See the table below for maximum spell level known. I’ve included a list of the converted cost for Psions for comparison.
Mages must still be taught their spells, or learn them from books or scrolls, or create them themselves.
My suggestion would be that spells requiring more than 30 minutes of casting time, and all symbols, glyphs, and other such inscribed spells be designated as “book” spells. These spells are so intricate or complicated that they require a “spellbook” as a guide – they cannot be cast without being read from a book, and as such do not count against the maximum number of spells known (you must still pay the MP cost, however). If on a magic scroll, they still take the full casting time, but require no MP expenditure (the scroll is destroyed in the process, of course).
Specialists: A mage may specialize in one school of magic. All spells cast from this school cost ¾ the normal amount of mana (some rounding up may be required for scaled spells). They still pick 2 prohibited schools (1 with Divination). Your DM may give you the option to cast spells from one of these schools at double (or more) the normal mana cost.
Familiars: A mage now has another good reason to gain a familiar: extra mana. A familiar grants a mage extra mana equal to the mage’s Stat mod per level. If the familiar is killed, the mage immediately loses mana equal to the amount the familiar granted him, in addition to the other penalties associated with familiar death.
{table=header]
Level|
Wizard/Sorcerer MP Per Level|
Wizard/Sorcerer Max Spell Level Known|
Psion book and (converted cost)
1|
17|
1st|
2(8)
2|
22|
1st|
6(24)
3|
26|
2nd|
11(44)
4|
66|
2nd|
17(68)
5|
78|
3rd|
25(100)
6|
150|
3rd|
35(140)
7|
162|
4th|
46(184)
8|
286|
4th|
58(232)
9|
334|
5th|
72(288)
10|
470|
5th|
88(352)
11|
534|
6th|
106(424)
12|
702|
6th|
126(504)
13|
782|
7th|
147(588)
14|
982|
7th|
170(680)
15|
1078|
8th|
195(780)
16|
1310|
8th|
221(884)
17|
1422|
9th|
250(1000)
18|
1686|
9th|
280(1120)
19|
1814|
9th|
311(1244)
20|
1950|
9th|
343(1372)[/table]
As we can see, the Mage gets quite a bit more casting power than the Psion. We may have to edit that down a bit. Maybe even just copy/paste the Psion amount.
Cleric
Clerics still use their WIS to determine all of the important aspects of their spells. Bonus mana is equal to WIS mod times twice their level.
A cleric has access to a number of 0-level spells equal to ½ of their WIS mod per level (min 1/level).
Maximum number of spells known is equal to their Stat mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. See the table below for maximum spell level known. (I’d probably do this for psions, too.)
Clerics know 1 Domain spell per Domain per Spell level. Domain spells may only be cast with Domain MP. Domain MP can only be used to cast Domain spells.
Clerics lean their spells directly from their deity, but may also learn them from other clerics or from books or scrolls. Change this as you see fit for your campaign.
{table=header]
Level|
Cleric MP Per Level|
Maximum Spell Level Known|
Domain MP Per Level
1|
7|
1st|
4
2|
12|
1st|
4
3|
24|
2nd|
16
4|
41|
2nd|
16
5|
61|
3rd|
36
6|
73|
3rd|
36
7|
126|
4th|
64
8|
174|
4th|
64
9|
222|
5th|
100
10|
286|
5th|
100
11|
356 |
6th|
144
12|
434|
6th|
144
13|
526|
7th|
196
14|
622|
7th|
196
15|
738|
8th|
256
16|
850|
8th|
256
17|
990|
9th|
324
18|
1118|
9th|
324
19|
1274|
9th|
324
20|
1402|
9th|
324[/table]
Druid
Druids still use their WIS to determine all of the important aspects of their spells. Bonus mana is equal to WIS mod times twice their level.
A druid has access to a number of 0-level spells equal to ½ of their WIS mod per level (min 1/level).
