| Zepheri |
Hello friends
My GM has allowed us to use a conversion of spells per day to mana points, although I know the formula to calculate the points as the psynic manual wanted them to help me this new form of game and if they think it is good to change something or add something the opinions are received
The conversion is as follows is like the hit points but reversed:
Sorcerers and the like: 1d12 + bonus mod
Wizards, Priest, and the like: 1d10 + bonus mod
Bard and similar: 1d8 + bonus mod
Paladin and similar: 1d6 + bonus mod
At the first level they have the maximum of the dice as the rules of hit points
The spells cost the same as those in the psionic manual except that those spells that are not prepared cost 1 extra mana points for each caster level above the spell level
Prepared spells cost only 3 point for each caster level above the spell level or 2 points below the spell level but they can indicate how much to spend and additional they can reduce their cost to a lower rank (example fireball level 1) however they cannot cast more of the same spell unless they have another more prepared
Feats like spell mastery granted instead of memorizing spells reduces spell increase and reduction costs by 1
Stamina grants an additional +1 to the amount of mana
I still need to see what other things can be implemented through abilities and feats and what penalty effects can be implemented if mana reaches a certain range or zero (-0 if in sometime it happened)
| avr |
The spells cost the same as those in the psionic manual except that those spells that are not prepared cost 1 extra mana points for each caster level above the spell level
Prepared spells cost only 3 point for each caster level above the spell level or 2 points below the spell level but they can indicate how much to spend and additional they can reduce their cost to a lower rank (example fireball level 1) however they cannot cast more of the same spell unless they have another more prepared
I don't understand this. Could you rephrase, or give a couple of examples?
| Zepheri |
Quote:I don't understand this. Could you rephrase, or give a couple of examples?The spells cost the same as those in the psionic manual except that those spells that are not prepared cost 1 extra mana points for each caster level above the spell level
Prepared spells cost only 3 point for each caster level above the spell level or 2 points below the spell level but they can indicate how much to spend and additional they can reduce their cost to a lower rank (example fireball level 1) however they cannot cast more of the same spell unless they have another more prepared
ok, the conversion is simple let's say we have a sorcerer and a wizard, both level 1 and both have the magic missile spell. the sorcerer can spend 1 mana point and cast the spell 12+ cha mod per day and the wiz prepares 10+ his int mod reserving 1 point in each spell
Now let's say the sorcerer and wizard are level 5, the sorcerer must cast the magic missile spell and spend 5 mana. While the magician can prepare the spell using 1,7 or 9 mana for a spell of 1d4, 2d4 or 3d4.
Now in the case of spell reduction Let's say the same level 5 wizard wishes have a fireball with less damage for certain cases in which it does not require spending a lot of mana against weak creatures (commoner lv 1 for example) so when add 4 points from the cost of the spell will be able to launch a fireball of 3d6
from the point of view it would be said that those who prepare spells are at a disadvantage but the sorcerer is automatically forced to spend mana based on their level while those who prepare spell can indicate how much mana to spend for each spell
| Zepheri |
I would just use the Spell point system from the 3.5 rulebooks. I'm not a fan of re-creating the wheel.
That being said, for that system be sure to limit the amount of mana you can spend on a spell to be equal to the max spell level you can cast.
It is the same system of the psionic manual, the idea is to create something new that gives the sense that you are a caster. Where how in video games the mana bar is bigger than life bars
| Ryze Kuja |
Psionic Power Points is one of the best resource system designs in the game, but there are certain things that were put into place for balance reasons to rein it in. One of the biggest drawbacks of playing Psionic classes is how feat intensive it is to use MetaPsionic feats competently, as well as even after you've taken all the feats to become "MetaPsionic Feat Competent", you're only ever allowed to add TWO MetaPsionic feats into manifesting any given power. And if you DO add Two Metapsionic Feats to a Power, then you're now forced to sacrifice your Action Economy for the next round or two before you can do it again, and if you want to speed up regaining your Psi Foci, that costs Power Points as well.
Here's my point: If you implement a Spell Point system similar to Power Points for Psionics, but you allow a Spell to be imbued with Reach Extend Maximize Widen and with little to no action economy loss and no Spell Point loss, then this is going to break your game. Because that caster will metaphorically be "tee-ing off" on the enemies every round and for no extra Spell Point costs, and with minimal Feat investment, and zipping around the battle map at Haste-speed.
