Spell Point Regeneration
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A while ago now i remember a conversation about mana regeneration due to the background bleed in from the mana-ethereal plane into the prime material plane. How did / does that work?
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@halfgiant said in Spell Point Regeneration:
A while ago now i remember a conversation about mana regeneration due to the background bleed in from the mana-ethereal plane into the prime material plane. How did / does that work?
That was once posted in the house rules section of daerma.com before I broke daerma.com. I have a copy of that I will have to pull up, but going by memory:
- all standard races regen 1 spell point per hour of no strenuous exercise.
- a caster of a of standard race regens spell points at a rate matching their primary attribute modifier.
- we never came up with a logic for a magic native monstrous race nor a caster of a monstrous race.
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Mental Clarity [Mystic]
Everquest Player’s Handbook (Page 133)The character recovers mana at an unusually quick rate.
Prerequisites: Meditation (15+ ranks).
Benefit: When determining how rapidly the character recov-
ers mana, treat him as if he had 5 more ranks of the Meditation
skill than he actually does. For example, a wizard with a Medita-
tion bonus of +19 (15 ranks, Int modifier +4) with the Mental
Clarity feat recovers 24 mana for a full hour’s rest, rather than the
19 he would otherwise get. -
@halfgiant said in Spell Point Regeneration:
Mental Clarity [Mystic]
Everquest Player’s Handbook (Page 133)I can see a feat adding to the ability modifier. We don’t have meditation as a thing.
Honestly I never really worried about mana regen at levels 10+ as around that time, people generally started getting access to travel to go rest safely or small portable cottages, or spells.
For low level, which we never play at, these numbers are a huge deal.
For NPC raw numbers (Kargin crafting, etc), sure they matter some.