I also like Anderas' method. And it recalls to my mind an old post of mine on this topic:
Yet Another Magic Rework.
But we should consider my system was for basic UK game, where a Sleep or a Tempest spells are ,in my opinion, not so strong (I would prefer to try to kill a monster with a Ball of Flame instead of making him sleep, where he can try to wake p every time he is attacked; the same with Tempest, because he can still defend if attacked).
lestodante wrote:...My magic system was allowing the wizard to upgrade and to own more spell sets and assigning him some "mana" points. Each spell will consume some mana so he can chose from a very high range of spells but twith a limited use so the game will not result unbalanced. So, Mind Points allow to know more magic, Mana Points allow to use them!
Here is the list of the standard spells and considering their effects I attribuited a MANA value to each of them:
Pass through Rock 1
Heal Body 3
Rock Skin 2
Water of Healing 3
Sleep 1
Veil of Mist 1
Courage 2
Fire of Wrath 2
Ball of Flame 2
Genie 3 (or 1 if used to reveal a room)
Tempest 1
Swift Wind 1
The stronger is the spell, the more mana it will consume.
Mana can obviously being recovered during the quest by using special potions or artifacts.
Please note that each sets of spells has a total value of 5 or 6 mana points. So the Wizard will start with 18 MANA POINTS, so he have enough mana to use all of his spells. If he will increase his Mind Points, he will get 6 more mana points for each new MP acquired.
All the new spells (including the ones from WOM, Spells of Darkness, Detection and Protection) will be subject to the same scheme and each set shoul not exceed a value of 6 MANA.
I was also considering the idea to NOT discard the spells after used, so the wizard can use the same spell more times in the same quest, but applying a penalty: when used a second time, the spell will use more mana than usually (still working on this... it can be a double amount or even dice roll to determine the amount)