sekaiichibannobaka
2006-11-25, 11:41 PM
Using the cool down magic variant of the Unearthed Arcana,mages became a bit of a powerhouse at higher levels,hurling every spell in the book they can,while waiting for cooldowns.
Thus,my little group and I came up with a little balancing tool we call mana flow.Based on the RPG games,where mages needed mana as much as HP,we formulated this concept.
All wizards,socerers and ilk needed mana to hurl spell after spell.We adjudicated that the MP[Mana point] for the characther would be based on the characthers Spellcasting Class level instead of characther level.
EXAMPLE:
Melvin plays a level 2 Fighter multiclassed with a level 1 Wizard.He gets 1 point of mana for having a level of Wizard.
[A Fighter 2/Wizard 1 will NOT have 3 points of mana,seeing that being a Fighter does not improve your ability to draw mana in any way.]
If Melvin leveled up later and took another class in Wizard,making him a Fighter 2/Wizard 2,he would get a maximum of 2 points of Mana for his spells.
Spellcasting levels stack for determining the ammount of mana a characther has.
EXAMPLE:
Bridget decided to play a Sorcerer 3/Wizard 2.She has a maximum of 5 points of mana.
MANA BURN
==========
There is no way to pass the maximum limit of mana a spellcaster can draw,unless the spellcaster chooses to draw extra mana for that turn.
Spellcasters may choose to draw additional mana during their turn.They may tap the energies of the land for an additional 1 point per 4 spellcasting class level.They may choose to draw any ammount as long as it does not breach the 4 level:1 point rule.Seeing as to how drawing mana hurriedly is a strenious and dangerous task,the spellcaster who does so take 1 point of damage,or take 2 points of non-lethal damage.Mana points gained this way is temporary,and lasts for only that turn.
This was added as a way to prevent players from abusing the ability to draw mana quickly.Added after third round of testing.
SPELL MANA COSTS
===============
Every spell costs the same ammount of mana as its spell level.
EXAMPLE:
Magic Missile is a 1st level spell,thus it takes up a point of mana for its casting.
Whether or not the spell succeeds,the point of mana is consumed.
REGAINING MANA
===============
There is NO way to store Mana into a potion.Not yet anyway.It'd be quite suicidal,pouring the energy down your throat.
However,at the beginning of the spellcasters round,he/she may choose to regain a certain ammount of mana depending on his/her spellcaster class levels.
The ammount my little group is using is:
1/2 point of mana per turn from lvl 1->5
1 point of mana per turn from lvl 6->10
2 points of mana per turn from level 11->15
3 points of mana per turn from level 16->20.
You cannot choose to regain any number of mana other than that which is already determined and set for your level.If you would replenish more mana than your maximum allotment,you may choose to either take the additional point/s[which will result in mana burn],or neglect it.Points gained resulting in mana burn this way do not count against the maximum ammount of points you may gain as described in the Mana Burn section.
Drawing additional mana will cause mana burn as descirbed earlier.
USING METAMAGIC FEATS TO A SPELL
============================
The spell will cost one-and-one-half,1 1/2,of the original cost of the spell.
For example,a Maximized Fireball[level 3],will cost 3+1/2,making ir 4 1/2 mana.
If you don't like fractions,you can always round it up.
COUNTERSPELLING AND MANA
=============================
As usual,spellcasters may prepare counterspells,but this time,with a twist.To counter a spell,you need to have a counterspell prepared,and 1+the spell level of the spell you are about to counter worth of MP.You need not prepare the ammount of MP before hand.You must,however,prepare at least 1 MP point.
EXAMPLE:
Bridget casts a Gate spell[level 9] to bring forth a demon.Melvin,on the opposing team does'nt want that to happen,and he's got a counterspell prepared.To counter the Gate,he has to expend 9 additional points of mana,along with the 1 points of mana for the counterspelling,for a total of 10 MP.
When counterspelling,the casters determine the success of the spell by rolling a d20 and adding their effective spellcasting levels.
In desperation to counter an opposing spell,spellcasters may choose to draw additional mana even though it is not their turn[They still suffer the effects of mana burn].They may also choose to do mana surges[see below].Mana surges must be declared before the check.
MANA SURGE
================
A mana surge happens when a spellcaster chooses to spend additional mana on completing/countering the spell.They may spend any ammount of mana as they wish,up to a maximum of their effective spellcasting levels.
In return,they gain a +1 competence bonus to determine the success of the spell/counter for every two points of mana spent in a mana surge.[1 MP gives the caster a 1/2 competence bonus to the check.]
Mana surge is a strenious activity,and spellcasters who do so must accept either 1 point of damage,or 2 points of non-lethal damage,for every point of mana spent this way.
