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Lanth Sor
2015-12-24, 04:32 PM
Preface: I have used this for a few games now and it has recently come to my attention that I need to get more eyes on it. So please comment and help me refine it so Wizards don't just win more but simultaneously keeping the spirit of the system.

"MANA SYSTEM"


Spell
Level
Resource
Cost
Min Level
4 Level Caster
Min Level
6 Level Caster
Min Level
9 Level Caster


0
1
1st Level
As Class
As Class


1
3
As Class
As Class
As Class


2
6
As Class
As Class
As Class


3
9
As Class
As Class
As Class


4
12
As Class
As Class
As Class


5
20
21st Level
As Class
As Class


6
24
23rd Level
As Class
As Class


7
35
25th Level
21st Level
As Class


8
40
27th Level
23rd Level
As Class


9
45
29th Level
25st Level
As Class


10+
6*Spell Level
11 + (2 x Spell Level)
7 + (2 x Spell Level)
1 + (2 x Spell Level)







Arcane Casters: Bard, Wizard, Sorcerer, Magus, Arcanist, Bloodrager, Skald, Witch, Summoner

Prepared Arcane Casters
Basic Casting: Each day you prepare spells as per normal. You may use your mana to cast any prepared spell as long as you have sufficient mana to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5rnds to look up the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, in your spell book or you have the meta magic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Spontaneous Arcane Casters
Basic Casting: You may use your mana to cast any known spell as long as you have sufficient mana to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level Greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Bloodragers: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the sorcerers spell list.
Hexblade: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the sorcerers spell list.

Divine Casters: Cleric, Paladin, Warpriest, Oracle, Inquisitor, Antipaladin, Divine Bard

Prepared Divine Casters
Basic Casting: Each day you prepare spells as per normal. You may cast any prepared spell as long as you have sufficient Divine Favor to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to petition for the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Divine Favor is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Spontaneous Divine Casters
Basic Casting: You may cast any known spell as long as you have sufficient Divine Favor to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Divine Favor is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Paladin: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the cleric spell list.

Nature Casters: Druids, Rangers, Hunters, Shaman

Prepared Nature Casters
Basic Casting: Each day you prepare spells as per normal. You may cast any prepared spell as long as you have sufficient Communion to do so.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to petition for the spell and the cast time is increased by three steps.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Spontaneous Nature Casters
Basic Casting: You may cast any known spell as long as you have sufficient Communion to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Rangers: Gain one 0-level spell at the 1st level and an additional 0-level spell at the 2nd, 4th, and 6th levels. These spells are drawn from the Druid spell list.

Psychic Casters: Medium, Mesmerist, Occultist, Psychic, Spiritualist

Psychic Casters
Basic Casting: You may cast any known spell as long as you have sufficient Spirit Energy to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Spirit Energy is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Infusers: Alchemist, Artificer, Investigator

Prepared Infusers
Basic Casting: Each day you prepare Infusion/extracts as per normal. You are not limited by the normal per day restrictions but rather your number of infusion points.
Metamagic: Metamagic feats are applied when preparing spells. You may apply metamagic feats to spells spontaneously however it follows the same rule as casting a non prepared spell.
Cast Non Prepared Spell: You may cast a non prepared spell however it requires 5 rounds to look up for the spell and the cast time is increased by three steps or standard prep time if longer.
Overcasting: You may cast a spell of a level greater than your max spell level, on your spell list or you have the metamagic feat, however it requires a spell craft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15+ min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.

Spontaneous Infusers
Basic Casting: You may infuse any known infusion/extract as long as you have sufficient infusion points to do so.
Metamagic: Casting a spell with meta magic increases the cast time by one step.
Casting Spell You Don't Know: You may cast a non known spell however it requires 1 min of meditation to unlock the spell and the cast time is increased by two steps. As part of the meditation make a spellcraft check DC 20+(5 x spell level)
Overcasting: You may cast a spell of a level greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the Communion is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. If you beat the DC and rolled a natural 20 the spell is cast as if your caster level was the minimum require for that spell level.




