Variant Spell Point System [Archive] - Wizards Community

Post/Author/DateTimePost
RobbyPants

05-20-07, 09:11 PM
The idea behind this system is to modify the Unearthed Arcana spell point system, to make it more of a "per encounter" basis. As a general roundown, I lessened the number of spell points per level, increased the rate of recovery, and modified a few other things.

Spell Point System

BASICS
The idea behind this spell system is to give casters more freedom in how they cast their spells. Also, spell points recover quickly, giving casters more spell power per day than with the traditional Vancian system, but in smaller bursts. Their maximum spell points gives them less casting power than under the normal system, but they replenish in roughly four hours under normal circumstances.

Also, casters are given the freedom to cast below zero spell points, but at the risk of fatiguing themselves, slowing their spell point recovery.

PREPARING SPELL
Spontaneous casters (such as bards and sorcerers) do not need to worry about preparing spells. Prepared casters still need to prepare their spells in the morning, as normal. A caster can only prepare spells after eight hours of uninterrupted rest. The caster may prepare a number of spells indicated by the spells per day table for their class, with bonus spells from a high casting stat, as normal. These prepared spells represent the casters available spells for the day. Thus, there is no reason to prepare a duplicate copy of a spell, with the exception of metamagic feats (see spell points and metamagics below).

For example, Mialee is a 2nd level wizard. If she memorizes color spray, mage armor, and burning hands, she may cast any of these spells in any combination paying one spell point apiece (see casting spells below).

CASTING SPELL
Spells now have a cost measured in spell points. To cast a spell, you spend a number of points equal to the cost. It is possible to cast below zero spell points (see overcasting below), but you run the risk of fatigue. A spontaneous caster may cast any spell that he knows. A prepared caster may cast any spell that has been prepared for the day.

A caster may not cast any spells while exhausted. After one hour of complete rest, an exhausted character becomes fatigued.

Spell Spell Point
level Cost
___________________
0 0
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17

Zero-level spells have a cost of zero spell points (making them effectively free). Spontaneous casters (such as bards and sorcerers) may do this as often as they want. Prepared casters may only cast a free zero-level spell once per hour. After this point, they must spend one spell point to cast a zero-level spell. As they gain power, prepared casters gain the ability to cast certain zero-level spells unlimitedly as well (see cantrip and orison mastery below).

SPELL POINTS BY CLASS
Each class gains a different amount of spell points per level. In addition to the spell points granted by the casting class, a caster also gets bonus spell points for having a high casting ability score (see bonus spell points below). If a character has more than one casting class, track a spell point total for each class. Each total is granted separate bonus spell points for a high casting score.

In some cases, the base spell point total is zero, but a caster with a sufficiently high score will be able to cast spells using bonus spell points.


Class Wizard, Sorcerer Bard Ranger,
level Cleric, Paladin
Druid
_______________________________________
1 1 2 0 0
2 2 3 0* 0
3 3 4 0* 0
4 4 6 1 0*
5 5 8 3 0*
6 6 10 3 1
7 7 12 4 1
8 8 14 5 2
9 9 16 5 2
10 10 18 6 3
11 11 20 7 4
12 12 22 8 5
13 13 24 8 5
14 14 26 9 6
15 15 28 10 7
16 16 30 10 7
17 17 32 11 8
18 18 34 12 8
19 19 36 13 9
20 20 38 14 9

*Is still capable of casting spells if the bonus spell points raise the caster’s total above zero.

BONUS SPELL POINTS
Casters get bonus spell points for having a high score in their relevant casting stat. Look up the caster’s ability score and cross reference it with the highest level spell they’re able to cast. This number of spell points is added to their total.

Items and spells that grant bonuses to the relevant ability score may also grant additional bonus spell points. These points are applied to the total maximum, but not to the current spell point total. As the caster regains spell points (see regaining spell points below), their total may increase to the new maximum (assuming the item or spell is still in effect).

