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| philipk05-21-07, 04:29 PM | Excuse the formatting/spelling errors. I need to edit this better, but I wanted to get it posted. Any ideas/criticism welcome! Soul Points Maximum Soul points are = Wisdom Score If the characters wisdom score increases or decreases, their current soul points and maximum soul points do as well. Soul Points regen at a rate of 1 Soul Point*level/day. Soul Points maybe willingly given from one character to another at a rate of 1 Soul Point/minute. Doing so exhausts the donor. After even one point of soul point damage, the character becomes fatigued. This fatigue lasts until 8 hours of rest or until the soul point damage is healed (whichever comes first). If Soul Points reach 0, the character becomes staggered. Spirit Points Will save Spirit Points/level ---------------------------- high 1d8+Wis Mod* medium 1d6+Wis Mod* low 1d4+Wis Mod* *spellcasters get bonus spirit points based on thier spellcasting stat instead of Wis. Spirit Points regen at a rate of 1 spirit point*level/hour. They do not regen if the character is fatigued/exhausted. Any effect which damages spirit points instead damages soul points if the character's spirit points are empty. Casting Spells - A prepared caster no longer needs to memorize multiple copies of the same spell. Their memorized spells become their effective spells known for that day. Due to this, they lose one spell per day from each level (min 1). - Spontaneous casters gain the Force Spirit Feat as a Bonus Feat and 4 bonus spirit points per level. Casting a spell costs 4 spirit points/spell level (1 point for 0 level spells). If the caster has no spirit points remaining, they may instead spend soul points (which causes fatigue as normal). - Clerics may cast domain spells for 3 spirit points/level instead of 4. - Specialist wizards may cast spells of their chosen school for 3 spirit points/level instead of 4. Metamagic may be applied by spending 1 soul point for each level of increase. This soul point damage does not cause fatigue. "Free" metamagic costs 1 soul point per 3 levels of (total free) increase (round down). A character cannot apply more than his current level/5 (round down) + 1 in metamagic effects to a given spell (free or otherwise). New Feats Force Spirit [General] Prerequisite: Ability to cast spells. Benefit: You may willingly take 1d6 points of damage to gain 4 temporary spirit points. These points last until the end of the current round. This is normally not an action, it takes place during the casting of a spell. If done outside of spellcasting, it is an immediate action. Normal: You cannot do this. Force Metamagic [General] Prerequisite: Force Spirit, any metamagic feat. Benefit: You may willingly take 1d6 points of damage to apply one level of metamagic to a spell. This metamagic does not cause soul point damage. Normal: You cannot do this. New Spells Soul Support (Enchantment) Clr 5, Drd 6 Components: V,S,DF Action: 1 standard action Range: Touch Target: One creature Duration: Instantaneuos Saving Throw: Will negates (harmless) The target of this spell heals 1d4 soul points of damage. Spiritual Assualt (Enchantment) Wiz/Sor 4, Clr 4 Components: V,S Action: 1 standard action Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates The target of this spell must make a will save or lose 1d4/level (max 10d4) spirit points. New Weapon Abilities Spirit Crushing Equivalent: +1 Bonus Effect: The weapon does +2d6 spirit points of damage on a successfull attack. Creator Requirements: CL 5th; Craft Magical Arms/Armor, Spiritual Assault Soul Crushing Burst Equivalent: +2 Bonus Effect: The weapon does +2d6 spirit points of damage on a successfull attack and +1d4 soul points of damage on a successful critical hit. Creator Requirements: CL 10th; Craft Magical Arms/Armor, Spiritual Assault Variants Save or Dies as spirit/soul damage: Save or Die spells instead do 1d6/caster level points of damage to spirit points and 1 point per caster level damage to soul points (This will normally still kill a character, especially if they have few soul points, but it gives a character a chance to survive). Soul Points as 7th Ability Score: In this variant, soul becomes the 7th ability score. Bonus Spirit points are based on Soul Mod instead of Wis/Primary stat. This weakens metamagic as it will reduce spirit and soul points with each use. |
| philipk05-21-07, 04:29 PM | Sample Full Caster Builds Wiz 20 Str 8 Dex 10 Con 10 Int 24 (Headband of Intellect +6) Wis 20 (Periapt of Wisdom +4) Cha 10 Soul Points: 20 Spirit Points: 230 Sor 20 Str 8 Dex 10 Con 10 Int 10 Wis 20 (Periapt of Wisdom +4) Cha 24 (Cloak of Charisma +6) Soul Points: 20 Spirit Points: 310 Spells Known: 1-9, 2-5, 3-5, 4-4, 5-4, 6-4, 7-3, 8-3, 9-3 Sample Half Caster Builds Brd 20 Str 8 Dex 10 Con 10 Int 10 Wis 20 (Periapt of Wisdom +4) Cha 24 (Cloak of Charisma +6) Soul Points: 20 Spirit Points: 310 Spells Known: 1-5, 2-5, 3-5, 4-5, 5-5, 6-4 As you can see, the half caster gets a lot more spells per day under this system. I personally don't think that's a problem, but you could increase the spirit point cost for half-casters. This system also doesn't punish multiclassing nearly as much, since all classes gain spirit points. |
| philipk05-21-07, 04:30 PM | *reserved again* |
| ragoftag05-31-07, 02:36 PM | This is about all I remember of one from about '80, much is missing, but I offer as I can recall. Not a 'favorite', but it works as a basis for a 'storytelling system: Spell Points equal a total of your level (adjusted by Stats and other features), Spells cast able (per spell, cantrips are not counted.), etc. Low end casters wound up able to cast over half the daily RAW before tapping out. High enders can use staggering amounts of low level spells, but fewer high end ones. Spell cost is equal to the Square of (1 + the Spell's level). A level one spell casts for 4, level 2 casts for 9, etc. Cantrips a 1 each. Spell Points renew a bit over time, hourly. Total recovery takes a low level a couple of hours rest, 4-6 of light exertion. A high end mage would take a long time to peak out again, but easily outstrip a beginner in actual point recovery. My reasonably high level in this system could cast each of the 7th level spells (64 points each!) he knew before sitting down (I never reached 200, at 20th level, I would have factored to 215 or so.). Without snacking on Mana Crystals, I would have gotten about 8-9 an hour or 16 an hour of meditation/sleep (max of Int/3 or 6 for sleep), mere rest was only 11 for me. As a L1, I had 11 SP and recovered 1/2. A + to HP would have jumped all those numbers, but who rolled a Uber high Con?. |