Arduin Bloody Arduin®
Casters Apothocary
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Casters Apothocary
MANA SYSTEM

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  1. Calculate Mana as follows.
  2. Prime Stat/2 * current casting level. (ie...8 level wizard with 16 Intelligence has 64 mana (8*8=64)).
  3. 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
  4. All hybrid caster types such as paladins get 1/4th of these totals starting at the level they aquire spells.
  5. 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).
  6. Mana recovers at 1/8 total mana per hour resting or meditating.
  7. 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.
  8. There is no die cap on wizard offensive spells ie fireball can do 20d6 if mana and level permits.
  9. All Clerical healing spells cost normal but heal at x2 ie cure lt for 3rd level is 2 mana and heals 2d8.
  10. A spell which is interrupted in process of casting by caster being stuck and such causes a spell fumble.

Arduin Spells
 
  1. Only the wizard and cleric class (non specialized) can make use of arduin spells of legend.
  2. Arduin spells can have mana costs that differ from standard spell.
  3. A caster who casts a arduin spell will literaly feel power coursing through him as he whispers the ancient Kthoi words of power.
  4. If a arduin spell is disrupted the spell fumble is rolled twice.

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