For example, a Psion needs expend a Psionic Focus to use a MetaPsionic Feat. Every Psionic class gets a Psionic Focus, and regaining it costs a Full Round Action. You can take the feat Psionic Meditation (1st feat) to reduce this to a Move Action. If you want 2 Psionic Foci, you have to take Psicrystal Affinity (2nd feat) to gain a Psicrystal, and then take Psicrystal Containment (3rd feat) to allow your Psicrystal to maintain 1 Psi Focus for you, while you maintain the 2nd yourself. If you don't have Hustle as a power on your power list (which most Psionic Classes don't have it), you need to get Expanded Knowledge: Hustle (4th feat) so that you can use your Swift Action to gain a 2nd Move Action for 5pp cost. Now, you're finally competent, and you can take your first actual Metapsionic Feat: Empower Power (5th feat), and now you'll want another MetaPsionic Feat: Maximize Power (6th feat), and you might even want Widen Power (7th feat).
In order to manifest a Power with MetaPsionic Feats, it costs 2 PP for Empower, and 3 PP for Maximize, and you can never augment a power higher than your ML, so if you're ML10, now you're talking about Augmenting the power to 5pp and costing 2pp for Empower and 3pp for Maximize = 10PP + 2 Psi Foci. So now you're out of Psionic Focus, and there are a LOT of passives that depend on you having a Psi Foci active, so you're at a significant disadvantage until its your turn next round. Once it's your turn, you can manifest Hustle as a Swift Action for 5pp, now you have two Move Actions that you can spend on regaining Psi Foci (and cannot move this round).
A level 10 Psion will have 88 + 35ish PP per day with a 24 Intelligence, so that's 123PP per day. In order to Empower/Maximize that power in the previous paragraph, it was manifested 5 levels lower than it could've been, AND you spent 10PP + 5PP + 1 Standard Action + 1 Swift Action + 1 Move Action, dropped all your PsiFoci passives for 1 round, and couldn't move 30ft the following round. With 123PP, you can only do this above scenario 8 times per day maximum, and believe me, you're going to spend PP on other things, so this is probably only going to be available about 4-5 times per day.
So anywho, use the Spell Point system, but balance it properly, otherwise your casters will break your game, because they won't have any of these built-in restrictions for game balance.
| TxSam88 |
TxSam88 wrote:It is the same system of the psionic manual, the idea is to create something new that gives the sense that you are a caster. Where how in video games the mana bar is bigger than life barsI would just use the Spell point system from the 3.5 rulebooks. I'm not a fan of re-creating the wheel.
That being said, for that system be sure to limit the amount of mana you can spend on a spell to be equal to the max spell level you can cast.
Look in the 3.5 Unearthed Arcana. all the work is already done for a Mana system for arcane casters.
| Zepheri |
Yes I have unearthed arcana and I understand that point of the sistema of power point I play psionic since 3.0.
The thing is that we want to try a new form of mana point and I wonder if you guys have any ideas to help me with this system I'm creating, what is your opinions and what you add or remove
We already played psionic 3.0, 3.5, pathfinder, unearthed arcana version for the las 16 years
| Ryze Kuja |
What if you did a Spell System like this:
Spell Points:
1st level spell = 1 Spell Point
2nd level spell = 2 Spell Points
3rd level spell = 3 Spell Points
etc.
9th level spell = 9 Spell Points.
Count up all the spells that your class would normally get that day (from both Class and from having a high Ability Score Modifier), add them all up, and then you would have X number of Spell Points for that day, and now you can use them as you see fit -- similar to Power Points for Psionics.
Spell Points are restored daily whenever and however the character would normally regain spells per day for their class.
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Prepared and Spontaneous Metamagic users:
Prepared and Spontaneous casters may add Metamagic feats in the same way that they usually do, except these now cost spell points rather than increased spell levels, and in some cases, might increase the casting time (such as for Spontaneous Casters adding Metamagics feats). Spells prepared or spontaneously cast with metamagic feats may not exceed the highest level of Spell you can cast, to a maximum of 9 spell points. (I.E. If you are a 13th level Wizard, you can only add metamagic feats up to a maximum cost of 7 Spell Points because 7th level spells are the highest you may cast).
Prepared Spellcasters still prepare their spells in the morning and pay their Spell Point costs at that point in time. They are not required to prepare all of their spell points at that time. If desired, a prepared spellcaster may leave some of their spell points "free" so that they may prepare them later in the day, and when doing so in this way takes 1 minute per spell level.
