Spell Points making super heroes? [Archive] - Wizards Community

Post/Author/DateTimePost
Lassar

12-14-04, 11:02 AM
Hi brain pool,

just a short note. I am playing a Cle3/Wiz3/True Necromancer 10 (from Libris Mortis). If I play with the spell point system, including the rules for getting fatigued/exhausted by casting spells, I have the impression of becoming unbelievable powerful...
I can just cast restoration on myself and remove it...what would mean, that I never run out of spell points...

Actually, it is said in the rules that you can remove this side effects (being fatigued/exhausted when falling beyond half/third of your spell point totall)...

Isn't this to powerful?
Or did I get something wrong?

thanx
schulerta

12-14-04, 02:01 PM
I posted something about this a few weeks ago and got no response.

http://boards.wizards.com/showthread.php?t=344113

Yes, it is incredibly broken. Unlimited mana is what it should be called.

I think it is a really cool idea. How can it be fixed?


Troy
_plucky

01-03-05, 05:20 PM
Same problem ifyou use the "second optional variant" for it, where a Concentration Check of DC20+Spell Level lets you cast spells for which you don't have enough spell points for.
At least it appears that way.

At higher levels, it shouldn't be a problem to keep on casting all day long. Heck, by 20th level that's 23 ranks in Concentration, +3 from Skill Focus for 26, with no other modifiers from Con or anything, you can cast 6th level spells all day long, though you'll be tired, maybe have a headache. Of course, that's 20th level as an example, but I'm not sure what else will give bonuses for Concentration checks, so maybe it could happen much earlier too?

Therefore, we're not using that optional rule :)

_plucky