The Mana System Of Spell Casting
Some Examples

Every spell caster, be they mage or priest, ranger or paladin, bard or whatever, must calculate the number of mana points they have. Primarily, this is just the same as their current level. However, we must take notice of a few exceptions:

1.) The spell caster's current level is the number of their base mana points. Spell casting classes that get their spell powers late in life must, however, subtract the number of levels they had earned before they could start casting spells at all. For example, a 5th level mage would have 5 mana points, a 9th level priest would have 9 mana points, and a 12th level ranger would have (12-7) 5 mana points. Since a ranger's first 7 levels have no spells, they must always subtract 7 from their current level. An 18th level ranger would have (18-7) 11 mana points. A 9th level bard would have (9-1) 8 mana points and a 10th level paladin would have (10-8) 2 mana points (do you know why)?

2.) All spell casters (not just priests anymore) will gain bonus spells. AND exceptional spell casting characters will gain bonus mana points due to a high primary requisite. Priests, Paladins and Rangers use wisdom (as always), but now Mages use intelligence, and Bards use charisma on that same table. This is done primarily to emulate the up coming 3rd edition rules for D&D. Consult the new table below to find both the spell bonuses and the mana point bonuses granted.

Bonuses For High Primary Requisite

Primary Requisite

Bonus Spells

Bonus Mana Points

Primary Requisite

Bonus Spells

Bonus Mana Points

1

0

0

14

1st

1

2

0

0

15

2nd

1

3

0

0

16

2nd

2

4

0

0

17

3rd

2

5

0

0

18

4th

3

6

0

0

19

1st, 4th

3

7

0

0

20

2nd, 4th

4

8

0

0

21

3rd, 5th

4

9

0

0

22

4th, 5th

5

10

0

0

23

5th, 5th

5

11

0

0

24

6th, 6th

6

12

0

0

25

6th, 7th

6

13

1st

0

Like before, spell casters are entitled to the bonus spells only when they can normally cast spells of that level. Also, bonus spells are cumulative, so a spell caster with a primary requisite of 15 is entitled to two 1st level spells AND one 2nd level spell. The mana points, however, are NOT cumulative in this manner. With a statistic score of 15, for example, they receive only one bonus mana point. This limited number of mana points may be used to cast "Blanks" that are describe later.

Like the standard AD&D magic system, we still use the tables found in the PHB to see what spells (what level and how many of each level) that a spell caster may cast. They must rest, then study or pray for these spells as normal. However, each level of spell also has what is known as a BLANK for that level. There is a 1st level blank, a 2nd level blank, a 3rd level blank, etc. A spell caster may take these blanks (memorize them) instead of a normal spell. It still takes 10 minutes/level of the spell or blank to memorize this spell (after resting the appropriate number of hours, naturally). These are standard rules for rest and memorization of spells. Unlike normal spells, blanks do not have to be researched or written in a spell book; they are automatically acquired when the spell caster gains the ability to cast spells of that level.

Now, a spell caster may use an Nth level blank and pay N mana points to cast any Nth level spell normally available to them.

For a mage, this must be a spell already in THEIR spell book (and they must have seen it within the last 24 hours, so mages still need to keep their spell books handy, but unless separated from their spell books for more than 24 hours, it will be assumed mages have seen their spells within the last 24 hours). This means a captured spell book, for example, may not be used until the mage has rolled their chance to learn a spell and transcribed it into their own spell book. Even if the captured book contains a spell they already know, they may not use this spell since it is not penned in the proper ink or familiar enough to them yet.

For a priest, this must be a spell normally available to them (restrictions on spheres of control still apply). To cast a spell in this manner one must have memorized a blank of the appropriate level (a 3rd level blank is required for a 3rd level Prayer spell, for example) and this will cost the spell caster N mana points where N is equal to the level of the blank or spell cast.

Naturally, if the spell caster runs out of mana points, they can no longer cast any of the blanks they have, and if they run out of blanks, their mana points are equally useless. Mana points do naturally come back, however, with time.

