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- Calculate Mana as follows.
- Prime Stat/2 * current casting level. (ie...8 level wizard with 16 Intelligence has 64 mana (8*8=64)).
- All spells cost the level of spell times itself +1 mana per die of damage or healing (ie... a fireball spell cast
by a 7th level caster would cost 16 mana((3*3)+7=16mana)) and do 7D6 damage
- All hybrid caster types such as paladins get 1/4th of these totals starting at the level they aquire spells.
- A spell may be cast at a lower mana cost if the effects are reduced. (1/2 cost for a 1/2 damage fireball or 1/2 duration
mage armor spell).
- Mana recovers at 1/8 total mana per hour resting or meditating.
- Wizards can choose to channel extra mana in a spell but it can be dangerous if not careful and each case is handled by
me as it happens in game.
- There is no die cap on wizard offensive spells ie fireball can do 20d6 if mana and level permits.
- All Clerical healing spells cost normal but heal at x2 ie cure lt for 3rd level is 2 mana and heals 2d8.
- A spell which is interrupted in process of casting by caster being stuck and such causes a spell fumble.
Arduin Spells
- Only the wizard and cleric class (non specialized) can make use of arduin spells of legend.
- Arduin spells can have mana costs that differ from standard spell.
- A caster who casts a arduin spell will literaly feel power coursing through him as he whispers the ancient Kthoi words
of power.
- If a arduin spell is disrupted the spell fumble is rolled twice.
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