If an item or effect causes a loss in the relevant score, their spell point total may need to be adjusted. Find the new bonus spell points on the table, and adjust their maximum total accordingly. If this resulted in a decrease, reduce the current spell point total by the same amount (even below zero, if necessary). If the effect wears off, both the maximum and current totals increase by the same amount they decreased.

For example, Mialee is a 5th level wizard with an Intelligence score of 17. Her base spell points from her class is 5, and her bonus spell points from her Intelligence score is also 5, resulting in a total of 10 spell points. Mialee casts a 2nd level spell for 3 spell points, dropping her total from 10 to 7. She is then targeted by a spell that drops her Intelligence score 3 points (down to 14). At this point her bonus spell points drop from 5 to 3 (a decrease of 2). This causes her maximum spell points to drop from 10 to 8, and her current spell points to drop from 7 to 5. After the spell wears off, both totals increase by the 2 points that were lost.


Score Bonus Spell Points (by Maximum Spell Level)
0 1 2 3 4 5 6 7 8 9
________________________________________ ________________________________________ __
12-13 - 1 1 1 1 1 1 1 1 1
14-15 - 1 3 3 3 3 3 3 3 3
16-17 - 1 3 5 5 5 5 5 5 5
18-19 - 1 3 5 7 7 7 7 7 7
20-21 - 1 3 5 7 9 9 9 9 9
22-23 - 1 3 5 7 9 11 11 11 11
24-25 - 1 3 5 7 9 11 13 13 13
26-27 - 1 3 5 7 9 11 13 15 15
28-29 - 1 3 5 7 9 11 13 15 17


REGAINING SPELL POINTS
A caster regains spell points with the passage of time. After every hour a caster does not cast a spell, he gains one quarter of his maximum spell points (round down, to a minimum of one). He may not gain more than his maximum at any time. After eight hours of uninterrupted rest, the caster gains an amount of spell points equal to his normal maximum. Note that the caster will not reach his maximum if his current spell point total was below zero (see overcasting below).

A caster does not regain any spell points when fatigued or exhausted. After a complete hour of rest, an exhausted character becomes fatigued. After eight hours of complete rest, a fatigued character is no longer fatigued, but he does not regain spell points during this eight hour rest.

For example, Mialee is a 5th level wizard with an Intelligence of 17. She has 10 spell points. With every hour that she does not cast a spell, she gains 2 spell points (10 / 4 = 2.5, round down to 2).

SPONTANEOUS SPELLS
Casters capable of spontaneously changing spells (such as a good clerics ability to spontaneously cure, or a druid’s ability to spontaneously summon) get to add their spontaneous spells to their list of spells for the day, in addition to any others they would normally have.

For example, Jozen, a 3rd level cleric, gets to add cure light wounds to his list of prepared first level spells for the day, and cure moderate wounds to his second level spells. These do not count against his number of prepared spells.

DOMAIN SPELLS
A cleric gets to add one domain spell per spell level that he can cast to his list of prepared spells for the day. These extra spells do not count against his number of prepared spells. He does not gain any additional spell points for his domain spells, but rather, gains the flexibility to cast them more than once with his spell points.

For example, Jozen is a 2nd level cleric with the Good and Sun domains. He decides to add endure elements (from the Sun domain) to his first level prepared spells and aid (from the Good domain) to his second level prepared spells.

SPELL POINTS AND METAMAGICS
All in all, metamagic feats work the same in the spell point system. When applying a metamagic feat to a spell, increase the spell’s level as normal. The caster must be able to pay the increased cost of the spell, and be able to cast spells of that level. For example, if Mialee would need 9 spell points and need to be able to cast 5th level spells in order to cast an empowered fireball.

Spontaneous casters may apply a metamagic feat to a spell during casting (providing they meet the above criteria), but the spell takes longer to cast. If the spell’s casting time is one standard action, it instead takes a full round action. If the casting time is longer, it takes an additional round to cast.

Prepared casters must prepare a spell with a metamagic feat already applied. They are not able to spontaneously apply them. For example, Mialee could prepare fireball as a 3rd level spell and also an empowered fireball as a 5th level spell.