We have only tried this rule variant in 2 game sessions,but its worked out quite fine.
If anyone has anything to add to it,please feel free to do so.Posting it here will be nice.
Thus,my little group and I came up with a little balancing tool we call mana flow.Based on the RPG games,where mages needed mana as much as HP,we formulated this concept.
All wizards,socerers and ilk needed mana to hurl spell after spell.We adjudicated that the MP[Mana point] for the characther would be based on the characthers Spellcasting Class level instead of characther level.
EXAMPLE:
Melvin plays a level 2 Fighter multiclassed with a level 1 Wizard.He gets 1 point of mana for having a level of Wizard.
[A Fighter 2/Wizard 1 will NOT have 3 points of mana,seeing that being a Fighter does not improve your ability to draw mana in any way.]
If Melvin leveled up later and took another class in Wizard,making him a Fighter 2/Wizard 2,he would get a maximum of 2 points of Mana for his spells.
Spellcasting levels stack for determining the ammount of mana a characther has.
EXAMPLE:
Bridget decided to play a Sorcerer 3/Wizard 2.She has a maximum of 5 points of mana.
MANA BURN
==========
There is no way to pass the maximum limit of mana a spellcaster can draw,unless the spellcaster chooses to draw extra mana for that turn.
Spellcasters may choose to draw additional mana during their turn.They may tap the energies of the land for an additional 1 point per 4 spellcasting class level.They may choose to draw any ammount as long as it does not breach the 4 level:1 point rule.Seeing as to how drawing mana hurriedly is a strenious and dangerous task,the spellcaster who does so take 1 point of damage,or take 2 points of non-lethal damage.Mana points gained this way is temporary,and lasts for only that turn.
This was added as a way to prevent players from abusing the ability to draw mana quickly.Added after third round of testing.
SPELL MANA COSTS
===============
Every spell costs the same ammount of mana as its spell level.
EXAMPLE:
Magic Missile is a 1st level spell,thus it takes up a point of mana for its casting.
Whether or not the spell succeeds,the point of mana is consumed.
REGAINING MANA
===============
There is NO way to store Mana into a potion.Not yet anyway.It'd be quite suicidal,pouring the energy down your throat.
However,at the beginning of the spellcasters round,he/she may choose to regain a certain ammount of mana depending on his/her spellcaster class levels.
The ammount my little group is using is:
1/2 point of mana per turn from lvl 1->5
1 point of mana per turn from lvl 6->10
2 points of mana per turn from level 11->15
3 points of mana per turn from level 16->20.
You cannot choose to regain any number of mana other than that which is already determined and set for your level.If you would replenish more mana than your maximum allotment,you may choose to either take the additional point/s[which will result in mana burn],or neglect it.Points gained resulting in mana burn this way do not count against the maximum ammount of points you may gain as described in the Mana Burn section.
Drawing additional mana will cause mana burn as descirbed earlier.
USING METAMAGIC FEATS TO A SPELL
============================
The spell will cost one-and-one-half,1 1/2,of the original cost of the spell.
For example,a Maximized Fireball[level 3],will cost 3+1/2,making ir 4 1/2 mana.
If you don't like fractions,you can always round it up.
COUNTERSPELLING AND MANA
=============================
As usual,spellcasters may prepare counterspells,but this time,with a twist.To counter a spell,you need to have a counterspell prepared,and 1+the spell level of the spell you are about to counter worth of MP.You need not prepare the ammount of MP before hand.You must,however,prepare at least 1 MP point.
EXAMPLE:
Bridget casts a Gate spell[level 9] to bring forth a demon.Melvin,on the opposing team does'nt want that to happen,and he's got a counterspell prepared.To counter the Gate,he has to expend 9 additional points of mana,along with the 1 points of mana for the counterspelling,for a total of 10 MP.
When counterspelling,the casters determine the success of the spell by rolling a d20 and adding their effective spellcasting levels.
In desperation to counter an opposing spell,spellcasters may choose to draw additional mana even though it is not their turn[They still suffer the effects of mana burn].They may also choose to do mana surges[see below].Mana surges must be declared before the check.
MANA SURGE
================
A mana surge happens when a spellcaster chooses to spend additional mana on completing/countering the spell.They may spend any ammount of mana as they wish,up to a maximum of their effective spellcasting levels.
In return,they gain a +1 competence bonus to determine the success of the spell/counter for every two points of mana spent in a mana surge.[1 MP gives the caster a 1/2 competence bonus to the check.]
Mana surge is a strenious activity,and spellcasters who do so must accept either 1 point of damage,or 2 points of non-lethal damage,for every point of mana spent this way.
We have only tried this rule variant in 2 game sessions,but its worked out quite fine.
If anyone has anything to add to it,please feel free to do so.Posting it here will be nice.