SPELL ENERGY (MANA) AND ITS RECOVERY


A spell is a formula for collecting and using magical energies (mana or spell points). A caster controls these energies with a memorized set of words, hand motions and/or use of spell components. Each spell has its own special set of words, gestures and/or components as described in their respective descriptions. A PC caster can be a magic user, cleric, or elf.

This game utilizes the spell lists from the AD&D 2nd ed. rules, modified as necessary by the DM.  Second, I think it will be more fair and make game play a little better for play-by-web gaming if we use the following allowances in lieu of spell memorization.

Casters can take the time to recover their well of spell energy or mana. It takes 1 turn per spell point to recover mana. At any time after a spell is cast, spell energy can be recovered by spending the allotted time in prayer or study.  Regaining mana this way, instead of a full night's rest comes only with a successful CON check with +1 to the roll, cumulative, in relation to the number of times attempted before a full night's rest. Failure means the caster is too tired and weary to recover until a full night's rest is obtained.

For example;
Belkar, a 3rd level cleric can cast 3 spells. Two first level and one second level (for a total of 4 spell points). There is a confrontation and he needs to recover all his spell energy. It will take him forty minutes total to recover all the spell points he has used. After resting forty minutes in uninterrupted prayer he rolls a d20+1 and it is below his CON score. He recovers his spell points. If at any time, he is interrupted (e.g. random encounters) then he must start the prayers again. Some time later, he wants to recover his mana again. The adjustment to the die roll goes up every time he tries regaining mana.  A failed roll means the character is too tired and spent from mana burn to recover until eight hours continuous, uninterrupted rest is attained.

Spell Energy

Clerics
A cleric is bestowed mana through prayer.  In recompense for the cleric's devout worship and keeping faith in their tenet, a Deity will gift a cleric with a source of a spell, such as a spell scroll, scroll of spells, or some other religious source found through adventuring or as defined by the GM. A cleric may cast any spell that has been learned if they have the spell power to do so.

Mages
A magic user gains mana through the study of their grimoire's magical script.  In this game, mages do not memorize a set of spells in the day. They can cast any spell learned as long as they have the spell energy it takes to accomplish the task.

For Both
Time required to study or pray is dependent upon the number of spell points you have. Ten minutes per spell point or eight hours, whichever comes first.

* Mana Burn *
There is an inherent risk for a spellcaster casting the same spell repetitively within the same encounter. Each additional instance beyond the number spells allowed for that level requires a roll against the spellcaster's INT or WIS with a cumulative +1 penalty to the d20 roll. If failed, the spell caster suffers a massive mana burn, a release of double the spell's mana cost at once. The resulting effects of the spell is determined by the GM (as wild magic). The spellcaster then must have eight hours uninterrupted rest before casting that spell again.


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