Quote:
Originally Posted by Tywyll
Unless you do something to dramatically increase the Wizard's MP, using that formula will make Wizards even weaker than their d&d counterparts, which is to say that they'll start being able to cast several spells a day, and each time they gain access to new spell levels, their number of spells drops dramatically.
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Well, the average cost of the average spirit magic spell is probably 1.5 mp. A RQ 3 shaman could only cast some 10 spells a day... and as the average sorcery spell costs quite some mp in RQ3 (due too intensity, range and duration manipulation) a sorcerer would only be able to cast two or three spells a day...
The solution is mp storing devices, mp spirits and self-powered magic devices. Also a mage in d100 needs to use magic in other ways, as a information seeking device, to improve defences and so on. Sorcery and the like really takes to much time to cast to be very valuable in combat, in such situation spirit magic rules (and you don't need many of those spells).
Sure, one could device means to deal with the problem. One way would be to use Fatigue Points instead of mp, possibly combined with a "spell buffer" that increases with skill. Assume that a mage would be allowed STR + CON FP which he could use to cast spells and that he could add a "buffer" equal to (sum of all magic skills / 10) rounded up that he could spend before tapping into his own strength reservoir. Of course you'll have to increase the cost of the spells by about x 5. But as you may recall FP are recovered faster than MP... Of course for every 10 FP the mage would loose 10 percentiles in all skills. You could also device a spell that allowed the mage to recover 5 FP per MP or 15 FP per point of permanent POW. In a ditch the mage could sacrifice MP and even POW to recover his breath.
/Peter