Recovery of mana points will take 24 hours to regain a spell caster's maximum mana points. For example, a spell caster with 12 mana points will get all 12 points back in 24 hours, but he will get them at a rate of 1 point for every 2 hours. A mage with a maximum of 4 mana points would regain them at 1 point for every 6 hours. Just divide the maximum number of mana points by 24 to find how many points/hour they will obtain, or divide 24 hours by the maximum points to find how many hours must pass for each point. No matter how you do it, a spell caster can recover all their points in a 24 hour period. If the round off error bothers you, you may divide 1,440 minutes (one day) by the maximum number of mana points. For example, a spell caster with 15 mana points will regain them at (1440 minutes/15 mana points) 96-minutes/mana point. Since many prefer tables, I have provided one below, but I still feel it is easier to memorize the rule rather than always having the table handy. Nuff said.

The Reacquisition Of Mana Points

Maximum Mana Points

Minutes/Point

Hours/Point

Maximum Mana Points

Minutes/Point

Hours/Point

0

Infinite

Infinite

14

103

1.7

1

1440

24

15

96

1.6

2

720

12

16

90

1.5

3

480

8

17

85

1.4

4

360

6

18

80

1.3

5

288

4.8

19

76

1.3

6

240

4

20

72

1.2

7

206

3.4

21

69

1.1

8

180

3

22

65

1.1

9

160

2.7

23

63

1.0

10

144

2.4

24

60

1.0

11

131

2.2

25

58

1.0

12

120

2

26

55

0.9

13

111

1.8

27

53

0.9

As always, spells may be memorized as normal and they may be cast as normal. This will take no mana points. However, with the blank-mana point system, a spell caster may add diversity to their casting ability. A 1st level blank can be used to quickly cast Feather Fall (something perhaps not normally memorized) or any other 1st level spell they may not normally memorize out of their spell books since it isn't all that useful to always have it memorized (but may be highly useful once in a blue moon). This diversity greatly enhances the spell caster's options without making them overly powerful. Be warned, however, that taking blanks whose total levels exceed one's mana points may also make them weaker, since they cannot cast a blank at all if they do not have enough mana points.

For example, a 14th level mage normally may have memorized 5, 5, 5, 4, 4, 2, 1 of 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th level respectively. Yet, this is 85 spell levels, but this mage only has 14 mana points. If he took all blanks, the other 71 levels would be useless after he cast the first 14 levels. But even if he took only one blank for each level, that would still be 28 levels of blanks (twice his number of mana points), and after casting 14 levels worth of blanks, the other blanks would be useless to him until he regains sufficient mana points to cast them. In the interim, he would be less powerful than a normal mage (not more). Thus, blanks must be taken sparingly. There is no substitute for good planning, nor should there be.

Priests (and paladins), however, have some additional options. (Mostly due to up coming 3rd edition rules rather than a property of this mana system). A priest may substitute any memorized spell (it need not be a blank) for a healing spell (cure wounds) of Nd4 points where N is the level of that spell. This will cost NO mana points. For example, a priest who had memorized Continual Light (a 3rd level spell) may opt to use it to heal one target (themselves or another target) for 3d4 points. Furthermore, if they do have a blank, they may use this to cast a spell of the appropriate level, and this will cost them the appropriate number of mana points. A 4th level blank, for example, may be used to cast Lower Water (a 4th level spell). This will cost the priest 4 mana points. However, they may also use the blank to cast a 4d4 healing spell (for no mana points) or a Cure Serious Wounds (a 4th level spell that heals 2d8+1 hit points, for no mana points) as casting spells that restore hit points (Cure light Wounds, Cure Serious Wounds, or Cure Critical Wounds) will also not cost any mana points. Again, this will reflect some up coming rules in 3rd edition D&D.

If a character is a multiclass spell caster (like a mage/priest for example, or even a bardic/ranger), they will have two separate sets of mana points, each independent of one another. These mana points will return independently of each other, and they may not be used to cross over. For example, a 3rd level priest blank may NOT be cast with mage mana points, or a 2nd level mage blank may NOT be cast with priest mana points. Also, a 3rd level mage blank may not be used to cast, for example, a Cure Disease spell (a 3rd level priest spell) or used to heal for 3d4 hit points (even if the caster is part priest since this is a mage blank, not a priestly one). These two sets of mana points must remain totally independent of one another.

