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Take a look to Warhammer quest magic system. mainly it has variable magic poin each turn (1d6, called qind of magic ) + a pool the wizard gain at the beginnin ( 1d6 ) and can play during the game. If rolling the wind of magic you get a 1 you take an event card ( usually an encounter with wandering monsters). Unused mana from winds of magic is losta t the end of the turn. In WHQ you roll a d6 and place it on the wizard sheet to take count of used / unused point, while you have cpunter for the starting point in the pool you can use only one time.
You can adapt it, maybe saying low level mana get 1d3 or high level mana get 1d8 or 1d6 +2 etcc magic point to differentiate.
usually WHQ spells requilres between 3 and 6 points to be cast, with most of them needing 5 points.
Cheers
Mirko
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