Arrius |
1 person marked this as a favorite. |
Hello there,
I share with the good people of Pathfinder the mana resource system I use.
I adopted the rules of the Blackfang Strain system from 3.5, with adjustments that must have been made to accommodate the differences between Pathfinder and D&D 3.5.
The base system is simple, and easily converted to.
The base system (3.5) is in the link:
http://dungeons.wikia.com/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule %29
The adjusted system for World of Warcraft RPG is by yours truly here:
http://wowrpg.fr.yuku.com/topic/320/master/1/#.UzVDQlc070k
The TL;DR version is this:
1- We have a new resource called Mana Points, which are used for casting spells.
1.2- The Mana Point pool has a value equal to the casting attribute (not modifier), +.5 for every level in a spell-casting class. For spontaneous casters, the Mana Point Pool increases by one-half the attribute score, to reflect their additional spell-casting capabilities compared to prepared casters.
2- We keep the concept of Spell Slots for keeping track of how many spells we prepare (for prepared casters) and use the Spells Known table for spontaneous casters to know how many spells they know.
3- Each spell slot (when the spell is cast, or is burnt up) consumes the amount of Mana Points in the pool. The higher the Caster Level is, the cheaper spells become, as per the table in the original link (for full HD casters), and the tables for half HD casters and three-quarters HD casters is in the second link.
4- Mana is regained through one of three versions, one is with resting, one is over time (scales with CL or Attribute score) and one is with over time, with HD determining how much Mana is regained.
5- When reaching 0 Mana, the caster is fatigued, even if normally immune to the condition.
5.2-In the case of casting with not enough Mana, the caster can roll a Fortitude save, DC = (20 + Spell level + Mana lost) to force the spell. If the save fails, then the caster is exhausted (even if normally immune) and cannot cast spells until they gain at least 1 Mana Point.
As for the general adjustments needed for Pathfinder (and other variants of 3.5), I have developed these general rulings.
General Rulings:
1- Bonus spell slots, such as what the School Spell, Domain Spell, and various class features and abilities translate to bonus mana. The amount is a neutral +4 to the mana pool, used only for the spells specified (as in Domain spells, School Spells, etc).
2- As the making of some items consumes spell slots, the mana drain from the spell level is cost enough.
3- Domain abilities or Metamagic abilities that increase the spell’s level simply increase the cost according to the Mana cost chart in the links.
4- Domain spells or favored school abilities lower the mana cost of respective spells by 1 mana point.
5- Concentration effects that, if failing the check, lose the spell slot without effect simply consume the mana required without producing the spell in question.
6- After being a target to Raise Dead spell and having mana, the spellcaster’s remaining mana pool is half amount. Touch of Life (or True Resurrection in 3.5), of course, restores mana.
7- Counterspell consumes mana to negate the enemy’s spell. Counterspell rules play as usual.
8- As the case with Spell-like abilities in the normal game, there is no mana cost for spell-like abilities generally.
9- With multiclass spell slots, you must calculate mana from different spell origins (Arcane, Divine) separately. For example, a Necromancer4/Cleric5 with 15 Int and 17 Wis has an arcane mana pool of 17, and a divine mana pool of 19. A Wizard who is a mage4/necromancer(Arcane Prestige class)5 has the same amount as they would if they were mage9 or necromancer9.
10- Purchasing abilities that require sacrifice of a spell slot, what happens instead is that they sacrifice or ‘freeze’ a mana investment equal to half the mana cost for the spell slot in question, and do not regain it until they abandon the ability/summon/companion. The ability can be cheaper in cost according to the mana cost table. Normal summoning as with Summon Monster/Nature's Ally work normally.
11- When it comes to artifacts or items granting spell levels (Finkle’s Hammer giving you a 4th level spell slot), take the general rule for 1 mana per spell level. I.E. Mana armor enchantment, if it grants you a 4th level spell slot, count is as +4 to your mana pool.
12- Effects that block restoration of spell slots blocks mana regeneration, I.E. Nightmare.
See the second link above and refer to World of Warcraft sourcebooks to add spells like Mana Burn, Absorb Mana, Mana Drain, Mana Shield, Life Tap, Brilliance Aura, Blessing of Wisdom, and Mana replenishment items.
Examples:
Life Tap: Provides 1 mana for every 4 points of hit point drained from the caster, effectively a quasi-reverse of the Mana Shield basic concept.
Mana Shield: Works like Spellbreaker in reverse; one point of mana shields from 2 points of damage per point of mana.
Mana Fountain: Restores 1d4 mana per hour drinking. You cannot gain the benefits for the mana fountain more than once per hour. You can optionally vial the waters in a special container to make the effect mobile, though the restoration effect is subject to the internal cooldown of one hour.
Since feats like Versatile Spellcaster deal explicitly with Spell slots, I have opted to remove them or handle them as the Weave Energy mechanic, by simply making the spell cost the same as a lower-level spell.