Now, just a couple of concrete examples, and that should suffice to clarify this mana point system.

MAGE: A 9th level mage with a 17 intelligence will have (9+2) 11 mana points (can you see why?). He normally had 4, 3, 3, 2, 1 but will now have 6, 5, 4, 2, 1 spells (1st, 2nd, 3rd, 4th, and 5th level respectively, from bonus spells due to his 17 intelligence). He decides to memorize two 1st level blanks, one 2nd level blank, two 3rd level blanks, and one 4th level blank. The level of blanks actually exceeds his 11 mana points since he has memorized 14 levels of blanks. He may do this, but he runs the risk of being less powerful. This diversity will help him, but he will be less powerful than a mage who could really plan ahead. However, a few blanks are not too bad. In addition to these blanks, he takes four 1st level, four 2nd level, two 3rd level, one 4th level, and one 5th level spell as normal, telling the DM what his choices are or writing them down of a scratch pad or setting aside the correct spell cards (or whatever) as normal. His spell compliment might look something like this:

1st level: Charm Person, Two Magic Missiles, Sleep, Two Blanks

2nd level: Hypnotic Pattern, Levitate, Mirror Image, Stinking Cloud, Blank

3rd level: Fireball, Lightning Bolt, Two Blanks

4th level: Ice Storm, Blank

5th level: Teleport

During the adventure, he finds he must pass a locked door, so he uses his 2nd level blank to cast Knock. This cost him 2 mana points (leaving him with 9). Later, he really needs a Fire Shield, so he uses a 4th level blank to cast it (costing him 4 mana points, leaving him with 5 left). Next, he thinks he would like to cast Water Breathing and both escape his enemies and hide under the water, but he does not have this spell in his spell book, so he can't. Instead, he finds he must have Fly to sail over the water, though his enemies will be able to see him (and perhaps use arrows). This cost him a 3rd level blank and 3 mana points (leaving him with only 2 mana points). As you can see, his remaining 3rd level blank is now useless (and will remain so until 131 minutes have passed from his first use of a mana point. (1440/11=131). Then, he will regain 1 mana point (having 3) and could use his 3rd level blank again. In the interim, he is less powerful since he does not have that 3rd level spell ready, but with good planning, he could have.

PRIEST: a 7th level priest with a 16 wisdom will have (7+2) 9 mana points. He normally has 3, 3, 2, 1 by the spell table, but due to wisdom, he will have 5, 5, 2, 1 spells (1st, 2nd, 3rd, and 4th level respectively). His spell list may shape up something like this:

1st level: Faerie Fire, Light, Three Blanks

2nd level: Charm Person or Mammal, Four Blanks

3rd level: Prayer, Blank

4th level: Blank

This priest has memorized 18 levels of blanks but has only 9 mana points. He'd better be careful. During the adventure, he cast his charm spell (no cost in mana points). Now he needs a Heat Metal (costing a 2nd level blank and two mana points, leaving 7 points left). Then, he desires to Neutralize Poison (using the 4th level blank and costing 4 mana points, so he has 3 points left). He next finds he needs some emergency healing, so he uses his Prayer spell to cast a 3d4 healing spell instead (no cost in mana points). He also uses a 1st level blank to cast Cure Light Wounds (this is 1d8 healing, better than 1d4, and it still cost no mana points). Now, he'd like to cast Silence 15' Radius, costing another 2nd level blank and 2 more mana points (he has only one mana point left). He has a third level blank left, and two more 2nd level blanks, and two more 1st level blanks, but he cannot use the 3rd or 2nd level blanks at all to cast any spell other than a 3d4, or 2d4 healing spell since he has only one mana point left.

