hethoran
2014-01-16, 11:47 PM
Hello all, this is my first post, and an attempt to see how much water this house rule I created holds.
MANA
Purpose: Mana is supposed to replace the spells per day system that is very gamey and in the context of D&D, seems to make little sense, the point of this system to provide an alternative that relies on making magic more energy based, where you can do so much magic in a day with fewer limits on what exactly you cast.
Casting: When you cast a spell, you would be casting it as you expect, however, there would be a difference in the cost. Spells of various levels will have a cost that you subtract from a daily total each time you cast a spell of that level. You restore your mana in the same way that you did spells per day. After a full 8 hours of sleep, you restore to full mana capacity.
Ex: You wish to cast a level 2 spell, which has a cost of 4. So you would subtract 4 from your total mana for the day.
Mana: Your mana total is based on your original spells per day, where each one of each level gives you a certain amount of mana that you then total. This gives you your total mana per day.
Ex: A level 4 sorcerer gets 6 level 0, 6 level 1, and 3 level 2 spells per day. So they multiply each value by the mana they get for each level like so. 6x1 + 6x2 + 6x3 = 36. So he has 36 mana points.
Metamagic: Any time you would cast a spell using a higher level slot normally, you instead use the mana cost for the new level of spell instead.
Ex: A wizard wants to empower his magic missile, which means he casts it as a level 3 spell. So instead of paying the cost of 2, he instead would pay 6 mana.
Strain: It is possible for a spell caster to expend slightly more mana than normally they could. This works like so. If you want to cast a spell that you do not have the mana to cast, you can “strain” the remaining amount. The spell goes off, however, you incur a penalty to your mana equal to the amount of mana you were missing to cast the spell. This penalty reduces by one each day until it is gone. You must have at least half the spell cost in mana still to do this.
Ex: You have four mana left for the day, but desperately need to cast a 3rd level spell, well you can! But the difference in the cost of 6 and your mana of 4 gives you 2 strain points. This means your mana total is 2 less the next day. Then the following day, it reduces, so you only are missing 1 mana. On the third day, you are no longer strained.
Prepared Spells: A class that would prepare spells for the day still does so as normal. However, they can then use mana normally from the selected spells.
{table=head]Spell Level|Mana from SPD*|Casting Cost
Lvl 0| 1| 1
Lvl 1| 2| 2
Lvl 2| 3| 4
Lvl 3| 5| 6
Lvl 4| 6| 9
Lvl 5| 7| 12
Lvl 6| 9| 16
Lvl 7| 10| 20
Lvl 8| 11| 25
Lvl 9| 13| 30[/table]
*Spell per day for that level
MANA
Purpose: Mana is supposed to replace the spells per day system that is very gamey and in the context of D&D, seems to make little sense, the point of this system to provide an alternative that relies on making magic more energy based, where you can do so much magic in a day with fewer limits on what exactly you cast.
Casting: When you cast a spell, you would be casting it as you expect, however, there would be a difference in the cost. Spells of various levels will have a cost that you subtract from a daily total each time you cast a spell of that level. You restore your mana in the same way that you did spells per day. After a full 8 hours of sleep, you restore to full mana capacity.
Ex: You wish to cast a level 2 spell, which has a cost of 4. So you would subtract 4 from your total mana for the day.
Mana: Your mana total is based on your original spells per day, where each one of each level gives you a certain amount of mana that you then total. This gives you your total mana per day.
Ex: A level 4 sorcerer gets 6 level 0, 6 level 1, and 3 level 2 spells per day. So they multiply each value by the mana they get for each level like so. 6x1 + 6x2 + 6x3 = 36. So he has 36 mana points.
Metamagic: Any time you would cast a spell using a higher level slot normally, you instead use the mana cost for the new level of spell instead.
Ex: A wizard wants to empower his magic missile, which means he casts it as a level 3 spell. So instead of paying the cost of 2, he instead would pay 6 mana.
Strain: It is possible for a spell caster to expend slightly more mana than normally they could. This works like so. If you want to cast a spell that you do not have the mana to cast, you can “strain” the remaining amount. The spell goes off, however, you incur a penalty to your mana equal to the amount of mana you were missing to cast the spell. This penalty reduces by one each day until it is gone. You must have at least half the spell cost in mana still to do this.
Ex: You have four mana left for the day, but desperately need to cast a 3rd level spell, well you can! But the difference in the cost of 6 and your mana of 4 gives you 2 strain points. This means your mana total is 2 less the next day. Then the following day, it reduces, so you only are missing 1 mana. On the third day, you are no longer strained.
Prepared Spells: A class that would prepare spells for the day still does so as normal. However, they can then use mana normally from the selected spells.
{table=head]Spell Level|Mana from SPD*|Casting Cost
Lvl 0| 1| 1
Lvl 1| 2| 2
Lvl 2| 3| 4
Lvl 3| 5| 6
Lvl 4| 6| 9
Lvl 5| 7| 12
Lvl 6| 9| 16
Lvl 7| 10| 20
Lvl 8| 11| 25
Lvl 9| 13| 30[/table]
*Spell per day for that level