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Pravila

Mana Magic

This is (also) an Alternative rule for magic. I myself found that magic was slightly complicated in telling how many times I could cast a spell, I mean, the memorizing spells thing I didn't like too much, so I created an alternative method. Magic (Mana) works like Hp, every spell has a certain casting Mana (example, Magic Missle- 2 mana) and as you gain levels, your overall mana points go up. I found this was much easier than trying to keep track of what spells were memorized and which wern't, now all you have to do is look to see wheather you have enough mana to cast a spell. Obvioussly, higher level spells, or more damaging spells will cost more mana, it's common sence. Here are the advancement/starting mana for each class:

Class Starting Per Level
Paladin 1d6 1d6
Mage 1d12 1d8
Cleric 1d8 1d8

All classes that use mana advance as their class, as normally as gaining spells, and hp.

 
Critical Hits and Misses Tables

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Fumbles by Weapon Types

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