A balanced Spell Point system. [Archive] - Wizards Community

Post/Author/DateTimePost
The Cosmic Goose

05-14-04, 09:35 PM
(yes, im still knawling away at that bone)
Now, i really like the Spell Point system. but i also see the fact that, as is, to seriosly beefs up the preperation casters power level, while invalidating the spontainiouse casters almost compleatly..well, the Sorcerer anyway.

so i used the Spell Point rules in Arcanna Unearthed (or unearthed Arcanna, i can never remember which order it goes in) as a templet and came up with the folllowing.

New preperation casters spells per day (clerid, druid, wizard etc)
- all classes which prepare their spells use the applicable "spells per day" chart in the PHB, with one modification, now all the lists top out at one-less- then normal. (I.E., a wizard tops out at 4 1st level spell slots a day, now, this is only three. and so forth)

- all preperation casters use the Vitalization rules. Spont casters dont.

- all prep casters must not only buy up dice-of-damage on their spells now, but must also buy up caster level in the same manner. (each spells starts at a base caster level equal to what the character had to be to gain access to that spell, just like normal.) Spont caster spells level up with the character at no extra cost.

- grant the sorcerer 3 extra "spells known" starting at level 1. and every 5 levels (starting at 1) they get an extra metamagic feat.

- all other spont casters (Bard, Mystic, Healer, etc) gain two additional spells known.



so....opinions?
Shadowslayer

05-14-04, 10:23 PM
I only glanced through it (I'm off to work soon, sorry), but the thing that really caught my eye wasn't really mechanic related:- all preperation casters use the Vitalization rules. Spont casters dont. Perhaps that seems to balance the power level to you, but I'm thinking that if you're going to make Vitalizing exclusive it makes more sense conceptually for a spontaneous caster to use it, since their magic is actually a part of them, whereas preparatory casters manipulate the energies around them.

Another point to consider is the cleric's restoration spells, since according to the current Vitalizing system it essentially gives the cleric unlimited spells without even getting close to having to make that Concentration check for running out of spell points (just keep wiping away the fatigue and exhaustion by burning a few spell points, and watch your total spell points rise). Especially powerful at higher levels.
The Cosmic Goose

05-15-04, 12:40 AM
Good points.

The vitalization thing didnt bother me mutch. i always thought that Sorcerers being quasi-magical being could tolerate the flow of arcane energy better then the wizard, who has to learn his magic as an outsider. thus a Wizard is drained by useing his spells, wereas the sorcerer isnt.

the cleric thing is a good point. perhaps a footnote in the rule regarding clerics saying that fatigue caused by spell-point useage can only be alived by rest. spells only restore you from mundane sources of fatiuge.
Shadowslayer

05-15-04, 09:37 AM
It certainly would make sense to me that sorcerers and other spontaneous casters would be better conditioned to dealing with the stress of harnessing magical energies. However, overextension is overextension, no matter who you are. Maybe one way of dealing with the concept is to have spontaneous casters utilize Constitution as their key spell point ability (as the Vitalizing variant suggests), and keep the standard relevant ability for preparatory casters (Intelligence and Wisdom, respectively).

Also, another option to look in to would be to alter the penalties for spell point use according to method of spellcasting. For instance, spontaneous casters are fatigued and exhausted after using so many spell points (as standard), and preparatory casters are instead dazed or stunned for a certain amount of time. Unless you are using the Spontaneous Divine Casters variant, this would also help alleviate the restoration dilemma (though not completely circumvent it, due to spells like heal).

Another option is to rule that spent spell points cannot be recovered without 8 hours of rest. Spell points lost due to becoming fatigued or exhausted can be regained as standard. You might have to tinker with the amount of spell points granted at each level if you go this route.