Maximum number of spells known is equal to their Stat mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. See the table below for maximum spell level known. (I’d probably do this for psions, too.)
{table=header]
Level|
Druid MP Per Level|
Maximum Spell Level Known
1|
7|
1st
2|
12|
1st
3|
24|
2nd
4|
41|
2nd
5|
61|
3rd
6|
73|
3rd
7|
126|
4th
8|
174|
4th
9|
222|
5th
10|
286|
5th
11|
356 |
6th
12|
434|
6th
13|
526|
7th
14|
622|
7th
15|
738|
8th
16|
850|
8th
17|
990|
9th
18|
1118|
9th
19|
1274|
9th
20|
1402|
9th[/table]
Bard
Bards still use their CHA to determine all of the important aspects of their spells. Bonus mana is equal to CHA mod times twice their level.
Bards begin knowing a number of 0-level spells equal to their CHA mod (minimum 1). They gain 1 every 4 levels thereafter.
Maximum number of spells known is equal to their ½ their CHA mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. See the table below for maximum spell level known.
{table=header]
Level|
Bard MP Per Level|
Maximum Spell Level Known
1|
2|
0st
2|
3|
1st
3|
7|
1st
4|
11|
2nd
5|
27|
2nd
6|
39|
2nd
7|
39|
3rd
8|
71|
3rd
9|
91|
3rd
10|
91|
4th
11|
139|
4th
12|
167|
4th
13|
167|
5th
14|
232|
5th
15|
272|
5th
16|
284|
6th
17|
348|
6th
18|
420|
6th
19|
500|
6th
20|
544|
6th[/table]
Paladin/Ranger
Both use WIS as their primary stat. “0” in the chart below means that they may cast and learn spells starting at that level only if they have bonus mana available at that level. Bonus mana is equal to WIS mod times twice their level. Maximum number of spells known is equal to ½ WIS mod times level (min 1/lev).
{table=header]
Level|
Paladin/Ranger MP Per Level|
Maximum Spell Level Known
1|
--|
--
2|
--|
--
3|
--|
--
4|
0|
1st
5|
0|
1st
6|
4|
1st
7|
4|
1st
8|
4|
2nd
9|
4|
2nd
10|
16|
2nd
11|
16|
3rd
12|
36|
3rd
13|
36|
3rd
14|
40|
4th
15|
68|
4th
16|
80|
4th
17|
100|
4th
18|
104|
4th
19|
164|
4th
20|
192|
4th[/table]
Part 3: Extra Options
The following are some optional rules I’ve come up with. Use them if you like them, ignore them if you don’t. It is likely that they will make spellcasters somewhat more powerful (which I know many do not like).
Lines and Nodes
Life generates magical energy (mana). This energy flows out of every living thing and, like water, eventually gathers into streams and rivers. These are called Lines. These Lines eventually cross each other at certain points. These points are known as Nodes. Lines and Nodes occur everywhere, but they are more likely to be found in places with an abundant amount of living creatures
Lines and Nodes are potent, but dangerous, sources of magical power. A caster who has reached a sufficient level of power may learn to tap these powerful resources, at certain risk to himself. See the corresponding feats.
Tap Line [metamagic]
Prereq: ability to cast 7th level spells
For a cost of 50 mana (or 2 points of ability damage to both CON and appropriate casting Stat if out of mana) per Line per attempt, a caster may attempt to Tap a Line to gain mana. Tapping requires a successful d20 check against a DC of 30 (add caster level and Stat mod to roll -- cannot “take 10”). Success means the Line is Tapped, failure by less than 5 means you failed. Failure by 5-8 means you may not attempt to Tap that Line again until you have gained a level. Failure by >8 means you were “Burned” by the Line, and suffer 1d6 damage. The DC increases by 5 per additional Line attempted.
Benefit: If you have successfully Tapped a Line, you gain mana equal to your Stat mod per round per Tapped Line, up to your maximum mana amount. You may remain Tapped for 1 min/level. You may Tap 1 Line per Stat mod (mage with 17 INT may Tap up to 3 lines).
