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Revision as of 23:26, 26 September 2016
Magic does not operate the same way in Xibalba as in standard 5e.
Mana Types
Mana comes in twelve flavors: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Primal, Psychic, Radiant, Thunder, and Veneficum ("prime"). Each mana type creates spells that principally deal the damage type associated with that type of mana, but have several other characteristics:
- Acid may destroy equipment, defeat magical effects, and affect movement.
- Cold can impair movement, create defenses, and cause storms.
- Fire is principally destructive in nature but can also imbue weapons with fire.
- Force shields, pushes, and damages, but can also is used for flight and banishment.
- Lightning controls light and energy, and can grant speed and invisibility.
- Necrotic deals with the power of life, and as such is responsible for both healing magic and necromantic effects.
- Poison is the sphere of (you guessed it) poison, disease, and noxious gasses.
- Primal is the mana of nature, and can be used to interact with natural phenomena.
- Psychic affects the mind, causing fear, charm, and illusion effects.
- Radiant is the power of the sun and can heal, protect, and smite undead.
- Thunder deals with both sound and the power of earth.
- Veneficum is the finer use of magic, from mage hand and teleportation to extradimensional effects.
Acid | Cold | Fire | Force | Lightning | Necrotic | Poison | Primal | Psychic | Radiant | Thunder | Veneficum | |
Bard | x | x | x | x | x | x | x | x | x | x | ||
Sorcerer | x | x | x | x | x | x | x | x | x | x | ||
Warlock | x | x | x | x | x | x | x | x | x | x | x | x |
Wizard | x | x | x | x | x | x | x | x | x | x | ||
Cleric | x | x | x | x | x | x | x | x | ||||
Paladin | x | x | x | x | x | x | x | x | ||||
Druid | x | x | x | x | x | x | x | x | x | x | x | |
Ranger | x | x | x | x | x | x | x | x | x | x | x |
Spell Levels
Spells still have levels, which are available to classes when they would normally gain access to them. (e.g. a Wizard gains access to level 3 spells at Wizard level 5).
Mana points
Twin Devils does not use spell slots, and instead uses mana points.
Level of Spell | Base Mana Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
6th | 9 |
7th | 10 |
8th | 11 |
9th | 13 |
The total amount of mana available to a character is determined by level, and divided by half if their casting class is only partially a caster class.
- Full Casters: Bard, Cleric, Druid, Sorcerer, Wizard
- Half-Casters: Paladin, Ranger
- Third-Casters: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock*
Class Level | Full Caster Mana Pool | Half-Caster Mana Pool | Third-Caster Mana Pool |
1 | 4 | 2 | x |
2 | 6 | 3 | x |
3 | 12 | 6 | 4 |
4 | 20 | 10 | 6 |
5 | 26 | 13 | 9 |
6 | 34 | 17 | 12 |
7 | 40 | 20 | 15 |
8 | 48 | 24 | 18 |
9 | 54 | 26 | 20 |
10 | 62 | 31 | 22 |
11 | 68 | 34 | 24 |
12 | 76 | 38 | 26 |
13 | 82 | 41 | 28 |
14 | 90 | 45 | 30 |
15 | 96 | 48 | 32 |
16 | 104 | 52 | 34 |
17 | 110 | 55 | 36 |
18 | 118 | 59 | 39 |
19 | 130 | 65 | 43 |
20 | 150 | 75 | 50 |
Augmenting
All casters are additionally capable of pumping more mana into a spell to enhance it. TODO
Class Magic
Each class prepares mana in a slightly different way, as broken down by class.