Converting to Mana
Conversion from spell slots to mana
Going to be testing out a different way to manage spell casting in DnD. We will be converting over to a mana based system instead of a spell slot system. I feel that it adds a better way for spell casters to manage their spells and with the added benefit for item creation that doesn't result in a "feast or famine" situation that occurs a tone with spell slot related items.
Keep in mind that the following rules applies to all players attempting to cast a spell.
You must have enough mana to cast a spell when you attempt it. This includes casting off a scroll.
You can not exceed your max mana unless otherwise specified.
A long rest completely restores mana to full.
How to determine your mana!
Use the following to find your mana.
(level 1 spell slots) x 10 + (level 2 spell slots) x 20 + (level 3 spell slots) x 30....+(level 9 spell slots)x 90 = mana total
Example:
A player has 4 lvl 1 spell slots, 2 x lvl 2 , 1 x lvl 3. So his total mana value would be, (10 x 4) + (20 x2) +( 30 x 1) for a total of 110 mana.
Determining the cost of casting a spell?
A spell mana cost is simply 10 x spell level. So a fire ball was a level 3 spell and now costs 30 mana to cast.
To overcast/upcast a spell simply add ten mana for each spell level added. Keep in mind you are not able to cast above or beyond your characters capability. Meaning you cant over cast a fire ball to level 9 if the highest level spell you have is below that.
Mage Archtypes (Wizard, sorcerer, Warlock, Artificer)
Base mana: 20 + (10 for every spell slot)
Starting at level 3 and every 5 levels afterwards, wizards can select a single spell in their tome and become a proficient at casting it.( more on this later)
Warlocks always cast conjuration spells at half cost.
Artificer gain the ability " charge battery". This ability allows the caster to regain the mana spent during a combat or single spell out of combat. This is a DC 5-20 check based on the mana attempting to recharge.
Sorcerer's may spend a sorcerer two point to recharge 10 mana. This mana can exceed the maximum mana but the excess mana is lost at the end of turn.
Priest Archtypes (Paladin, Cleric, Druid)
Base mana: 15+ (10 for every spell slot)
Paladins may cast a divine smite at no cost once per long rest.
Clerics resite a Desperate prayer allows the caster to cast a healing spell at the maximum level at no cost or max damage on a single target spell.
Druid's may choose to have a reduce cost to shapeshifting(50%) ,offensive spell casting (25%), or healing (25%). Only one may be selected upon character creation.
Warrior Arctypes (Fighter, Monk, Barbarian)
Base mana: 5 + 5 per level
Classes in this archtypes do not gain any benefit unless the sub class has casting.
Expert Archtypes (Bard, Rogue, Ranger)
Base mana: 10+ 5 per level + 5 per spell slot
Bards gain " one hit wonder" each level up they may select one spell from their list that receives a 50 mana cost reduction. They may only have one spell selected and a new selection replaces previous choices.
Rogue's do not again an ability unless they are the arcane trickster subclass. If they are they gain "Chūzō ninjitsu" granting them to apply sneak attack damage to a spell if the spell is cast from stealth.
Rangers again "priority targeting". Spells cost 50% less when hitting their marked target.