Special: If you are Tapped and take damage, you must make a successful Concentration check vs DC 30+hpd taken+5 per extra Line. Success means you are fine and remain Tapped. Failure by <10 means you suffer 1d10 hpd per Line and lose a corresponding amount of mana, but remain Tapped. Failure by 10 or more means you suffer 4d4 hpd per Line, lose a corresponding amount of mana, lose access to the Line(s) and may not Tap again for 2 hours per Line.
Tap Node [metamagic]
Prereq: ability to cast 9th level spells
For a cost of 75 mana (or 3 points of ability damage to both CON and appropriate casting Stat if out of mana) per Node per attempt, a caster may attempt to Tap a Node do gain mana. Tapping requires a successful d20 check against a DC of 40 (add caster level and Stat mod to roll – cannot “take 10”). Success means the Node is Tapped, failure by less than 5 means you failed. Failure by 5-8 means you may not attempt to Tap that Node again until you have gained a level. Failure by >8 means you were “Burned” by the Node, and suffer1d6 damage per Line in the Node. The DC increases by 10 per additional Node or Line attempted.
Benefit: If you have successfully Tapped a Node, you gain mana equal to 1½ times your Stat mod per round per Line of the node, up to your maximum mana amount. You may remain Tapped for 1 min/level. You may Tap a Node containing Lines equal to 1+1 per Stat mod (mage with 17 INT may Tap a node with up to 4 lines).
Special: If you are Tapped and take damage, you must make a successful Concentration check vs DC 40+hpd taken+5 per extra Line in the Node. Success means you are fine and remain Tapped. Failure by <10 means you suffer 1d12 hpd per Line in the Node and lose a corresponding amount of mana, but remain Tapped. Failure by 10 or more means you suffer 4d6 hpd per Line in the Node, lose a corresponding amount of mana, lose access to the Node and may not Tap again for 2 hours per Line in the Node, and may not cast any spells for 1 hour per Line in the Node.
Frequency of Lines and Nodes:
You may use this table to determine the frequency of Lines and Nodes in your campaign, or make up your own.
{table=header]
Environment / Area|[Number of Lines[/center]|
Chance of Node
Arctic|
1d4|
5% chance/Line >1
Desert|
1d4|
5% chance/Line >1
Forest|
1d12|
10% chance per Line <br> (minimum 2 Lines)
Jungle|
2d8|
10% chance per Line <br> (minimum 2 Lines)
Mountain|
1d6|
7% chance per Line <br> (minimum 2 Lines)
Plains/cultivated|
1d10|
10% chance per Line <br> (minimum 2 Lines)
Marsh/Swamp|
1d10|
10% chance per Line <br> (minimum 2 Lines)
”Urban”|
1d4/1000 populace|
7% chance per Line <br> (minimum 2 Lines) [/table]
Wells
While Lines and Nodes are like raging rapids of boiling water, a Mana Well is like a deep, calm pool of cool water. Any caster with the appropriate feat can create one of these pools.
Mana Well [metamagic]
Prereq: Ability to cast 7th level spells
For a one-time cost of 1000 mana and 1 month of time, you may attempt to create a permanent mana receptacle, which you may later fill and use without risk. This receptacle must be a large, heavy, immovable object, >80 cubic feet (2x2x20) in size. 75% of this must be in contact with or buried in the ground at all times. The Well is destroyed and all mana lost if the well is moved >5 feet in any direction. A well may hold maximum mana equal to twice the creator’s maximum mana at the time of creation. The mana stored in a Well is accessible to the creator and any other spellcaster within 10 feet (per individual caster level) of the Well. The creator may “lock” access to the Well by spending an additional 500 mana and 1 additional week of time at the creation of the well. Spending 12 mana and 5 minutes of time may grant or deny access to any one individual the creator chooses. Any number of people may be granted access to a Well.