SPELL POINTS AND RESERVE FEATS
Reserve feats work slightly differently under the spell point system. Normally, they require a caster to keep a particular type of spell slot in reserve. Under the spell point system, the caster needs to have the appropriate spell in their spell list for the day and keep enough spell points.

For a spontaneous caster, reserving the spell slot is as simple as having the spell in the list of spells known. For a prepared caster, the appropriate spell must be prepared for the day.

As long as the caster has enough spell points to cast the appropriate spell, the spell is considered “reserved” for purposes of the reserve feat. If the caster’s spell point total drops to low, the feat either stops working, or works less powerfully, if the caster has another spell of a lower level available.

For example, Mialee has the Fiery Burst feat and 10 spell points. She prepares a fireball spell in a 3rd level slot and flaming sphere in a 2nd level slot, but does not prepare any 1st level fire spells. As long as she has at least 5 spell points, her fiery burst feat does 3d6 damage. If she drops below 5, but has at least 3, the feat does 2d6 damage (using her 2nd level slot). If she drops below 3 spell points, she may no longer use the feat.

OVERCASTING
It is possible for a caster to cast below zero spell points. When doing so, the caster runs the risk of fatigue and exhaustion. If a caster casts a spell that brings him below zero spell points, he must immediately make a Fortitude save (DC 10 + the amount of spell points below zero). If he fails, he becomes fatigued (and cannot regain spell points until he is no longer fatigued). A caster may continue to cast when below zero spell points, but each time, must roll another (more difficult) saving throw.

If a caster is fatigued and attempts to overcast, he must roll a Fortitude save after casting (DC 10 + the amount of spell points below zero). If he fails, he becomes exhausted. An exhausted character cannot cast spells and does not regain spell points.

Casters who have become fatigued or exhausted from overcasting may only remove exhaustion and fatigue through natural rest, and not with spells (such as Lesser Restoration). Other effects that cause fatigue or exhaustion may still be cured through magical means.

It is important to keep track of any negative spell points a caster has. This is important because it increases the DC of the Fortitude save required to successfully overcast, and it takes longer for the caster to regain their full spell points.

Creatures immune to the effects of fatigue and exhaustion may not overcast.

For example, Mialee has 2 spell points and attempts to cast a fireball for 5 spell points. Her spell point total drops to -3, and she must succeed at a Fortitude save DC 13 or become fatigued. Mialee rolls her save and fails, and next round, she attempts to cast a web spell for 3 spell points. Her spell point total drops to -6, and she must roll another Fortitude save DC 16 or become exhausted.

CANTRIP AND ORISON MASTERY
Spontaneous casters (such as bards and sorcerers) are assumed to be masters of their zero-level spells. That is, they can cast them an unlimited number of times for free (without paying a spell point cost). Prepared casters may only cast a zero-level spell for free once per hour. After this, they must pay one spell point per spell.

As they gain levels, even prepared casters gain the ability to cast their zero-level spells for free without limit. At 1st level, a prepared caster selects three zero-level spells from their list. They may cast these spells as often as they like without paying the spell point cost. With each class level they gain in their prepared casting class, they may pick a new zero-level spell to master.

Changes to zero-level spells
Due to their potentially limitless nature, some zero-level spells may need modification to keep from being abused.

Cure Minor Wounds: This spell works as normal, with the exception that it cannot heal a creature that has one or more hit points. Thus, it is only effective at stabilizing dying or disabled creatures. It still works normally when causing damage to undead creatures.
Inflict Minor Wounds: This spell works as normal, with the exception that it cannot heal an undead creature that has quarter of its maximum hit points. If used on a living creature that is healed by negative energy, it will not heal the creature if it has one or more hit points. Thus, it is only effective at stabilizing dying or disabled such creatures. It still works normally when causing damage to living creatures.
Repair Minor Damage: This spell works as normal, with the exception that it cannot heal a construct that has more than a quarter of its maximum hit points.


