TwinDevils/Magic

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Revision as of 23:26, 26 September 2016 by Bobboberton (talk | contribs) (Mana points)
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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.
Legal Mana Types by Caster Class
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.

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: Paladin, Ranger
  • Third-Casters: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock*
Spell Level to Mana Point conversion
Class Level Full Caster Mana Pool Half-Caster Mana Pool Third-Caster Mana Pool
1 4 2 N/A
2 6 3 N/A
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.

Cleric/Paladin

Druid/Cleric

Wizard