I thought it might be useful to someone to see an overview of my thoughts about the different ideas posted in this thread.
For each idea I've posted the opening paragraph(s) and I've posted a much more indepth article on
my blog Veneficus Schola.
ManaUsing mana is a well-known and trusted way of controlling when the player character can cast spells and it is quite simple to implement.
HealthUsing the casters health to cast magic is a lesser used alternative to using mana and presents a direct risk to the caster, because low health means a greater chance of death.
To counter this the caster should be provided with cheap and quick ways to increase their health e.g. a spell that will swap mana for health.
Ally sacrificeAlly sacrifice is a mechanic that allows the caster to sacrifice any number of his/her allies to provide the power to cast any number of spells.
The basic idea is that the death of each ally makes available an amount of “power” that can be passed back to the caster which can then be used to cast one or more spells.
By using this mechanic not only will the casters allies attack all enemies of the caster but upon their death they will return an amount of power back to the caster, which allows the caster then to cast further spells. An interesting side thought is that the power returned to the caster could be based on how many enemies each ally has killed.
Spells have chargesSimply put this means that a spell can be cast a specific number of times without the need for any further preparation, ingredients or penalties to the caster (unless the spell fails).
One of the key questions for this mechanic is how can the spells be prepared?
I can think of using rituals, ingredients and over time as valid options.
Using a totem pole (aka a fetish)Once the totem pole has been placed on the ground it emits an energy field that provides the caster (or even everyone in that field) with enough energy to cast spells.
The totem pole would last for so many turns before it is exhausted at which point it should be collected by the caster and allowed to recharge over time and of course whilst it is recharging the caster cannot cast spells – quite an interesting challenge for the player I think.
Mental FatigueMental fatigue represents the amount of concentration needed to cast spells, each spell produces fatigue that the caster accumulates over time and therefore makes it slightly more difficult to cast the next spell. If he/she stops casting spells then this fatigue will go down, however if he continues to cast spells then the increase in mental fatigue will affect his physical statues, e.g. they could pass out thus rendering themselves vulnerable to attack and maybe death.
Environment based energyMy initial thoughts (and I admit they are based on a forum comment) are that the terrain will contain both pockets of energy and natural energy seeping from the ground. This will allow the caster to cast spells wherever they are but if they want to cast something powerful or more than 1 spell then they need to move into these pockets.
When the caster is moving around isolated and specific terrain tiles will contain enough energy to allow the casting a single spell. The caster will need some indication of where the next “casting” terrain tile is located and I’m not sure how to do that yet, maybe a visual marker of some kind.
Spell preparationThis allows the caster to have a set number of spells ready to be cast at a moment’s notice. Each spell can only be cast once before it needs preparing again. To offset this one-shot spell casting approach the caster my thoughts are turning towards a quick turn-around for preparing spells and/or maybe only part preparing spells so they can be used quicker.
As I said at the top of this post I've included only the opening paragraph for each description.
Regards,
Steve.