I came up with this a while back. It has a focus-like action, but unlike mana points, it contains a built-in penalty for over-use:
Spells previously cast can be re-established as an action. Roll a number of attack dice from 1 up to a character's current Mind Point total. A skull is a success. A spell costs 1 or more successes to re-establish, depending on its effective strength (ex. Fire of Wrath = 2 success, Genie = 4 successes). Successes don't accumulate, and dice may not be added after the initial roll. Re-tries are allowed as a new action. For every black shield rolled, lose 1 Mind Point. Too powerful? Every white shield loses a Mind Point, instead.
Ideally, spell cards would need an icon sticker showing the number of successes required. Otherwise a single reference sheet with the spells listed below would suffice. Re-establishing a cast spell during combat denies the caster an attack for the turn. Outside of combat, other actions would be delayed (not much of a penalty under the Baker rules). To further discourage over-zealous players from attempting to regain spells to often, I play with another house rule that uses wandering monster patrols. It can be found in this post:
viewtopic.php?f=38&t=807 There's some tactical choice in deciding the number of dice to roll (in combat, at least). Roll too few, and the spell isn't recovered, wasting an action. Rolling too many increases the chance of black shields which weaken and eventually put a caster in shock. As this isn't much of a combat penalty for a Wizard, the effect can be increased to a coma, which will put a Hero out for the adventure (unless a restoration/vitality potion is drank). Financial access to more restoration/vitality potions makes a caster more powerful by extension. I think drathe's reduction of most potion costs by 4/5 would work well with this.
Suggested number of successes needed for spell reacquisition method mentioned immediately above:
Hero spells:
Fire of Wrath ........ 2 Pass Through Rock .... 1
Ball of Flame ......... 3 Rock Skin .............. 2
Courage ........... 5/2* Heal Body .............. 5
Veil of Mist ........... 1 Swift Wind ............. 1
Sleep .................. 2 Tempest ............... 2
Water of Healing .... 5 Genie .................. 4
*
Use 5 if useful against multiple monsters, use 2 if good for 1 attack onlyChaos spells:
Fear .................. 1 Tempest ........... 2 Ball of Flame ...... 3
Sleep ................. 2 Rust ............... 3 Escape ............. 3
Cloud of Chaos ...... 5 Command ......... 4 Summon Orcs ..... 5
Summon Undead .... 5 Lightning Bolt ..... 5 Firestorm ......... 6
Naturally, more spells means more powerful spell casters, especially the Wizard. As the Wizard needs a boost, this rule should add to the fun. As a play balance issue, it may be too much for early Quests, thus the white shield option for loss of Mind Points.