To be useful, the Well must be filled from a caster’s personal reserves. Transfer rate is 4 mana per minute, filled by any caster with access to the Well.
A caster with access can withdraw mana equal to their Stat mod times their level per round as a standard action.
Having more than 1 Well within 1 mile of each other will cause each of them to destabilize, leaking mana at a rate of 12 mp per minute. There is also a 5% chance per day (non-cumulative) of each Well failing completely and permanently.
Bloodpower
All life creates magical energy, or mana. However, not all living creatures can use the mana they create. Some have learned how to wrest this mana from those who own it.
Bloodpower Ritual [metamagic]
Prereq: ability to cast 1st level spells, any Evil
Benefit: For a cost of 2 mana per use, you may, through ritual torture involving slashing and/or piercing tools, gain power from others. This ritual must last for ½ hour per level or Hit Die of the victim. At the end of the ritual, you gain mana equal to 1 per CON per level or Hit Die of the victim. This may temporarily exceed your maximum mana amount by ½. Excess fades after hour equal to Stat mod times 2. As an example, a 5th level Fighter with a CON of 15 would, after 2 ½ hours of ritual, give you 75 mana.
Spellcasters grant even more mana, giving an additional amount equal to their maximum mana. Creatures with spell-like abilities also grant extra mana. This mana is equal to the level cost of the ability times the number of uses of the ability. Psi-like abilities are the same, except that you multiply the psi-like ability amount by 4. All of these extra amounts are cumulative.
I'm not a fan of Vancian casting. I created this to try to mimic the casting in various novels I like.
Part 1: Base spell-level cost conversion
Much of this is a conversion based on the XPH, which is a simple, effective, and balanced system. I’m going to try to keep this system as good.
Few changes will be needed for any of the spells. Any needed changes should just fall under how they scale. The system should be easily adaptable to any new spells.
We start by taking from the XPH the PP Cost/level:
{table=header]
Level:|
Cost:
0|
0/1
1|
1
2|
3
3|
5
4|
7
5|
9
6|
11
7|
13
8|
15
9|
17[/table]
We multiply by 4 (you'll see why later) to convert to mana points (MP) to get:
{table=header]
Level:|
Cost:
0|
1
1|
4
2|
12
3|
20
4|
28
5|
36
6|
44
7|
52
8|
60
9|
68[/table]
Thus, a 1st level spell would cost 4 MP, etc.
Spells no longer automatically scale. Scaling cost (per extra level of power) is:
{table=header]
Level:|
Cost:
0|
N/A
1|
1
2|
3
3|
5
4|
7
5|
9
6|
11
7|
13
8|
15
9|
17[/table]
By this, a wiz/sorc casting Magic Missile (a 1st level spell) at 1st level would spend 4 MP. Cast at 9th level, fully scaled, he would spend 8 MP (base cost of 4 MP +1 for each of the scaled levels – 3, 5, 7, 9).
Casting Fireball (a 3rd level spell), at 5th level (minimum required caster level) would cost 20 MP (for 5d6 hpd). Cast at 10th level, fully scaled, it would cost 45 MP (base cost of 20 MP +5 for each scaled level – 6, 7, 8, 9, 10) for the same wiz/sorc.
How this works with the Cure Spells is a little more difficult. We either have to allow automatic scaling (since it adds only +1 or 2/level up to a certain maximum), make them spend +1/extra scaled hp (or more, depending upon the level of the Cure spell), or change the Cure spells to add extra die (d4?) rather than just extra hp and scale accordingly. My inclination would be to add extra die (d4 per d8 of the spell), but it might make the higher-level Cure spells seem redundant (unless you just add the extra base amount healed to each spell for scaling – potentially making them much more powerful). Do whatever feels right for your group.
Shield of Faith (cleric 1) would cost 4 MP at 1st level for a +2 bonus. Cast at 18th level (max scaled), it would cost 7 MP (base cost 4 MP +1/scaled level).
