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Magic Point System This variant converts spell slots into mana points, offering the final bridge

be tween d20's slot system and the MMO's MP system. Note that this system may allow som e characters to become more powerful than they should, so a GM should seriously consider first before adopting this system.

Arcanists, healers, and runemasters earn 1d6 mana points plus their primary spel lcasting ability modifer (Intellect for arcanists, Spirit for healers) per level , much like hit points. Secondary spellcasters (any class that has less than 9 l evels of spellcasting ability, such as paladins (including my variant), my hunte r variant, and the elven ranger prestige class) only earn 1d4 mana points plus t heir primary spellcasting ability modifier per level starting when they earn spe lls (example: a mainstream paladin or my hunter variant only earns mana points a t 4th level). Arcanists and healers earn maximum mana points at 1st level.

To learn and cast a spell, you must have a caster level equal to half the spell's level, round down (minimum 1st level spells). To cast a spell, you must spend th e following required mp: Lvl Cost 0 1 1 2 2 4 3 6 4 8 5 10

6 14 7 18 8 24 9 30 Spells that deal variable damage based on caster level are further modified. The character deals damage equal to the base caster level required to cast that spe ll (or twice it's spell level). A fireball deals 6d6 points of fire damage (caster level 6), for instance. A mage may only fire one arcane missile at a time at ba se cost (caster level 1). A spellcaster may spend 1 additional point of mana to raise his caster level for purposes of damage by one level, up to maximum damag e or your true caster level, whichever is less. A 10th level mage may spend up t o 4 additional mana points to cast a 10d6 fireball, or 2 mana points for each ad ditional arcane missile, up to 4 missiles total. Spellcasting remains the same o therwise. A full night's sleep recovers all mana points spent that day.

Altered Effects The following spells, items, and abilities are changed in the mana point system:

Conjure Mana Water (More Magic & Mayhem): Restores 4d6 mana points. Lesser resto res only 1d6 mp, while Greater restores 8d6. Feedback (More Magic & Mayhem): Every mana point lost due to spellbreaking deals 1d4 points of damage. Life Tap (More Magic & Mayhem): Every 2 hit points sacrificed restores 1 mana po int. Mana Burn (Core Rulebook): If the attack succeeds, the target loses 1d8 mana poi nts, plus 1 mana point per caster level (minimum +4, maximum +10 with extra mana points spent). The victim also takes 1d4 points of damage per mana point lost. Mana Droughts (More Magic & Mayhem): For every spell level a mana drought of any level would restore, it instead restores 1d6 mana points. A Greater Mana Drough t would restore 6d6 mana points, for instance. Mana Shield (Core Rulebook): Every 1 mana point spent ignores 2 points of damage .

Mana Tap (My Blood Elf racial class): Each round maintained saps 1d2 mana points . Spellbreaker (More Magic & Mayhem): A target looses 1 mana point per character l evel if struck by this feat. Furthermore, a spellcaster casting a spell is insta ntly interrupted by this feat.

Furthermore, a couple new spells are available: Mana Spring Conjuration [Healing, Totem] Level: Shaman/Witch Doctor 5 Components: V, S Casting Time: 1 standard action Range: 0 ft. Area: 20 ft emanation centered on the totem Duration: 1 round/level Saving Throw: None (harmless) Spell Resistance: No The totem creates a gentle mist in the air about it, refreshing spellcasters wit hin its bounds. All allies within 20 feet of the totem regain 1d4 mana points pe r round.

Mana Sting Conjuration Level: Hunter 4/Elven Ranger 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. plus 10 ft./level) Target: One spellcasting creature. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes The hunter conjures up a magical arrow or bullet and fires it at the enemy. If t he hunter succeeds on a ranged touch attack, the target must succeed at a Will s aving throw or loose 4d6 mana points.

This spell is available to hunters only if you use the spellcasting hunter varia nt.

Siphon Mana Transmutation Level: Warlock 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. plus 5 ft./2 lvls) Target: One spellcasting creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes Many believe that blood elves created this spell, and certainly this spell is pr olific among blood magi. When the warlock casts this spell, an arching purple be am connects the warlock to its victim. If the target fails her Will save, the wa rlock begins transferring mana from the target to himself, at the rate of 1d6 po ints per round, plus one per two caster levels (maximum +10). The warlock may re ceive more mana than he can normally hold; excess mana bleeds off at a rate of 1 mp per round. The spell ends either when the warlock's concentration is broken, t he target runs out of mana, or the spell's duration expires.

Lastly, a new magical item is available: Mana Potion Description: Occasionally, a spellcaster finds herself in desperate need for man a. These potions provides the spellcaster with a quick pick-me-up, refreshing a small portion of her mana instantly. Powers: A spellcaster who drinks this potion recovers up to 10 mana points insta ntly. These mana points can exceed her total mana point pool, but excess mana po ints must be spent within one minute or are lost. Faint transmutation; CL 4th; Brew Potion, Medivh's mneumonic enhancer, create must be at least an 8th level spellcaster; Price: 500 gp. 1

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