Unlike the mage, the priest can always use blanks to heal people. Thus, they may take a lot more blanks than a mage could take and still be "safe." Furthermore, it would be pointless to take Cure Light Wounds, Cure Serious Wounds, or Cure Critical Wounds under this system when a 1st level, 4th level, or 5th level blank may be used just as well for healing (and cost no mana points), while preserving other options if the healing isn't required. This may seem like it makes the priest character class much more powerful, but in fact, this new ability simply makes up for the old ability to have wisdom bonuses for spells while other spell casters didn't get this. (Actually, this new power is more of a reflection of the 3rd edition rules than it is a reflection of the mana system). Besides, this is only a defensive advantage and these spells are, more often than not, used for the good of the party, so it makes the party stronger (and does not really make the priest character class more powerfully offensive). In the end, it will serve everyone that he can have a Neutralize Poison spell, or whatever, by using a blank rather than having to pray for it, perhaps taking so much time it may be too late to save the poisoned victim. This makes the priest class more enjoyable to play since he is no longer forced to carry ONLY these necessary spells and making the character class nothing more than a walking hospital or combat medic. With this new diversity, he can be a medic, to be sure, but he can be so much more as well.

Now, since this priest's maximum mana points are 9, it will be (1440/9) 160 minutes (2 and 2/3rd hours) since he first used mana points before he will regain a single point, making it possible for him to use one of those second level blanks for something other than healing. In the interim, he pays the price in power for his new diversity and his inability to plan ahead better.

At low-levels and with good statistic bonuses, spell casters will be more powerful than before. (Remember that a lot of this will be true just as a result of 3rd edition rules and not because of the mana system). Be aware, however, that unlike the above examples, it may take half a day, or perhaps nearly a whole day (and not just a few hours) for the low-level spell casters to regain even a single mana point. Without a good primary requisite, however, even they will be hurting for mana points.

If a low-level spell caster uses their single mana point right away, after resting for the required number of hours they will be forced to memorize a specific spell since this mana point will not return for a half a day or better! At mid to high levels, the higher level blanks will quickly eat away at the limited mana points, so even though the diversity is nice to have, the power level is about the same, perhaps just a little more due to diversity. At very high levels, since mages and priests never tended to go through their entire compliment of spells anyway and still had fairly good diversity due to sheer numbers of spells, they would be almost identical in power as they were before. Thus, spell casters are not granted a HUGE advantage in comparison to the other character classes, and besides, this diversity tends to help the entire party rather than just one character.

The added diversity does more to keep the game moving than anything else, preventing the entire party from resting for hours while a spell caster gets the exact spell they need for everyone to proceed. Also, the flexibility of the priest's healing ability also moves the game forward, not having to hold up in a dark hole somewhere while desperately trying to heal their nearly dead comrades, perhaps taking days in rest and prayer and spells before they feel confident to move out again. After all, they'd normally have to get rid of all their non healing spells first, then rest, then memorize healing spells, only then casting them (and then they'd almost certainly want to rest again rather than proceed with no spells ready). With the 1d4/level healing, this healing process can start right away, perhaps even bringing another fallen comrade (who is also a cleric) to consciousness, where his spells may start to IMMEDIATELY heal the party as well. Otherwise, the first caster would have to rest, then get spells, then heal the second healer who would have to first rest, then reacquire spells, and then heal. It all took a great deal of time before, but such things would be much quicker under the mana system.

One cautionary note: Remember that when a PC acquires a new power or ability, it is only fair to assume NPCs will have similar abilities. The NPC spell casters will be on an even footing with the PC spell casters, so watch out.

All in all, this mana system adds the diversity that spell casters need without adding too much power or unbalancing a carefully balanced game. Furthermore, and most importantly, when used properly it could move the game along. Before, waiting for the right spell would normally bring things to a screeching halt. I think this system will continue to test well, but as yet, it has not been extensively play tested. So if you choose to give it a try and find something seriously wrong or something that does not work too well, I'd appreciate hearing from you. Thanks.

Email Jim Your Comments (Send Praise, Critique, Complaints, Suggestions, Ideas, or Submissions).

© December of 1999
by
James L.R. Beach
Waterville, MN 56096