Mana Systems


Lost Omens Campaign Setting General Discussion


Hey all,

I was wondering if anyone has a well working Mana based Magic system for thier game?

When I ran the d20 RQ game from WW, I found the Mana Based system to be fluid and at last players were taking and using the Meta Magic feats, as to use one the spell just increased in cost.

But, there always is one, the system did not have many utility spells, and no system for converting other spells.

So, I figured this board had many bright folks on it, and wondered if one or more of them, might be up for talking about what they have used, and perhaps working out a system that might work.

Thank you all in advance for any help,
Lee


There's always the spell point system in Unearthed Arcana (also a part of the SRD).


Have you looked at Elements of Magic? It's not just a half-hearted mana system. You don't just get to choose what spell you cast, you get to choose exactly what effect to use. Might be worth checking out.

It's a PDF, and only costs $1.99 right now (EN World has a twobucks sale at the moment)

http://enworld.rpgnow.com/index.php?manufacturers_id=87&filters=0_0_0

I personally like the system, but haven't used it much. But for two bucks, you can't go that wrong.

And you could also use psionics and pass it off as magic. Or alter magic to be like psionics.

Contributor

You might also want to check out the point-based spell-building system Monte and I wrote for Monte Cook's World of Darkness. Not to toot my own horn but some people are saying it's the best spell system for d20, hands-down.


Interestng. Sean can say something that normally would be taken as a very egocentric comment and it doesn't seem like anything on these boards... I think I will dub this the Logue/Pett Effect...

LoL

Sean Mahoney


Havn't read the world of darkness d20 book (but reeeally looking forward to it! Good job on "attack on Myth Drannor", btw; nice little dungeons I can fit into any campaign, and do, often; more longevity than the video game by a long shot, it's still played on gaming boards online).

HOWEVER I use a mana system for my upcoming campaign, based on the unearthed arcana and Everquest d20 book's system:

0-9th level spells as usual for DnD
simple spells are 0 level = 1 mana to cast, 1=3, 2=5, etc.
Casters have 8 spells they can prepare a day, of any level they want; if they want to switch the spells in their list they have to spend one round per level minus their Meditation skill ranks (like in everquest d20; minimum 1 round), and they have to have a copy of the spell they want to prep. There are feats to let them prep more spells, and items with a spell prep'd in them (like a ring of fireball, or an ioun stone of charm) to give them more prep'd spell options. Also they could go on a quest to prep a spell off a stationary wall somewhere.
I'm not sure how much mana is good, as I may use either ability mod x 2 x level (so 4th level wiz with 18 int gets 32 mana); or just use the Unearthed Arcana rules.
They'll regain one mana per meditation skill rank per hour of rest or light activity (which is better than the per encounter idea mentioned in 4th edition spoilers).

complex spells (MC's arcana evolved) or pain-in-the-ass spells cost more to use (so wish, anti-magic fields, entangle, etc.), either up by 5 points, or more depending on how power-breaking the spell is. Spells putting a caster in contact with an outer-planar being (like the cleric's deity or Cthulhu) could completely drain the caster's mana pool.

that's what I've got for now.


seankreynolds wrote:
You might also want to check out the point-based spell-building system Monte and I wrote for Monte Cook's World of Darkness. Not to toot my own horn but some people are saying it's the best spell system for d20, hands-down.

Of course, there's always someone who'll say something like that.

Not that I'm saying that the McWod system was bad. I think it's quite neat, actually. Not what I'd like in my class-based D&D, but if you want to make only one spellcaster class, I'd definetly recommend looking at it. And even if you don't you can make up lists of effects different classes have access to.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm pretty sure that D20 World of Warcraft and D20 Everquest both use mana systems... did I really just mention those? :)

Contributor

{Of course, there's always someone who'll say something like that.}

Believe it or not, I was being modest. There's been nothing but praise for the magic system, from many many people. Even the 1-2 guys who said they didn't like it actually changed their minds and decided it was really good.

/toot

/pwned!!!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

And here I was, coming in to this thread to recommend the McWoD spell system.

I haven't actually run or played in a game that used it yet - but it's quite straightforward, and looks like it will work extremely well as an on-the-fly build-the-spell-you-want kind of spell system.

Dark Archive Bella Sara Charter Superscriber

seankreynolds wrote:

{Of course, there's always someone who'll say something like that.}

Believe it or not, I was being modest. There's been nothing but praise for the magic system, from many many people. Even the 1-2 guys who said they didn't like it actually changed their minds and decided it was really good.

/toot

/pwned!!!

Can you either provide some details or point me in the direction of some details of the basic mechanics? I have heard that it's a good system, but haven't seen much of how it works.

Contributor

Basically, spellcasters get X points at each character level with which to build spells.

Various spell effects are priced out for you ... healing 1d6 costs X, doing 1d6 damage costs Y, telekinesis of A pounds at B speed costs Z. Range, duration, and area are all costed out. Add up these costs, that determines the Spellcraft DC to cast it (various things can reduce the cost, like feats, or using a focus, or a long casting time). Casting a spell causes a form of casting fatigue, adding to the DC of later castings. It's entirely possible for a caster to cast many many weak spells and never worry about spell exhaustion, and it's also possible for a low-level mage to craft one big spell, succeed on the roll, and be out of magic until he rests.

Basically it's designed to be REALLY flexible, yet has many many pre-created spells for you to reference if you don't want to slow down gameplay crafting all your spells on the fly.

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