Not being completely familiar with all the spells, there may be others requiring slight modification (like the Cure spells did). I’d appreciate hearing how your group chooses to modify them.
Metamagic feats simply change the spell’s cost to that of the appropriate level. For example, Empower Spell used on the above Fireball would make the Fireball’s cost that of a 5th level, rather than a 3rd level spell (including scaling costs). In theory, this could make the cost of the spell exceed that of a 9th level spell (if allowed in your game). Simply add 8 to the cost of the spell and 4 to the scaling cost for each level beyond 9.
Why 4 Mana Points (MP) instead of 1? Multiple reasons. First, scaling costs seemed more reasonable to me at ¼ of the spell’s cost than the psionic equivalent. Second, it makes my changes to Specialists seem better. Third, I wanted to.
Of course, to implement these changes, we need to change the base classes a bit.
Part 2: Base spellcasting classes
Basically, I calculated the MP/level for each class by converting total spells/day for each level into MP by the MP cost/level table (pain-in-the-neck math).
I would recommend that all spellcasters become spontaneous spellcasters. Many of my changes will reflect this opinion. All spellcasters must rest for 8 hours to fully recharge their mana. You may choose to allow your spellcasters to regain a portion of their total mana if the rest for a portion of 8 hours. All spellcasters must have a primary stat score of 10 + a spell’s level to cast that spell (just like before).
Wizard/Sorcerer (Mage)
Wizard and Sorcerer are really no longer two separate classes. They are the same class of arcane casters, merely differentiated by which stat they use. Wizards use their INT to determine bonus mana, spells known, DC, etc. Sorcerers use CHA. You can keep all that nonsense about draconic heritage for the sorcerer if you really want to…
Bonus mana is equal to Stat mod times twice their level.
A caster gains access to a number of 0-level spells equal to ½ their Stat mod per level (minimum 1/level).
Maximum number of spells known is equal to their Stat mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. (I’d probably do this for psions, too.) See the table below for maximum spell level known. I’ve included a list of the converted cost for Psions for comparison.
Mages must still be taught their spells, or learn them from books or scrolls, or create them themselves.
My suggestion would be that spells requiring more than 30 minutes of casting time, and all symbols, glyphs, and other such inscribed spells be designated as “book” spells. These spells are so intricate or complicated that they require a “spellbook” as a guide – they cannot be cast without being read from a book, and as such do not count against the maximum number of spells known (you must still pay the MP cost, however). If on a magic scroll, they still take the full casting time, but require no MP expenditure (the scroll is destroyed in the process, of course).
Specialists: A mage may specialize in one school of magic. All spells cast from this school cost ¾ the normal amount of mana (some rounding up may be required for scaled spells). They still pick 2 prohibited schools (1 with Divination). Your DM may give you the option to cast spells from one of these schools at double (or more) the normal mana cost.
Familiars: A mage now has another good reason to gain a familiar: extra mana. A familiar grants a mage extra mana equal to the mage’s Stat mod per level. If the familiar is killed, the mage immediately loses mana equal to the amount the familiar granted him, in addition to the other penalties associated with familiar death.
{table=header]
Level|
Wizard/Sorcerer MP Per Level|
Wizard/Sorcerer Max Spell Level Known|
Psion book and (converted cost)
1|
17|
1st|
2(8)
2|
22|
1st|
6(24)
3|
26|
2nd|
11(44)
4|
66|
2nd|
17(68)
5|
78|
3rd|
25(100)
6|
150|
3rd|
35(140)
7|
162|
4th|
46(184)
8|
286|
4th|
58(232)
9|
334|
5th|
72(288)
10|
470|
5th|
88(352)
11|
534|
6th|
106(424)
12|
702|
6th|
126(504)
13|
782|
7th|
147(588)
14|
982|
7th|
170(680)
15|
1078|
8th|
195(780)
16|
1310|
8th|
221(884)
17|
1422|
9th|
250(1000)
18|
1686|
9th|
280(1120)
19|
1814|
9th|
311(1244)
20|
1950|
9th|
343(1372)[/table]
As we can see, the Mage gets quite a bit more casting power than the Psion. We may have to edit that down a bit. Maybe even just copy/paste the Psion amount.
