Warning this is a long reply!
So I am gearing up to run a prehistory (bronze era) game in my established D&D 3.5 (WotC 1e) game world. The Setting that my friend and I have created and used for years is called “The Chronicles of Magic”. In all the games we played we always used the vancian method of magic found in the D&D 3.5 handbook. I have never been a fan of that method and for this next game in the same world, I wanted to use word casting from Pathfinder 1e but did not like the classes nor the lack luster power of the magic. The history of the game world has always told of great and terrible power wielded by ancient heroes and their foes. SO i set out on a hunt for a game engine that I could build/homebrew the game upon, I found ICRPG.
The real point of this response is the Draft Mechanic I am using, yet to grasp the mechanic I think I need to explain a bit more.
This is the magic system I homebrewed based on 2e/me:
CONSTELLATIONS
Your Constellation represents the source of magic from which you can draw upon to cast spells. Each MANA STAR within your Constellation represents 10 Motes of magic. All starting characters begin their journey with ONE STAR in their Constellation. It is possible to increase one’s Constellation by acquiring additional MANA STARS through LOOT or MILESTONE REWARDS.
DETERMINE COST
The cost of a spell always starts at 1M (Mote) per TIER and may cost more Motes as you apply any of the following modifiers.
Counter the effects of another spell: +2MP/Tier countered
Use more than 1 WORD in a single turn or spell: +2MP/WORD*
Hindered Line of Sight (fog, crowd, dense foliage, long distance, etc.): +1MP
No Line of Sight: +2MP
Interruptions or unable to focus (status effects): +1MP/per each occurance
Already maintaining an ongoing spell that requires focus: +1MP/active spell
Affecting multiple targets or large area: +2MP/Additional Target or Area Size
*When using additional WORDS the effect of any of these WORDS can not exceed the more that ½ the TIER of the Primary WORD.
*When using additional WORDS you can not use words that oppose one another as this will cancel the spell’s effect (cold/fire, earth/air, etc).
DRAFT
For each STAR, you have 10 Motes of Light to use on spells, but how do you draw in those Motes of Light beyond rest, meditation, and mana potions. Simple: Take a DRAFT Action!
DRAFT is when you use a turn to stop everything you’re doing and focus your mind. Breath in the natural mana of your surroundings, reorganize your thoughts, or tap the layline beneath your feet. Depending on the time frame you’re in, the outcomes are slightly different. This is your chance to regain spent power!
IN MERE MOMENTS: In combat time, you have a limited chance of DRAFTING. With only seconds to spare, and distractions all around. If you spend a combat turn to DRAFT, you must meet or beat the current TARGET with a HARD CASTING roll to recover 1 MOTE. That’s right just like Hit Points, 1 + your CASTING STAT bonus.
IN HOURS: When between battles, use one turn to draft 1 STAR. No roll. The concept of ‘safety’ is less crucial here, as focusing one’s mind can still be done in the deepest of dark pits.
IN DAYS: If spending days of time in between combat scenarios, you recover all STARS with no roll.
RUNNING OUT OF MAGIC
If you cast a spell that would use every Mote of mana or more you may use HP to complete the spell. However running out of mana comes at a cost, you become MANA SICK (See Status Effects) and casting becomes very difficult and costly.
- Mana Sickness - All casting actions are HARD, this can not be circumvented. You are unable to draft mana and must rest a number of days equal to the number of Stars in your personal constellation to end your Mana Sickness.
Again just my homebrew for a high magic game as the prehistory of the game world had/has more abundant mana than later eras … for setting/story/world creation reasons.