EDIT:
Modified sorcerer spell point totals, per post 4 (05/23/07)
Changed how spell points are gained during rest/meditation (05/23/07)
Lowered the spellpoint totals in general for casters (especially at high levels) (05/26/07)
Changed rules so that fatigue and exhaustion caused by overcasting may only be healed by natural rest, and not by spells (05/27/07)
Cleaned up the blue font of fixes, as they've been in place a while now. Added repair minor damage into the 'fixed spell' section (06/04/07)
RobbyPants

05-20-07, 09:12 PM
FEATS
Below are several feats pertinent to this spell point system. Feats marked by an asterisk (*) have been modified from their original version to work with this system.

EXTRA SLOT *
You can cast an additional spell.
Prerequisites: Caster level 4th.
Benefit: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. This slot is used both for spell perpetration and extra spell points. You gain additional spell points equal to the spell level of the slot gained. For example, a 6th-level wizard (maximum spell level 3rd) gains either an extra 0-level, 1st-level, or 2nd-level slot. If selected for the 2nd-level slot, he would also gain 2 spell points.
Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.

IMPROVED OVERCASTING
You have practiced pushing the limits of your casting, and are less likely to succumb to fatigue from overcasting.
Prerequisites: Caster level 1st.
Benefit: When overcasting (casting spells below zero spell points), you gain a +4 competence bonus on your Fortitude save to avoid becoming fatigued or exhausted.
Ra-Tiel

05-21-07, 01:26 PM
Looks good. However, I have one question. Perhaps I missed something in your post, but is true that a sorcerer only gains 6 spell points more than a wiazrd? From what I have read, a wizard still has his 4+bonus spells per spell level, thus easily outperforming the sorcerer in versatality (as usual :shifty: ), but now greatly increasing his flexibility (as he doesn'T have to prepare multiple copies of the same spell).
RobbyPants

05-21-07, 03:19 PM
Looks good. However, I have one question. Perhaps I missed something in your post, but is true that a sorcerer only gains 6 spell points more than a wiazrd? From what I have read, a wizard still has his 4+bonus spells per spell level, thus easily outperforming the sorcerer in versatality (as usual :shifty: ), but now greatly increasing his flexibility (as he doesn'T have to prepare multiple copies of the same spell).
I was just thining about that today. I have to toy with the numbers at the delicate low levels (and somewhat at the higher levels too). Part of the problem is that I want to make it more "per-encounter" based rather than "per-day". That is how I derived the numbers for my tables.

The spell points by class table came from me looking at the UA spell point table. I divided the number by three and rounded down, but I wanted to make sure there was an increase at each level (at least for the full casters). Thus I have wizards jumping ahead about a point per level, and sorcerers doing not much better.

I'll have to put some more time into it, but hopefully I can fix the table up a bit later...

Perhaps it's as simple as the wizard not gaining spell points every level. I'm still quite torn on this... Here's a preliminary fix (changes made to just the sorcerer at this point):

Class Wizard, Sorcerer Bard Ranger,
level Cleric, Paladin
Druid
_______________________________________
1 0* 2 0 0
2 1 3 0* 0
3 2 4 0* 0
4 3 6 1 0*
5 5 9 2 0*
6 8 13 3 0*
7 11 17 4 0*
8 14 22 5 0*
9 18 27 7 0*
10 24 33 9 1
11 29 40 11 1
12 34 48 13 3
13 40 53 16 3
14 45 58 19 3
15 50 54 22 5
16 56 70 27 6
17 61 76 31 7
18 66 82 37 8
19 72 90 44 13
20 77 100 48 16


How does that look (changes made in blue)? Also, how does the rough power level of the wizard/cleric/druid spell point total look? It seems a little weak at low levels, but I still think it's viable...
Ra-Tiel

05-21-07, 04:19 PM
I was just thining about that today. I have to toy with the numbers at the delicate low levels (and somewhat at the higher levels too). Part of the problem is that I want to make it more "per-encounter" based rather than "per-day". That is how I derived the numbers for my tables.
Ah, I see. In my opinion it's a good idea to get rid of all these "per day" abilities, primarily spellcasting. However, the drawback is that most spells were probably not designed to be thrown around every encounter. With your rate of recharge, a caster could basically have the long duration buffs (like shapechange, moment of prescience or foresight) running all day long.

