Spellstitched mana system [Archive] - Wizards Community

Post/Author/DateTimePost
Wayside

03-08-07, 08:15 PM
Spells per day ==> Memorize each spell once. Your memorized spells effectively become your spells known for the day. (Yes this does favor prepared casters over spontaneous casters [and greatly so] my spontaneous casting classes have been changed to work with the system, so to use this system you will need to give spontaneous casters some benefit to compensate)

Mana: All casters have an amount of mana equal to their caster level.

Mana cost of spells: All spells have a mana cost just like the spell point cost presented in the unearthed arcana (twice spell level minus one, and paying extra mana to increase the caster level of variable dice spells like fireball)

0 level spells: You may cast a number of these for free without needing to replenish mana equal to your casting stat bonus, after this they cost 1 point each.

Replenishing mana: A caster can replenish his mana pool with 5 minutes of study/meditation/prayer etc... as appopriate.

Overcasting: Quite obviously casters will run out of mana fast in a battle, generally they have enough mana to cast their most powerful spell once before having to overcast. A caster may exceed his mana pool when casting spells, but must make a caster level check DC 15+excess mana in order to succeed. This gives a caster a 75% chance of failing to overcast a spell with excess mana equal to her caster level. If the check fails by 5 or more then the caster must roll 1d20 on the table below.

1-4 Gates an extraplanar creature with CR equal to spell level that attacks the caster.
5-8 Spell Backfires dealing 1d4/spell level to the caster.
9-12 Caster loses the ability to cast spells until mana pool is replenished.
13-16 Caster is stunned for 1 round per spell level.
17-20 Caster is exhausted until his mana pool is replenished.

Out of combat casting: A caster may spend two full-round actions to cast a spell without it deducting from his mana pool (For spells that take 1 standard action to cast). Any spell with a duration still imposes a penalty on the caster's mana equal to it's spell level. (This penalty also applies when a caster still has a spell effect on him when he replenishes his mana)
(For example Fenris the 3rd level wizard casts mage armor spending the extra time to cast it, he recieves a -1 penalty to his mana pool. During an encounter he spends his remaining 2 mana points. and afterwards replenishes his mana. The -1 penalty still applies from his mage armor. Later on his mage armor expires, so the -1 penalty is removed and he is back up to 3 mana.)

The intent of this system is to lessen the problem of casters blowing a bunch of high level spells in one combat to utterly destroy an opponent. And also allow them more utility throughout the day.
RobbyPants

03-12-07, 09:46 AM
It's an interesting idea, but I think it drastically weakens casters on a whole. I guess this system would be more viable in a campaign where the PCs routinely ran into 4+ encounters per day. Although, you could still use the UA spell point varient normally, and just make sure you put them against several encounters per day. Naturally, they'll realize that they need to conserve their SP, and the problem will fix itself, without the PCs going nova every encounter.

Also, can you use that 2-round casting in combat? That would be a nice way to let them cast more per day, but would slow them down a bit. The time could also increase one round per consecutive use (3 rounds the 2nd time, 4 rounds the 3rd, tec...), until they get a chance to study/rest again.
Wayside

03-18-07, 01:35 PM
Sorry my reply took so long.
Yes, they can do "out of combat casting" in combat, it just takes so long it generally isn't a good idea. I'm considering moving it down to 1 additional full-round action rather than two. So a 1 action casting time spell would require 1 full round action, then a standard action on your next turn. I don't think it really limits casters that much for during a combat. At low levels they shouldn't be spending very many spells in a single combat, so limiting them to 1 at first level, a couple at second, etc... isn't that big of a deal, allowing them to replenish their mana after battle is actually a huge boost. The main thing it fixes is higher level casters. Yes, they could cast their highest level spell and be almost out of mana. But at the same point, with 13 mana points, they don't have to cast a 7th level spell. they can cast a couple fireballs, several buffs. A good deal of healing spells. etc... I still don't really like the forcing casters to pay for increasing caster level on damage dice spells, but at the same point i havn't thought of another way to resolve it.

It is defintely intended for campaigns with more than 3 encounters before rest. My players and I all like to have many more encounters than that before resting, and most modules require the players to do that as well. My players don't like to leave loose ends when they turn in. Making your way halfway through a dungeon and then deciding to rest just isn't very cinematic or practical. The problem is that even if a character is trying to preserve his spells he only has so many castings of his higher level spells so he is always going to be worried about when to use them, and if he isn't he is going to end up slowing down the group by asking to treck back 2-days to town so he can rest safely and get his spells back.