Magic Point System
This variant converts spell slots into
mana points, offering the final bridge between d20’s slot system and the MMO’s MP system. Note that this system may allow some
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
spellcasting ability modifer (Intellect for
arcanists, Spirit for healers) per level, much like hit
points. Secondary spellcasters (any class that has
less than 9 levels of spellcasting ability, such as paladins (including my
variant), my hunter variant, and the elven ranger prestige class) only earn 1d4
mana points plus their primary spellcasting ability modifier per level starting
when they earn spells (example: a mainstream paladin or my hunter variant only
earns mana points at 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 the
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 spell (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 base 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 damage or your true
caster level, whichever is less. A 10th level mage may spend up to 4 additional
mana points to cast a 10d6 fireball,
or 2 mana points for each additional arcane
missile, up to 4 missiles total. Spellcasting remains the same otherwise. 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 restores 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 point.
Mana Burn (Core Rulebook): If the attack succeeds, the target loses 1d8
mana points, 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 Drought 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 level if struck by this feat.
Furthermore, a spellcaster casting a spell is instantly
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 within its bounds. All allies within 20
feet of the totem regain 1d4 mana points per 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 the hunter succeeds on a ranged touch
attack, the target must succeed at a Will saving throw or loose 4d6 mana
points.
This spell is available to hunters only
if you use the spellcasting hunter variant.
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 prolific among
blood magi. When the warlock casts this spell, an arching purple beam connects the
warlock to its victim. If the target fails her Will save, the warlock begins
transferring mana from the target to himself, at the
rate of 1d6 points per round, plus one per two caster levels (maximum +10). The
warlock may receive 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, the 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 mana. 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 instantly. These mana points can exceed
her total mana point pool, but excess mana points 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.