The spell points by class table came from me looking at the UA spell point table. I divided the number by three and rounded down, but I wanted to make sure there was an increase at each level (at least for the full casters). Thus I have wizards jumping ahead about a point per level, and sorcerers doing not much better.
Well, the UA spell point system had several inherent flaws (as you've probably already noticed ;) ). The one of making the sorcerer even more obsolete as it is already the case, was pretty obvious from the beginning, and is the major "proud nail" with the system. The other thing is that it imposes some sort of "pseudo-augmentation" on spells that all were designed with autoscaling in mind, which could lead to some "interesting" situations (like a wizard spamming acid fogs for "only" 11 spell points each, potentially dealing CL*2d6*# of times he cast the spell, resulting in almost double the damage he would have gotten out of "normal" direct damage spells.

I'll have to put some more time into it, but hopefully I can fix the table up a bit later...

Perhaps it's as simple as the wizard not gaining spell points every level. I'm still quite torn on this... Here's a preliminary fix (changes made to just the sorcerer at this point):

[...]

How does that look (changes made in blue)? Also, how does the rough power level of the wizard/cleric/druid spell point total look? It seems a little weak at low levels, but I still think it's viable...
Now that looks better, as the sorcerer now has a significant advantage over the wizard/cleric/druid in that regard. I guess this compensates for the added flexibility of the "formerly preparing casters".

However, I'd vote to not stunt the wizard's spell point progression. It just sucks to advance a level but have no tangible and meaningful improvement (and more importantly, one that can be felt in game) for your character.
RobbyPants

05-21-07, 06:45 PM
Thanks for the detailed replies! :D This is the type of feed back I need to get this system up and running.

Ah, I see. In my opinion it's a good idea to get rid of all these "per day" abilities, primarily spellcasting. However, the drawback is that most spells were probably not designed to be thrown around every encounter. With your rate of recharge, a caster could basically have the long duration buffs (like shapechange, moment of prescience or foresight) running all day long.
True. I guess the idea was to give them "roughly" a third of their available resources at once. So if they run into one or two encounters per day, they come out behind in total (in that they can't nova their way through it), but if there are more, it evens out, or they come ahead. You're right in that this will change the dynamic a bit. I was aiming for a cross between the spell point system in UA and the recahrge sytem. I also wanted to spell out some specifics (such as, how reserve feats work).

Well, the UA spell point system had several inherent flaws (as you've probably already noticed ;) ). The one of making the sorcerer even more obsolete as it is already the case, was pretty obvious from the beginning, and is the major "proud nail" with the system. The other thing is that it imposes some sort of "pseudo-augmentation" on spells that all were designed with autoscaling in mind, which could lead to some "interesting" situations (like a wizard spamming acid fogs for "only" 11 spell points each, potentially dealing CL*2d6*# of times he cast the spell, resulting in almost double the damage he would have gotten out of "normal" direct damage spells.
Yeah, I didn't explicitly state it, but I got rid of the augmenting. It makes direct damage even worse compared to save-or-dies. Plus, it usually only matters for a few levels. For example, a 9th or 10th level wizard can cast a fireball cheaper than a cone of cold for the same damage, but at 11th level and beyond, the cone of cold does more damage anyway.

Now that looks better, as the sorcerer now has a significant advantage over the wizard/cleric/druid in that regard. I guess this compensates for the added flexibility of the "formerly preparing casters".
Thanks. I actually took a little more time to think about how many spells they get per encounter, as opposed to blindly dividing a questionable number by three. ;) I'll edit the OP once I get the kinks ironed out.

