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| Verueth_Havain05-22-07, 11:50 PM | I know there are hundreds upon thousands of different spellcasting variants that make use of what have come to be called "spell points" or "mana points". I've looked at the Unearthed Arcana point system and found it too crazy (i.e. too many points alloted, but I think everyone noticed that). Using an immensely simple method, I have crafted my own "spell point" system, using the idea that the more you cast spells, the more it tires you. Let me know what you think of it. Variant Magic System: Spell Fatigue Spellcasters have a certain number of points allotted to them so they may cast their spells. These points are called spell fatigue. Each spell-casting class has their own number of spell points based on their level, as shown below: Spell Fatigue by class Level Brd Clr/Drd Pal/Rgr Sor Wiz 1 2 4 - 8 4 2 3 6 - 10 6 3 4 7 - 11 7 4 5 10 0 15 9 5 7 11 0 16 10 6 8 13 1 20 12 7 8 16 1 22 14 8 10 18 1 26 16 9 11 20 1 28 18 10 11 22 2 32 20 11 13 25 2 34 22 12 14 27 3 38 24 13 14 30 3 40 26 14 17 32 4 44 28 15 19 35 5 46 30 16 20 37 6 50 32 17 23 40 7 52 34 18 25 42 8 56 36 19 27 45 11 58 38 20 28 47 12 60 40 Spellcasters also gain extra fatigue for exceptional constitution. On Table 1-1: Ability Scores and Bonus Spells, simply find the character’s constitution score and add the bonus spells allowed directly to the spell fatigue pool. For example, Hennet is a 1st-level sorcerer, and as so, gains a base 8 fatigue for spells. He has a 14 constitution. A 14 normally allows bonus 1st- and 2nd-level spells, but these are instead added to his total fatigue for spells, giving him 10 (8 + 1 + 1 = 10). Costs for spells Spells cost double their spell level for their spellcasting class (in the case of spells having different caster levels for different classes). The only exceptions are 0-level spells, which cost 1 point. Effects of using spell fatigue Spell fatigue is tied to the character’s health. As he casts spells, he drains his spell fatigue pool. When you reach half of your total fatigue, you are considered fatigued. When your pool dips under one-quarter of your total, you are considered exhausted. If you run out of spell fatigue, you may continue to cast spells at a great cost. If you do so, the costs are dealt to you as constitution damage. Using the spell fatigue system, you may also cast spell more powerful than you normally could. The draw back is that if you don’t have enough fatigue to pay the entire cost, the rest is dealt as constitution damage. For example, a 1st-level wizard wishes to cast a wish spell. He has only 4 fatigue to spend, while the wish spell costs 18 fatigue. If he were to cast the wish spell, his 4 fatigue would be spent, but the remaining 14 points would be taken as constitution damage. If the wizard as a constitution of less than 15, casting the wish spell will kill him. Clerics Clerics still gain their domain spells and can cast a domain spell once per day for no cost. Classes with spells known These classes still have a limit to the number of spells they may know. This works differently, though. Simply add the number of spells known per level. This is the total number of spells he may know. When he learns a spell, the spell’s level is subtracted from this total. For example, Hennet is a 1st-level sorcerer. Normally he is allowed to know 4 0 level spells and 2 1st level spells. In this case, the numbers are added together, giving him a maximum of 6 total levels of spells that can be known. If he wishes, he may know 1 6th level spell, though casting it would be dangerous (The 6th level spell would have a fatigue cost of 12, while Hennet has a fatigue allotment of 8. Casting that single 6th level spell would deal 4 points of constitution damage to him). He would be safer off knowing many lower level spells, such as 0, 1, and maybe even 2 level spells. 0 level spells cost one spell level in this system. Other spellcasting classes To gain their fatigue pool, simply add up all of their spells per day for that level into one number. Metamagic feats and spell fatigue Metamagic feats that require higher spell level slots add those to the spell’s level, and then the final number is doubled to determine the cost. For example, a fireball is a 3rd level spell, thus costing 6 fatigue points. The Empower Spell feat takes a spell slot two levels higher than normal; in this case, the spell’s level increases by +2, making the fireball’s spell level 5 rather than 3. The new level, 5, is doubled to determine the cost of the empowered spell. Thus, an empowered fireball costs 10 points to cast. Regaining spell fatigue Sometimes you need a quick way to get a spell of in time, but you don’t want to spend 8 hours resting. You can regain fatigue if needed as a full round action, though doing so provokes an attack of opportunity. At the end of the round, you must make a concentration check against a DC of 20 – your caster level + 2 for each point of fatigue you wish to regain. If you succeed, you gain your fatigue back temporarily; this fatigue must be used before the end of the round, or else the fatigue is lost. While concentrating to regain fatigue, you lose your Dexterity modifier to AC. Alternate System: Spell Rolls This system can be used in conjunction with the system stated above. In addition to having to pay fatigue costs, you have to make a caster level check to cast it successfully. The roll is made against a DC of 10 + spell’s fatigue cost (or twice it’s level if not using the spell fatigue system). The DC increases by 2 if fatigued, 4 if exhausted, and 8 if you are taking constitution damage. Success or failure, the fatigue cost (if the system is used) must be paid. If fatigue is not used, the spell is still lost. This system has not been thoroughly tested yet; I have just created it with theoretical equations and scenarios. If you like it and want to try it, let me know of it's results. If you see any flaws, also let me know. If you have ANY comments, you know what to do. Any information will be helpful, as I'm trying to write up my own set of variant rules into a booklet. You'll be hearing a lot from me. |
| starfire31105-23-07, 09:58 AM | not sure I get it, but lets look at it. 7th level wizard with 14 con has 16 fatigue points... he may cast 2, 4th level spells for the day and then he is exhausted, and anymore spells he casts will start to kill him? |
| RobbyPants05-23-07, 10:55 AM | All in all, I like the overall idea. I like how you can regain spell fatigue quickly with the Concentration checks. It's a nice way to let the casters go about every other level (assuming they don't want to start taking Con damage ;)). One point I noticed: What about spells like Restoration (and the lesser and greater versions of both)? For a mere 7 fatigue points, a caster can remove all Con damage from a caster. Thus, you could remove more than seven points of Con damage by just taking 7 points of Con damage (or drain your fatigue pool, if you have sufficient points). It seems like if a cleric and another caster are willing to work together, they can pump out some serious spells with no real harm. Also, would the idea be that the provides nearly infinite healing outside of battle? Not that this is a big problem (as several variants already do this). I just wanted to point it out. One last thing: how does this work with reserve feats? Do reserve feats work in this system? |