Empower Spell normally increases a spell level by 2, so if you prepare this spell in the morning, you would do so for 2 spell points. Maximize spell would increase by 3 spell points, and Quicken Spell would increase by 4 spell points, etc. Spontaneous casters still add metamagic feats to their spells normally as well.
Metamagic Runes:
Whenever a character takes a level in a spellcasting class that grants a level of spell progression, she gains Metamagic Runes per the Automatic Bonus Progression schedule below.
Automatic bonus Progression Schedule:
1st-4th level: 1 Metamagic Rune
5th-8th level: 2 Metamagic Runes
9th-12th level: 3 Metamagic Runes
13th-16th level: 4 Metamagic Runes
17th-20th level: 5 Metamagic Runes
For example-- a 20th level character with all her levels in Wizard would have 5 Metamagic Runes available at any given time-- and likewise, a 20th level character with 10 levels of Wizard, 5 levels of Fighter, and 5 levels of Eldritch Knight would have a total of 14 levels of spell progression (10 from Wizard and 4 from Eldritch Knight), and therefore would have a total of 4 Metamagic runes due to having a total of 14 levels of spell progression.
Metamagic Runes act as a resource that can be used to imbue your spells with great effects on demand, and allow a spellcaster to increase the Spell Point cost of a spell higher than the normal maximum of 9 Spell Points. Metamagic Runes can be used in three ways, Runic Overcharge, Spell Conservation, and Metamagic Adjunction.
Runic Overcharge:
Firstly, you may use a Metamagic Rune to push the boundaries of a particular spell past what would be normally allowed through a process called "Runic Overcharge". Using a Metamagic Rune in this way is highly similar to using a Metamagic Rod, and does not increase the Spell's overall level, however Overcharging a Metamagic Rune costs a number of Spell Points equal to double the amount of Spell level increase of whatever Metamagic Feat you use. For example, Empower Spell increases a spell's level by 2 levels, and therefore would cost 4 Spell Points to use, likewise, Quicken Spell increases a spell's level by 4 levels, and therefore would cost 8 Spell Points to use. So if you used a Quickened Empowered Firesnake, it would cost you 5 Spell Points for Firesnake, 4 Spell Points for Empowered, and 8 Spell Points for Quickened, for a total of 17 Spell Points.
Spell Conservation:
Secondly, you may use a Metamagic Rune to reduce the cost of a particular Spell by 2 Spell Points via a process called "Spell Conservation". Metamagic Runes used in this way may not reduce the cost of any given spell below 1 Spell Point.
Metamagic Adjunction:
Thirdly, you may consume a Metamagic Rune to bolster a particular spell through a process called "Metamagic Adjunction". You activate a Metamagic Rune for a cost of 4 Spell Points added onto the cost of the particular spell you'd like to imbue, and the caster may choose one of the following three benefits for that spell:
:: You gain a +4 Competence bonus on any ONE attack roll, CMB roll, caster level check, saving throw, or skill check that must be performed as part of casting a spell, such as Caster Level checks for Dispel Magic or Remove Curse, or Ranged Touch Attacks as a part of casting Scorching Ray (not all the rays, just one ray). This +4 Competence bonus can also be used on Caster Level Checks performed outside of what is specifically needed within a spell's description, such as increasing general Caster Level checks for Concentration, Counterspelling, or overcoming Spell Resistance.
:: You gain bonus damage equal to +1 damage per die rolled.
:: You gain a number of Temporary Health Points equal to 5 Temp HP per Caster Level or 1/2 of the damage dealt by the spell, whichever is higher, for 1 minute. Temporary Health gained in either of these ways cannot exceed 50 for any given spell, and this effect does not stack with itself or other similar effects that provide Temporary HP.
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Metamagic Runes can be used for any combination of Runic Overcharge, Spell Conservation, or Metamagic Adjunction on the same given spell, if the caster desires, but similar type of bonuses cannot be applied twice-- for example: you cannot imbue x2 Empower Spell metamagic feats, nor can you imbue x2 +1 damage per die rolled, nor x2 Spell Conservation, etc., but you could apply two Metamagic Adjuctions as long as they're not the same bonus, such as +4 Competence bonus to overcome Spell Penetration as well as +1 damage per die rolled, because although they're both Metamagic Adjunctions they're not the same type of bonus.