However, I'd vote to not stunt the wizard's spell point progression. It just sucks to advance a level but have no tangible and meaningful improvement (and more importantly, one that can be felt in game) for your character.
What do you think of the current numbers for the prepared casters? Should I leave them as-is, or increase them a bit too?
Vaelan

05-21-07, 08:21 PM
Why did you move from Spells/Day to Spells/2-4 hours? Is decreasing the amount of time the party rests what you're going for here? Why not go /encounter, besides the fact that point systems don't work well under the /encounter paradigm.
RobbyPants

05-22-07, 07:11 AM
Why did you move from Spells/Day to Spells/2-4 hours? Is decreasing the amount of time the party rests what you're going for here? Why not go /encounter, besides the fact that point systems don't work well under the /encounter paradigm.
Well, the idea is this:
The original "per-day" basis was nice in that it was on a logical cycle: spells replenished after a full night sleep. The problem with it is that you have to run four encounters per day to keep the casters from blowing all their spells in one encounter. The idea is good in game, but the metagame balance doesn't work too well.

The "per-encounter" basis is nice in that it balances things for each encounter, but I don't feel it follows any logical cycle. I don't like the idea of a caster using a bunch of spells, and then gaining them back in an arbitrary amount of time. The second encounter could be hours away, or maybe two rounds. The metagame balance is here, but I don't see any in game justification.

Thus, I tried to get the best of both worlds by giving the spell casters a smaller total at any given time, which recharges in regular (more frequent) intervals. What I hope to achieve is both the in game reason as well as a metagame balance.
Also, don't forget that they won't always be at full within four hours. Due to the rounding, it could take five or six, depending on the circumstances. Plus, if a caster overcasts, they still have to regain the negative spell points as well. If they became fatigued, they need to rest for eight hours before gaining any points back.

As for decreasing the resting time of the party, they still need their eight hours of sleep per night. Without it, prepared casters cannot switch their list of prepared spells. If they go long enough without sleep, they'll run the risk of fatigue, which prevents them from gaining spell points.

Hope that answers it. :D
RobbyPants

05-23-07, 10:41 AM
I made a few modifications to the orginal post (highlighted in blue).

I modified the sorcerer's spell point total (per post 4) and the way casters regain spell points during rest.

Any other suggestions?
Vaelan

05-23-07, 11:56 AM
Fatigue rules are irrelevant. (http://www.d20srd.org/srd/spells/restorationLesser.htm)

Shall we spend 8 hours waiting for the Wizard to rest before he starts to regain spell points or spend 3 spell points to make him start now? Not a tough decision.

I dislike the points/hour. People will just blow a bunch of spell points and throw up a Rope Trick to take a four-hour breather if necessary.

That aside, I'm going to question the spell point values. They don't work. You need to use a different basis than cost = levelx2-1. That formula allows for the points that are allotted to cast lower level spells to be used to throw out an inappropriate number of high-level spells. With these low, similar costs, even Wizards can throw out enough high-level spells to trivialize an encounter.

A progression like this, for example, while being practically unplayable, would allow greater control of how many high level spells a spellcaster casts while still allowing them a significant number of lower level spells...

Spell Level Cost

1 1
2 4
3 16
4 64
5 256
6 1024
7 4096
8 16388
9 49552

This is an extreme example, negating all trade-ups, but I think you can see my point.
RobbyPants

05-23-07, 12:38 PM
Fatigue rules are irrelevant. (http://www.d20srd.org/srd/spells/restorationLesser.htm)

Shall we spend 8 hours waiting for the Wizard to rest before he starts to regain spell points or spend 3 spell points to make him start now? Not a tough decision.
True true. I can't believe I overlooked it. An easy (although arguably contrived) fix would be to state that fatigue and exhaustion caused by overcasting cannot be removed by magical means, and that only rest works. This would also allow a caster to cast touch of fatigue on someone (which would prevent regaining SP), and that could be removed with Lesser Restoration (because it wasn't caused by overcasting).

I dislike the points/hour. People will just blow a bunch of spell points and throw up a Rope Trick to take a four-hour breather if necessary.
What's to stop them from taking an 8-hour breather after 8th level under the normal system? I think the problem here is Rope Trick, and not any given magic system.