Plus my "Fix" for polymorph effects ridiculous ability scores.
Polymorph Effect Rules
Ability Score: While under the effects of any polymorph effect replace the ability score changes listed with the creatures physical racial ability score bonuses and penalties. You may only gain up to your racial bonus or (1+caster level), whichever is lesser, bonus to an ability score through a polymorph effect. So a level 1 character assuming an orc from through Alter Self spell would only gain +2 strength, at level 2 +3 strength, and at level 3 +4 strength. Their strength bonus for being an orc caps at +4 because orcs only gain a +4 to strength. The racial ability score penalties are not capped and the shifter receives the full penalty whenever they take a new form. You lose any physical racial ability scores changes while in a new form.

Alternate Singular Pool Type
As the individual names are intended to a keep it clear your getting the power from a specific subset of classes. Now if you want to remove that aspect its as simple as tagging everything as using mana, or whatever you like as your resource. You can either treat infusers like everyone else or keep their rules. Infuser rules are there because they can store magic in items which is slightly different then the way a normal magic user functions.

noob
2015-12-25, 05:26 PM
"Overcasting: You may cast a spell of a level Greater than your max spell level, you have the meta magic feat, however it requires a spellcraft DC 15+(5 x [spell level - your max spell level]) and a caster level check DC 15 + min caster level for the spell. If you fail the spell fizzles and the mana is lost. If you roll a natural 1 on either check the spell explodes violently when cast deal 1d6/spell level nonlethal damage and it fails. Both rolls must be made in the same roll command to count. On a natural 20 the spell is casts correctly regardless of if you beat the DC. If you beat the DC with a natural 20 the spell is cast as if your caster level was the minimum require for that spell level."
Great now you can cast high level spells like simulacrum or gate at very low level by just doing enough attempts and having reasonably high spellcraft(now have planar allies even more early).
At least remove the critical success part.
You just need to be level 2 to cast fabricate and you end up being able to try cast it every 40 turns easily and on average suceed every 800 turns allowing in one day of work to have on average 6 castings of fabricate(if you have a level 1 priest healing you) and then thanks to that at level two make obsolete all the crafters using the craft skills instead of casting spells(it gets better when you actually have the level to cast the spell)

Lanth Sor
2015-12-25, 07:17 PM
I adjusted some math. Namely I made it so now it would take 1hr for prepared casters to regen to full from 0 and 45min for spontaneous. Also increased the prepared caster cast a non prepared spell to be 5rnd look up and increase cast time by 3 steps.

nikkoli
2015-12-25, 08:11 PM
I play a game with Lanth here as gm and I'm a wizard in it, we are level 3, and only casting my prepared spells it is completely reasonable. Now, I agree with you Noob, that with "cast higher level spell than you should" is broken beyond belief mechanically, along with wizards taking a few rounds to cast any spell in their boom and similarly clerics or druids anything from their list, after 5ish rounds of concentration. I'm still trying to come up with some way to mediate this maybe cap how many times casters can do the unprepared/unknown/not high enough level to an even smaller pool of points, a number equal to 1/2 level +casting mod, and it takes 2 uses to cast above your level. Also remove "crit success lvl 1 cleric casts gate"
The increase in regeneration times is a welcome balancing point for the system.
Also FYI Lanth, calling it all different things and specifing that all magic is different in almost every facet bothers the daylights out of me, I don't remember if I've told you that, but it's annoying and adds an extra pile of bookwork for an already bookwork heavy mini system.

Lanth Sor
2015-12-29, 12:59 PM
I can see your point. So what I'm thinking is one of the following:

Option A- once per hour
Option B- 1/2 casting class Level times per day
Option C- Primary Casting Mod/day
Option D- 1/2 Casting Class Level + Primary Casting Mod per day

Regardless of option the action can be preformed by expending an Hero Point(or similar point)

nikkoli
2015-12-30, 08:27 PM
I think 1/2 caster level + casting modifier would be a good number of times to overchanel each day.