Alternate Magic Pool: Characters start with a base pool of 6 mana, which is increased by his or her career score in Magic. Mana is only returned on turns spells are not cast, however two points are returned each round it does come back. Base spells for schools are received when a character has enough points in individual school skills, although custom skills may be bought for one equipment point each. The highest base mana a spell can have is the number of points a character has in his or her skill. As a side note: putting points into the magic career does not reduce the cost of spells.
Example of use: Elder Scrolls Setting

Charged Mana: Every casting of a spell reduces its die pool by one, unless the spell roll gets more hits than half the cost of the spell. Once a spells die pool has been reduced to 0, the spell is still castable, but the die is taken from the career instead. Spells can not be more than 5 mana in this container. Spells regain all power with 8 hours of rest. Alternatively, all spells can be affected by the die pool change, however each die penalty returns once a minute.
Example of use: A Magi drained mentally after casting spells.

Combo/Combat Advantage: The caster starts with an empty pool that has a maximum of 3. Add one for every non-spell attack landed on the same enemy. Pool is reduced to 1 point when the target is switched. Spells require a number of points equal to the cost of the spell, up to three, spells that cost more must remove the remainder from the pool. (Ex. A spell costing 4 requires 3 combo/CA, and it removes one from the pool.)
Example of use: Modern Sherlock Holmes

Curse: The caster of a curse container may only have targeted spells costing two mana or less. Every spell possessed by the caster may be cast at any time, however spells may not affect the same target twice in the same day.
Example of use: Witch

Focus: When Cast, spells can not be used again for a number of rounds equal to the cost of the spell minus 1, while the caster regains focus. Spells can not be more than 4 mana in this container.
Example of use: Gadgets that need time to recharge after use.

Freeflowing/Wild Magic: The caster of this type of magic can cast spells fairly constantly, however at any given time she only has access to a few of her spells, severely restricting her choice. At the beginning of his or her turn, the caster ‘draws’ spells from their ‘deck’ up to 4 total mana, and may only cast from these spells for the round. (Ex. Thoregar has 8 spells, he shuffles them up and draws his first card: a spell costing 1 mana. He draws again and gets a spell costing 2 mana. His third draw gives him another 2 mana spell, however because this spell brings him over 4 combined mana he has to give it up and can only choose between the first two spells he drew.)
Example of use: Tarot Caster

Innate: Casters with innate magic often do not require some parts of a spell to complete it, as some part of his or her self goes into the spell. Decide if the character requires all three, a Focus, Movement, and Sound, or only one or two of them. Each ability has a varying cooldown period that must be waited before casting that particular spell again. The table below shows the die size that must be rolled to find that period. For each spell requirement overlooked the die size increases as show below.

2d6rounds → 3d6rounds → 4d6rounds → 2d6hours → 3d6hours → 4d6hours → 2d6days → 3d6days
Every spell component not required moves the starting cooldown of all spells by one. Spells at mana cost 1 start here, for each additional mana the cooldown for that particular spell also moves right. Spells can not cost more than 5 mana in this container.

Example of use: An adventurer discovering she has a dragon ancestor, and has received some related powers.

Mana/Energy: When cast, the mana cost of the spell is taken from pool of 6, which regenerates 1 token every round.
Example of use: 90% of video RPGs out there.

Prepared: Mana points to be used in any given day equal the same as the number of skill points put in spells themselves. The drawback of using this method of preparing spells is that every day the caster must spend an hour memorizing, praying for, or otherwise picking the spells he or she wants to use that day. Not all points need to be used when picking spells however. Empty space in his or her pool may be filled with 15 minutes of preparation to pick another spell for the day. The caster may also cast unprepared spells by expending twice the amount normally needed to complete the spell. Depending on the player and GM, when spells are prepared, the GM may roll those secretly and only revealing the result when they are cast.
Example of use: Wizards in generic fantasy, Priests given a set amount of divine power for the day by a deity.

Rage/Bloodlust: The caster starts with a pool of 3 that has a maximum of 6, one token is generated or lost every round returning closer to 3. He or she gains a token when attacked, and when landing an attack. The mana cost of the spell is subtracted from the pool when used. Alternatively, the caster may start with an empty pool and every round of combat he or she gains a token.
Example of use: Rage Mage, Conan the Barbarian

Stance/Aspect: The caster of a curse container may only have non-targeting spells costing three or less mana. Only one spell may be active at a time, though it may be treated as permanent as long as it is the one active. Note: when building spells make sure have the duration in rounds as the base, even though each spell, when active, is considered permanent.
Example of use: Nature’s Guardian

Substance: The Character’s casting pool starts at zero with a maximum of 8, and can only gain points in it with a single action (allowing only a step.) This gives 4 points to freely use on spells, however they fade one point per round, starting on the round after the action is taken. For a lasting substance, the pool has a maximum of 12, and can only gain points by spending at least 10 rounds, giving a full pool to use on spells. These fade at 1 per hour.
Example of use: Eve in BioShock

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