![]() A long rest should *replenish* uses of something, not reset it, because then the PC could avoid long rests, as besides spellcasting resources, there's not much to gain besides hit points. My only issue (besides fully tracking which squares have been previously bonded with) is when to reset their uses of the feature. I'm thinking - As a move action, a PC can make a mana bond with the square they find themselves on that turn (if they haven't already on that square) and later, as a bonus action, turn 1 of those bonds into a use of a universal feature that adds 1 mana point to their mana pool when expended, so it's literally like playing a land for the turn, followed by choosing when to expend (tap) it to add the mana. So just looking for a simple enough way to enforce the flavor without harming the gameplay. ![]() ![]() ![]() (For example, druids care about more terrain than just forests and they are capable of casting spells that aren't inherently related to grass, trees, and animals + in Magic, there are entities that a Cleric might worship that don't identify with White all the time) I just want the players' (and certain NPCs/enemies) to believably draw mana from lands they've connected with and be reasonably believed to cast appropriate spells with said colored mana without messing up what the classes are ultimately all about. Okay, now despite you already having your allotted spell points, I'm going to describe your character as channeling red energy-red mana through your body and spending the necessary number of spell points to cast that fire spell you wanted.")īut I feel like I'd much prefer somehow build a system where making these mana bonds with terrain yields uses of a universal feature (but similar in usage to Wild Shape or Rage) that adds "mana points" to their "mana pool" preferably of the appropriate color, that is a fraction of the alotted number of spell points for their level based on some statistical factor (level, spellcasting ability modifier, etc) maybe even differing depending on if said color is the same, an ally, or enemy color to your base racial color (humans of course choose 1)ĭoes anyone have any insight or opinions on how to go about this? I feel like it's a ton more work and may not always jive properly to label spellcasting classes with colors and force them to pretend certain spells match (fire spells on the druid spell list shouldn't be green for example) and making a forced spell list of a certain color for each also undermines each class's strengths and weaknesses and flavor. Well, we're surrounded by mountainous terrain go ahead and roleplay your character connecting with the mountain meditate for a round or something. If all else fails, I'm not 100% against simply reflavoring ("despite elves being green, and druids being green, and you being an elf druid, the druid spell list contains fire-based spells, which are fundamentally red, and you fancy yourself a Red & Green druid and thus would like to cast one of such spells now and then. Getting this out of the way, I've decided to use the spell points variant, as it's more flexible and works best with mana. So I'm aware the average DM/player takes the simpler path and essentially ignores it, but I'm bound and determined to include a mana system including relationship between terrain types and color of mana and perhaps even color identity where it might mingle with chosen race, alignment, or even class.
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