Cleric
Clerics still use their WIS to determine all of the important aspects of their spells. Bonus mana is equal to WIS mod times twice their level.
A cleric has access to a number of 0-level spells equal to ½ of their WIS mod per level (min 1/level).
Maximum number of spells known is equal to their Stat mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. See the table below for maximum spell level known. (I’d probably do this for psions, too.)
Clerics know 1 Domain spell per Domain per Spell level. Domain spells may only be cast with Domain MP. Domain MP can only be used to cast Domain spells.
Clerics lean their spells directly from their deity, but may also learn them from other clerics or from books or scrolls. Change this as you see fit for your campaign.
{table=header]
Level|
Cleric MP Per Level|
Maximum Spell Level Known|
Domain MP Per Level
1|
7|
1st|
4
2|
12|
1st|
4
3|
24|
2nd|
16
4|
41|
2nd|
16
5|
61|
3rd|
36
6|
73|
3rd|
36
7|
126|
4th|
64
8|
174|
4th|
64
9|
222|
5th|
100
10|
286|
5th|
100
11|
356 |
6th|
144
12|
434|
6th|
144
13|
526|
7th|
196
14|
622|
7th|
196
15|
738|
8th|
256
16|
850|
8th|
256
17|
990|
9th|
324
18|
1118|
9th|
324
19|
1274|
9th|
324
20|
1402|
9th|
324[/table]
Druid
Druids still use their WIS to determine all of the important aspects of their spells. Bonus mana is equal to WIS mod times twice their level.
A druid has access to a number of 0-level spells equal to ½ of their WIS mod per level (min 1/level).
Maximum number of spells known is equal to their Stat mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. See the table below for maximum spell level known. (I’d probably do this for psions, too.)
{table=header]
Level|
Druid MP Per Level|
Maximum Spell Level Known
1|
7|
1st
2|
12|
1st
3|
24|
2nd
4|
41|
2nd
5|
61|
3rd
6|
73|
3rd
7|
126|
4th
8|
174|
4th
9|
222|
5th
10|
286|
5th
11|
356 |
6th
12|
434|
6th
13|
526|
7th
14|
622|
7th
15|
738|
8th
16|
850|
8th
17|
990|
9th
18|
1118|
9th
19|
1274|
9th
20|
1402|
9th[/table]
Bard
Bards still use their CHA to determine all of the important aspects of their spells. Bonus mana is equal to CHA mod times twice their level.
Bards begin knowing a number of 0-level spells equal to their CHA mod (minimum 1). They gain 1 every 4 levels thereafter.
Maximum number of spells known is equal to their ½ their CHA mod per level, minimum 1/level (non-magically modified, unless they are permanent modifications). These may be chosen from any spell level the caster has access to. 0-level spells are not included in this (unless the caster wishes to learn extra 0 level spells). I suppose you could have “temporary” stat increases (i.e. items) increase the number of spells known (after 24 hours of time wearing said item AND learning the new spells), but those spells would be lost if the item was removed. See the table below for maximum spell level known.
{table=header]
Level|
Bard MP Per Level|
Maximum Spell Level Known
1|
2|
0st
2|
3|
1st
3|
7|
1st
4|
11|
2nd
5|
27|
2nd
6|
39|
2nd
7|
39|
3rd
8|
71|
3rd
9|
91|
3rd
10|
91|
4th
11|
139|
4th
12|
167|
4th
13|
167|
5th
14|
232|
5th
15|
272|
5th
16|
284|
6th
17|
348|
6th
18|
420|
6th
19|
500|
6th
20|
544|
6th[/table]
Paladin/Ranger
Both use WIS as their primary stat. “0” in the chart below means that they may cast and learn spells starting at that level only if they have bonus mana available at that level. Bonus mana is equal to WIS mod times twice their level. Maximum number of spells known is equal to ½ WIS mod times level (min 1/lev).
