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Dragon's Moon Homebrew Magic System

Dragon's Moon Homebrew Magic System

The summary for those who know how the system works and just need the numbers:

  • All spells cost an amount of mana points equal to their level (0-level spells cost 0 points, 2nd level cost 2, etc)
  • Total available mana pool is equal to the spells a character can cast pre day - For each 1st level spell, add 1 to the maximum mana pool. For each 2nd level, add 2. Etc, etc. 0-level spells (cantrips) do not normally incur a cost and do not add to the maximum pool.
  • Classes that use PREPARED SPELLS may incur additional costs:
    • Casting an unprepared spell while having a prepared spell of the SAME level requires discarding a spell of the SAME level and paying 1.5x the normal cost for the spell, rounded up
    • Casting an unprepared spell while without having a prepared spell of the SAME level requires paying 2x the normal cost for the spell

Description of the magic system

Using magic, from a lore standpoint, uses your body's mental and physical energy and can cause exhaustion, or even injury, if over used. All spellcasters have a set pool of 'mana/mana points' (For lack of a better term) that determines how many spells can be cast before incurring penalties. Total mana points are determined by how many spells per day at each level a character can normally cast under standard rules. A level 1 spell grants 1 point, level 2 grants 2 points, etc etc.

Level 0/cantrip spells have no explicit mana pool cost, and provide no additional mana points, but are affected by penalties (See below).

The cost of casting spells

Generally, casting a spell costs N mana points, where N is that spell's level. In example, a level 2 spell will have a cost cost 2 mana points to cast.

For spellcasters that have a prepared spell system, the cost of a spell differs depending on whether or not the spell is prepared, and whether or not another spell of the same level is prepared.

  • If the spell the caster wishes to cast is already prepared, the spell costs the standard mana points (Equal to the spell's level) to cast.
  • If the spell the caster wishes to cast is not prepared, but another spell of the same level is prepared, the spellcaster will have to discard the prepared spell of equal level (MUST be of the same level - You can discard a level 5 spell to cast a level 4 spell, or vice versa). This will incur the standard spell cost plus an additional 1/2 of the standard spell cost (Rounded up). In example: In casting SpellA, a level 3 spell that is not prepared, the caster discards SpellB and spends 5 mana points (3 + 1.5 rounded up). The spellcaster MUST take this option if another spell of the same level is prepared.
  • If the spell the caster wishes to cast is not prepared, and no other spells of the same level are prepared, the cast is still able to cast this spell, but must now pay twice the number of manapoints. Following the above example, instead of discarding SpellB and spending 5 mana points, the spellcaster would spend 6 mana points.

In addition to the above, if the class also normally prepares 0-level spells, prepared 0-level spells incur no mana cost, while unprepared 0-level spells require the spellcaster to discard a prepared 0-level spell and spend 1 mana point, or spend 2 mana points if no other 0-level spells are prepared (Remember: The spellcaster MUST take the option to discard an equal-level spell if that is an option, in order to cast an unprepared spell).

Mana point deficits and penalties

When casting spells, it is possible to gain a deficit (A negative value of remaining mana points). Once a spellcaster has a reached a deficit, this represents reaching a point of straining their bodies to maintain their magical abilities. A spellcaster will now incur penalties, not only in the casting of further spells (Which is possible, but more difficult under a deficit) but also in other non-magical actions as the strain on their body increases. The penalties of a deficit on a cast spell are calculated AFTER subtracting that spell's cost to the mana pool. These penalties also apply to 0-level/cantrip spells.

When under a deficit, this deficit is applied directly to that spell's rolls, with the exception of damage rolls. For example, if you're at a deficit of -3 after casting a spell, you incur an additional -3 penalty on that spell's rolls, including concentration checks. Additionally, if a spell is cast while under a deficit, or casting the spell would place the spellcaster under a deficit, a CON or WIL (Caster's choice) saving throw (DC 10 plus the spell's level) must be rolled after subtracting the spell's cost from the mana pool, but before any other rolls for the spell's effect. This saving throw takes an additional penalty equal to the spellcaster's deficit:

  • Success incurs no additional penalty, and the spell is successfully cast.
  • A failure that is not more than 5 below the saving throw DC additionally incurs Nd4 damage to the caster, where N is the spell's level (Or a flat 1 damage for 0-level spells). The spell is otherwise successfully cast.
  • A failure that is more than 5 below the saving throw DC incurs the above damage, and the spell fails to be cast entirely.
  • Critical success (Natural 20) and critical fails (natural 1) may incur additional benefits/penalties depending on the situation (GM's discrection).

While a spell caster has strained their body and is under a deficit, all non-damage rolls made by the spell caster such as attack rolls, spell checks, and saving throws (EXCEPT for the saving throw for casting a spell under a deficit) incurs a penalty of 1/2 of the total defeciti rounded up. In example: A magus has a deficit of -3, and attempts a climb check. Their body, weary from the strain of overusing their magic, incurs a -2 penalty to this check.

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