Feats like Improved Spellcasting Capacity serve as bonus mana, which makes a feat such as this quite acceptable in these rules:
Arcane Fortitude
They said you tire quickly. I never get tired.
Benefit: You gain +4 to your Fortitude save when forcing a spell without mana. You are also not fatigued when your mana pool is empty (Negative mana still fatigues you, and forcing mana and failing still exhausts you).
Increased Mana Capacity
Casting spells does not exhaust you as quickly as it does lesser spellcasters.
Prerequisites: Ability to cast spells
Benefit: You gain +3 to your mana pool.
I will appreciate any links to other abilities that add or modify spell slot amounts, as well as any spells or abilities that may not work under the current system, so that they may be modified.
Of course, all posts on criticism, comments, and experience with other Mana resource systems are appreciated.
Arrius |
System Update:
After extensive playtesting and continuous use, I've applied a few changes.
Mana-based Spellcasting
With the mana-based spellcasting system, you use your mana pool to cast spells, and have a number of spells prepared for casting relative to your casting ability score. Each spell consumes a number of mana points relevant to its spell level.
Mental Fatigue (Condition). When you reach 0 mana, you must pass a DC 20 Fortitude save or suffer mental fatigue, which prevents you from casting spells until you have at least 1 mana point in your pool. If you pass a Fortitude save with a DC equal to 20 + double spell level, you can cast a spell on an empty mana pool (which goes into negative numbers).
If you fail to force a spell, you are mentally exhausted (even if you were not mentally fatigued beforehand), and cannot regain mana points until you rest for 4 hours.
Mana Pool and Spell Costs
A spellcaster has a mana pool equal to their spellcasting ability score (not modifier) +1 per every 3 caster levels. For spontaneous casters, they add half their spellcasting ability modifier to the base mana pool.
A spell costs a number of mana points equal to the spell level + base mana cost.
• Full, Three-Fourths, and Half Casters
For the purposes of the mana system (spell costs, mana pool, etc.), three-fourths casters (such as the bard) their caster level is equal to three-fourths their level, and half casters (such as paladins and rangers) have a caster level equal to half their level.
• Base Mana Cost
The Base mana cost for all spells is 6 - 1 per every 3 caster levels (minimum 0). As such, the mana costs of spells decrease with a higher caster level.
Level 0 spells cost half the base mana cost.
• Spells Readied
A character can ready a number of spells equal to 2 + 2 for every point of their spellcasting modifier. For their highest-level spell, the number is halved, and for the second-highest spell level, the number is reduced by one-fourth.
Spontaneous casters reduce their total spells prepared by half.
A prepared character may alter readied spells by consulting their spellbook (if arcane) or spending time in meditation or prayer (if divine), as per normal rules for readying spells or knowing them.
• Regaining mana
For every hour of light activity or rest, the character gains a number of mana points equal to their spellcasting ability score (minimum 1).
A full night's rest restores all the character's mana points.
For Example: A 9th level sorceress with a Charisma of 22 can ready 7 spells per spell level from level 1 to 3, 5 level 4 spells, and 3 level 5 spells, and she will have a mana pool of 36.
A Wizard of the same level with 22 Intelligence can ready 14 spells per spell level from 1 to 3, 10 level 4 spells, and 7 level 5 spells, but have a mana pool of 25.
For each of them, the spell cost will be 3 + spell level, and will both regain 6 mana per hour of rest (or enough for a 3rd-level spell).
Modifications
• Classes
Classes that gain bonus spell slots spent on certain spells (such as domain or school slots) the mana cost for such spells is reduced by 1 (minimum 0).
The Arcane Bloodline's Arcane Apotheosis ability reduces the charge of a magical item by 1 per every 4 mana points spent while using it.
• Multi-classing
If being a spellcaster from multiple classes, the character uses a single unified mana pool and spell cost based on all collective caster levels, and can ready spells from both lists interchangably. They cannot, however, ready spells from either classes unless they can access them individually by having the required level.
For example, a cleric3/Wizard1 character has a caster level of 4 and uses both class lists to cast spells (and has a mana cost of 5+spell level for all), but can only ready cleric spells for his 2nd-level spells.
• Above 20th-level
This follows the normal rule of new levels accessed from higher caster levels, and mana cost reduction.
• Metamagic
Spells that use increased spell levels cost the normal cost for the higher level (or +1 per level).
• Items and Equipment
A staff can be recharged by spending a number of mana points equal to the highest-level spell they can cast, which grants the staff one charge.
• Spells
Spells that affect spell slots instead affect a number of mana points equal to the spell level.
The Nightmare spell inflicts mental exhaustion for arcane spells on a failed saving throw as well as dealing damage and causing the fatigued condition.
Being revived by the Raise Dead spell reduces the remaining mana pool by half (minimum 0).