{table=header]
Level|
Paladin/Ranger MP Per Level|
Maximum Spell Level Known
1|
--|
--
2|
--|
--
3|
--|
--
4|
0|
1st
5|
0|
1st
6|
4|
1st
7|
4|
1st
8|
4|
2nd
9|
4|
2nd
10|
16|
2nd
11|
16|
3rd
12|
36|
3rd
13|
36|
3rd
14|
40|
4th
15|
68|
4th
16|
80|
4th
17|
100|
4th
18|
104|
4th
19|
164|
4th
20|
192|
4th[/table]
Part 3: Extra Options
The following are some optional rules I’ve come up with. Use them if you like them, ignore them if you don’t. It is likely that they will make spellcasters somewhat more powerful (which I know many do not like).
Lines and Nodes
Life generates magical energy (mana). This energy flows out of every living thing and, like water, eventually gathers into streams and rivers. These are called Lines. These Lines eventually cross each other at certain points. These points are known as Nodes. Lines and Nodes occur everywhere, but they are more likely to be found in places with an abundant amount of living creatures
Lines and Nodes are potent, but dangerous, sources of magical power. A caster who has reached a sufficient level of power may learn to tap these powerful resources, at certain risk to himself. See the corresponding feats.
Tap Line [metamagic]
Prereq: ability to cast 7th level spells
For a cost of 50 mana (or 2 points of ability damage to both CON and appropriate casting Stat if out of mana) per Line per attempt, a caster may attempt to Tap a Line to gain mana. Tapping requires a successful d20 check against a DC of 30 (add caster level and Stat mod to roll -- cannot “take 10”). Success means the Line is Tapped, failure by less than 5 means you failed. Failure by 5-8 means you may not attempt to Tap that Line again until you have gained a level. Failure by >8 means you were “Burned” by the Line, and suffer 1d6 damage. The DC increases by 5 per additional Line attempted.
Benefit: If you have successfully Tapped a Line, you gain mana equal to your Stat mod per round per Tapped Line, up to your maximum mana amount. You may remain Tapped for 1 min/level. You may Tap 1 Line per Stat mod (mage with 17 INT may Tap up to 3 lines).
Special: If you are Tapped and take damage, you must make a successful Concentration check vs DC 30+hpd taken+5 per extra Line. Success means you are fine and remain Tapped. Failure by <10 means you suffer 1d10 hpd per Line and lose a corresponding amount of mana, but remain Tapped. Failure by 10 or more means you suffer 4d4 hpd per Line, lose a corresponding amount of mana, lose access to the Line(s) and may not Tap again for 2 hours per Line.
Tap Node [metamagic]
Prereq: ability to cast 9th level spells
For a cost of 75 mana (or 3 points of ability damage to both CON and appropriate casting Stat if out of mana) per Node per attempt, a caster may attempt to Tap a Node do gain mana. Tapping requires a successful d20 check against a DC of 40 (add caster level and Stat mod to roll – cannot “take 10”). Success means the Node is Tapped, failure by less than 5 means you failed. Failure by 5-8 means you may not attempt to Tap that Node again until you have gained a level. Failure by >8 means you were “Burned” by the Node, and suffer1d6 damage per Line in the Node. The DC increases by 10 per additional Node or Line attempted.
Benefit: If you have successfully Tapped a Node, you gain mana equal to 1½ times your Stat mod per round per Line of the node, up to your maximum mana amount. You may remain Tapped for 1 min/level. You may Tap a Node containing Lines equal to 1+1 per Stat mod (mage with 17 INT may Tap a node with up to 4 lines).