That aside, I'm going to question the spell point values. They don't work. You need to use a different basis than cost = levelx2-1. That formula allows for the points that are allotted to cast lower level spells to be used to throw out an inappropriate number of high-level spells. With these low, similar costs, even Wizards can throw out enough high-level spells to trivialize an encounter.

You have a point here. I tried some variations in earlier versions of this to change to SP costs with the caster's level, but I ended up leaning away from those. If I pull back the caster's SP totals at the mid to high levels, it might work better. One idea would be for me to give wizards SP sufficient for them to cast their highest level spell once (not counting bonus SP) and for sorcerers to do it twice. Then they have the choice of mixing in lower spells too. Perhaps a better progression would be:

Class Wizard, Sorcerer Bard Ranger,
level Cleric, Paladin
Druid
_______________________________________
1 1 2 0 0
2 2 3 0* 0
3 3 4 0* 0
4 4 6 1 0*
5 5 8 3 0*
6 6 10 3 1
7 7 12 4 1
8 8 14 5 2
9 9 16 5 2
10 10 18 6 3
11 11 20 7 4
12 12 22 8 5
13 13 24 8 5
14 14 26 9 6
15 15 28 10 7
16 16 30 10 7
17 17 32 11 8
18 18 34 12 8
19 19 36 13 9
20 20 38 14 9

I have't worked out the kinks, but it keeps them from blasting through with lots of spells. A 17th level wizard with an Int of 22 would have 28 SP. This is enough for a single 9th level spell, with 11 SP left over. He does, of course, have the option of overcasting...

Another option is giveing most casters about enough SP for 1.5 castings of their highest level spell, and sorcerers with 2.5. Either way, the progression remains linear, preventing them from having boatloads of SP at high levels.

Class Wizard, Sorcerer Bard Ranger,
level Cleric, Paladin
Druid
_______________________________________
1 1 2 0 0
2 2 3 0* 0
3 4 5 0* 0
4 5 7 1 0*
5 7 9 4 0*
6 8 12 5 1
7 10 14 6 1
8 11 17 7 2
9 13 19 8 3
10 14 22 9 4
11 16 24 10 5
12 17 27 11 7
13 19 29 12 8
14 20 32 13 9
15 22 34 14 10
16 23 37 15 11
17 25 39 16 12
18 26 42 17 13
19 28 44 18 14
20 29 47 19 15


Thanks for the input! :D
Vaelan

05-23-07, 11:07 PM
What's to stop them from taking an 8-hour breather after 8th level under the normal system?
Clerics having a different recovery mechanic.

I still think a spell point system using core magic would need to revise the costs to allow a number of lower level spells to be cast without altering the number of higher level spells one could cast, but that is more of a minor change.
RobbyPants

05-26-07, 03:10 PM
I modified the OP to have generally lower SP totals. They start out slightly higher at low levels, but they taper off quickly afterward. The general idea was to make it so that when a caster first is able to cast a spell, they have exactly enough SP to do so once (not counting bonus SP).

Hopefully this will keep casters from blowing through tons of spells in a fight.
RobbyPants

06-04-07, 02:06 PM
Added Repair Minor Damge to the modified spell list. Removed the blue corrections, as they are considered permanent now.

How does this look? Should there be any modifications to the infinite cantrips/orisons?

Should I change the recovery rate? Right now, it's set to 1/4 the total, round down, minimum of 1, but this doen't insure a 4 hour recharge. Due to the rounding, it would take 6 hours to fill up a total of 11 SP from 0. I had though of a way to account for the rounding, but that might make it needlessly complex. The idea would be to look at the fraction of the 1/4, and round accordingly. For example:
If the fraction is 3.25, then the first three hours would give 3 SP, and the forth would give 4. If the fraction is 3.75, then the first gives 3 SP, and the second through forth give 4.
It's a more "complete" solution, but it might be more complex than necessary. Any ideas?