Ok, I'm trying to get this just right, and I'm having a time making it all work out correctly. Anyone who has played in the old/new D&D campaign Dark Sun knows about that settings spellcasting system. I want to replicate it in HERO System.
The gist is this:
All spellcasters must draw energy from life around them to power their spells. They have to draw the energy in first, which they can then use to cast spells.
There are two types of casters: "defilers" and "preservers". "Defilers" draw energy from around them faster, but defile (kill; turn to ashen waste) all plant-life around them in an ever-increasing radius as they draw in power. "Preservers" must draw in the energy more slowly, but do not kill any plant-life around them in doing so.
How do I most closely duplicate this? I obvious want an END Reserve that has some limitations. First of all, all such spellcasters must have plant life around them (it can be fairly far away, not immediately around them; it can be simple scrub or dense forest) that require extra time to be spent to draw energy in for "preservers" (they can't just automatically refill their REC value each turn, they have to spend some sort of extra action to use their REC), and have "defilers" draw energy in normally (they get their REC value automatically each turn), but with a penalty of requiring it to kill said plant life in an expanding radius around it as a prerequisite.
However...and here is one of the tricky parts...someone can choose to either preserve or defile, they are not locked in to either choice.
The spells themselves are easy, being a typical framework. It's the END Reserve that I want to get down in the most effective, simple way possible. I figure the folks here can probably help me nail this precisely how I want it to perform.'