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Metamagic Runes are only available once every 10 minutes, and each individual Rune has it's own individual 10 minute timer, and these Runes cannot have their 10 minute timer restored early in any way (except with Feats, see below). You cannot use both a Metamagic Rune and a Metamagic Rod on any given spell, but you CAN use a Metamagic Rune to imbue a spell that has had a metamagic feat added to it normally-- for example, if you prepare an Empowered Fireball for 5 SP in the morning, you can use a Metamagic Rune to Overcharge it with any other Metamagic feat your know, such as Maximize (but not x2 Empower); Spontaneous Casters may empower a spell normally and use a Metamagic Rune to Overcharge it with Maximize spell as well.
Using a Metamagic Rune in any of the aforementioned ways always costs a Move Action to activate (you may also use a Metamagic Rune as a Move Action in lieu of a Standard Action, if desired), and remains "activated" and ready to be imbued upon a spell until the end of your next turn. If you activate a Metamagic Rune and then fail to imbue a spell by the end of your next turn, the Metamagic Rune is still consumed and cannot be used again for 10 minutes. When multiple Metamagic Runes are activated for the purpose of imbuing a single spell, multiple successive Move Actions must be consumed prior to casting whatever spell you are attempting to imbue-- for example, if you wanted to Overcharge two Metamagic Runes to cast Quickened Empowered Firesnake, it would require consuming 2 Move Actions in round 1, and then the spell may be cast as a Swift Action in round 2, likewise, if you wanted to Overcharge two Metamagic Runes to cast Maximized Empowered Firesnake, it would require consuming 2 Move Actions in round 1, and then the spell may be cast as a Standard Action in round 2, furthermore, if you wanted to Overcharge two Metamagic Runes to cast both a Quickened Firesnake and an Empowered Firesnake in the following round, it would require consuming 2 Move Actions in round 1, and then both the Quickened Firesnake may be cast as a Swift Action and the Empowered Firesnake spell may be cast as a Standard Action in round 2. So, once a Metamagic Rune has become activated, a Metamagic Rune doesn't necessarily HAVE to be imbued upon the exact next spell that the caster casts; the caster has the option to choose to imbue these effects separately, or not at all if desired.
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Feats:
Quickened Metamagic Rune:
In addition to being able to activate a Metamagic Rune as a Move Action, you may now also activate a Metamagic Rune as a Swift Action, but doing so costs 5 Spell Points.
Prerequisite: Spellcraft 7 ranks
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Spell Economization:
You reduce the cost of all spells cast by 1 Spell Point (this feat cannot reduce the cost of a given spell below a minimum of 1 Spell Point). This feat does not reduce the Spell Point cost of Metamagic Rune effects, only spells.
Prerequisites: Spellcraft 11 ranks
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Metamagic Potency:
Increase the Difficulty Class and Caster Level of any spell you cast that has been imbued with a Metamagic Rune by +1 DC and +1 Caster Level. This effect stacks with itself indefinitely.
Prerequisites: None
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Runic Knack:
You may treat your Automatic Bonus Progression Schedule for gaining Metamagic Runes as 4 levels higher, and you reduce the 10 minute re-use timer for each individual Metamagic Rune by 1 minute for each Metamagic Rune you have. (Example: If you have 2 Metamagic Runes, your re-use timer would be 8 minutes for each, or if you have 6 Metamagic Runes because you're level 17 and have the Metamagic Rune Abundance feat, your re-use timer would be 4 minutes)
Prerequisites: None
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Metamagic Rune Mastery:
Once per combat, as a free action that must be performed on your turn, you may refresh a Metamagic Rune that had previously been consumed, so that it may be used again immediately.
Prerequisite: Any 3 Metamagic Feats, Metamagic Potency
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Metamagic Rune Abundance:
You increase your total Metamagic Runes available by 1.
Prerequisite: Any 3 Metamagic Feats, Metamagic Potency, Metamagic Rune Mastery
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With Feats and proper Action Economy use, it is possible to Activate all 5 of your Metamagic Runes on a single given spell. However, this is extremely costly.
For example:
Round1: Consume your Swift, Move, and another Move in Lieu of Standard to activate 3 Metamagic Runes.
Round2: Consume your Swift and Move actions to activate 2 more Metamagic Runes, use your Standard to cast a spell (and imbue all 5 Metamagic Runes to that single spell)