Mana Pool

Pending based on Playtest Results:
Result: Inbalanced, decidedly in favor of clerics. Possibly doable if clerics only know a limited number of spells (such an implementation can be found online), but was not tested.

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Altered Magic System

Instead of having to prepare spells in advance every day and them being one-offs, instead a mana pool is used for all magic-based classes. Spells can be cast according to their mana cost (see below) until the pool is depleted, and spells can be duplicated (with a limit of caster level per hour per location). Lastly, the mana pool will recharge with 8 hours of cumulative rest, plus one hour per interruption.

Mana Costs

Spell costs follow powers of 2.
Lv 0 spell: 0.5 mana cost (so cast ’em two at a time, basically)
Lv 1 spell: 1 mana cost
Lv 2: 2
Lv 3: 4
Lv 4: 8
Lv 5: 16
Lv 6: 32
Lv 7: 64
Lv 8: 128
Lv 9: 256

For balance, the mana pool is decreased by 75%. For example:

A 6th level wizard (ignoring bonus spells) could cast 3 first, 3 second, and 2 third level spells, so their pool size would be:

(3/4) * [(3*1) + (3*2) + (2*4)] = 12.75 = 13 mana available.

So, for example, they could cast:

Three level 3 spells and a level 1 spell.
or
Two level 3 spells, two level 2 spells, and 1 level 1 spell.
or
Thirteen(!) level 1 spells. Think of how many times you could set your hands on fire with that! Remember that in this example you’re limited to 6 casts per hour per encounter location, but this is likely a non-issue in most situations.

School Specialization / Domain Spells

Spells from school specialization and domain spells fall into a separate, specialized pool for that type, and the size is 100% of the mana cost of all spells per day that would be allowed by the old rules.

Mana Pool

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