Special: If you are Tapped and take damage, you must make a successful Concentration check vs DC 40+hpd taken+5 per extra Line in the Node. Success means you are fine and remain Tapped. Failure by <10 means you suffer 1d12 hpd per Line in the Node and lose a corresponding amount of mana, but remain Tapped. Failure by 10 or more means you suffer 4d6 hpd per Line in the Node, lose a corresponding amount of mana, lose access to the Node and may not Tap again for 2 hours per Line in the Node, and may not cast any spells for 1 hour per Line in the Node.
Frequency of Lines and Nodes:
You may use this table to determine the frequency of Lines and Nodes in your campaign, or make up your own.
{table=header]
Environment / Area|[Number of Lines[/center]|
Chance of Node
Arctic|
1d4|
5% chance/Line >1
Desert|
1d4|
5% chance/Line >1
Forest|
1d12|
10% chance per Line <br> (minimum 2 Lines)
Jungle|
2d8|
10% chance per Line <br> (minimum 2 Lines)
Mountain|
1d6|
7% chance per Line <br> (minimum 2 Lines)
Plains/cultivated|
1d10|
10% chance per Line <br> (minimum 2 Lines)
Marsh/Swamp|
1d10|
10% chance per Line <br> (minimum 2 Lines)
”Urban”|
1d4/1000 populace|
7% chance per Line <br> (minimum 2 Lines) [/table]
Wells
While Lines and Nodes are like raging rapids of boiling water, a Mana Well is like a deep, calm pool of cool water. Any caster with the appropriate feat can create one of these pools.
Mana Well [metamagic]
Prereq: Ability to cast 7th level spells
For a one-time cost of 1000 mana and 1 month of time, you may attempt to create a permanent mana receptacle, which you may later fill and use without risk. This receptacle must be a large, heavy, immovable object, >80 cubic feet (2x2x20) in size. 75% of this must be in contact with or buried in the ground at all times. The Well is destroyed and all mana lost if the well is moved >5 feet in any direction. A well may hold maximum mana equal to twice the creator’s maximum mana at the time of creation. The mana stored in a Well is accessible to the creator and any other spellcaster within 10 feet (per individual caster level) of the Well. The creator may “lock” access to the Well by spending an additional 500 mana and 1 additional week of time at the creation of the well. Spending 12 mana and 5 minutes of time may grant or deny access to any one individual the creator chooses. Any number of people may be granted access to a Well.
To be useful, the Well must be filled from a caster’s personal reserves. Transfer rate is 4 mana per minute, filled by any caster with access to the Well.
A caster with access can withdraw mana equal to their Stat mod times their level per round as a standard action.
Having more than 1 Well within 1 mile of each other will cause each of them to destabilize, leaking mana at a rate of 12 mp per minute. There is also a 5% chance per day (non-cumulative) of each Well failing completely and permanently.
Bloodpower
All life creates magical energy, or mana. However, not all living creatures can use the mana they create. Some have learned how to wrest this mana from those who own it.
Bloodpower Ritual [metamagic]
Prereq: ability to cast 1st level spells, any Evil
Benefit: For a cost of 2 mana per use, you may, through ritual torture involving slashing and/or piercing tools, gain power from others. This ritual must last for ½ hour per level or Hit Die of the victim. At the end of the ritual, you gain mana equal to 1 per CON per level or Hit Die of the victim. This may temporarily exceed your maximum mana amount by ½. Excess fades after hour equal to Stat mod times 2. As an example, a 5th level Fighter with a CON of 15 would, after 2 ½ hours of ritual, give you 75 mana.
Spellcasters grant even more mana, giving an additional amount equal to their maximum mana. Creatures with spell-like abilities also grant extra mana. This mana is equal to the level cost of the ability times the number of uses of the ability. Psi-like abilities are the same, except that you multiply the psi-like ability amount by 4. All of these extra amounts are cumulative.