MRPG Cooldown

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Cool Downs

Base Spellcasting Cool Downs:

LevelCool Downs:
33 + 1
63 + 2
93 + 3
123 + 4
153 + 5
183 + 6
213 + 7
243 + 7

Any magic user begins with a base possible 3 simultaneous cool-downs. Once 3 different spells are on cool-down, no more casting(this does not apply to spell-like abilities or spells cast from use-items). As a character levels, they gain additional cool downs at a rate of one every 3 levels.

Cool Downs are measured in Rounds

Most spell cool-downs re-set instantly as soon as a combat instance ends, however some spells will have other limitations listed in their descriptions(1 hour cool-down, number of castings per day, etc).

Various skills and facets provide additional cool downs or reduce the time.

Cool Down Outside of Combat

This is one place where the fast and loose rules of the game come into play. Let's assume that casting any spell requires at least some actions(waving your arms around like an idiot) and has a mental component requiring concentration in multiple phases. Think of it like recalling a short poem from memory combined with some light interpretive dance.

Casting one spell per round is easy, outside of combat, assuming that it takes a few seconds. The mage cannot just "cast every spell instantly because it's not combat".

WorldShaper Notes: Just go with the standards, here.


See Also: