Difference between revisions of "TwinDevils/Magic"
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| + | |||
| + | == 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. | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |+Spell Level to Mana Point conversion | ||
| + | |- | ||
| + | |'''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: Fighter (Eldritch Knight), Paladin, Ranger, Rogue (Arcane Trickster), Warlock* | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |+Spell Level to Mana Point conversion | ||
| + | |- | ||
| + | |'''Class Level''' | ||
| + | |'''Full Caster Mana Pool''' | ||
| + | |'''Half-Caster Mana Pool''' | ||
| + | |- | ||
| + | |1 | ||
| + | |4 | ||
| + | |2 | ||
| + | |- | ||
| + | |2 | ||
| + | |6 | ||
| + | |3 | ||
| + | |- | ||
| + | |3 | ||
| + | |12 | ||
| + | |6 | ||
| + | |- | ||
| + | |4 | ||
| + | |20 | ||
| + | |10 | ||
| + | |- | ||
| + | |5 | ||
| + | |26 | ||
| + | |13 | ||
| + | |- | ||
| + | |6 | ||
| + | |34 | ||
| + | |17 | ||
| + | |- | ||
| + | |7 | ||
| + | |40 | ||
| + | |20 | ||
| + | |- | ||
| + | |8 | ||
| + | |48 | ||
| + | |24 | ||
| + | |- | ||
| + | |9 | ||
| + | |54 | ||
| + | |26 | ||
| + | |- | ||
| + | |10 | ||
| + | |62 | ||
| + | |31 | ||
| + | |- | ||
| + | |11 | ||
| + | |68 | ||
| + | |34 | ||
| + | |- | ||
| + | |12 | ||
| + | |76 | ||
| + | |38 | ||
| + | |- | ||
| + | |13 | ||
| + | |82 | ||
| + | |41 | ||
| + | |- | ||
| + | |14 | ||
| + | |90 | ||
| + | |45 | ||
| + | |- | ||
| + | |15 | ||
| + | |96 | ||
| + | |48 | ||
| + | |- | ||
| + | |16 | ||
| + | |104 | ||
| + | |52 | ||
| + | |- | ||
| + | |17 | ||
| + | |110 | ||
| + | |55 | ||
| + | |- | ||
| + | |18 | ||
| + | |118 | ||
| + | |59 | ||
| + | |- | ||
| + | |19 | ||
| + | |130 | ||
| + | |65 | ||
| + | |- | ||
| + | |20 | ||
| + | |150 | ||
| + | |75 | ||
| + | |- | ||
| + | |} | ||
| + | |||
| + | == 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. | ||
| + | |||
| + | === Cleric/Paladin === | ||
| + | |||
| + | === Druid/Cleric === | ||
| + | |||
| + | === Wizard === | ||
Revision as of 23:21, 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: Fighter (Eldritch Knight), Paladin, Ranger, Rogue (Arcane Trickster), Warlock*
| Class Level | Full Caster Mana Pool | Half-Caster Mana Pool |
| 1 | 4 | 2 |
| 2 | 6 | 3 |
| 3 | 12 | 6 |
| 4 | 20 | 10 |
| 5 | 26 | 13 |
| 6 | 34 | 17 |
| 7 | 40 | 20 |
| 8 | 48 | 24 |
| 9 | 54 | 26 |
| 10 | 62 | 31 |
| 11 | 68 | 34 |
| 12 | 76 | 38 |
| 13 | 82 | 41 |
| 14 | 90 | 45 |
| 15 | 96 | 48 |
| 16 | 104 | 52 |
| 17 | 110 | 55 |
| 18 | 118 | 59 |
| 19 | 130 | 65 |
| 20 | 150 | 75 |
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.