D&D 3.5/Pathfinder Spell Points UA Balanced Edit.
Spell Points
Level | Bard | Cleric, Druid, Wizard | Paladin, Ranger | Sorcerer |
---|---|---|---|---|
1st | 1 | 1 | 0 | 3 |
2nd | 2 | 2 | 0 | 4 |
3rd | 3 | 4 | 0 | 5 |
4th | 5 | 7 | 0 | 12 |
5th | 8 | 10 | 1 | 14 |
6th | 10 | 15 | 1 | 25 |
7th | 13 | 20 | 1 | 30 |
8th | 18 | 27 | 3 | 45 |
9th | 22 | 34 | 4 | 52 |
10th | 26 | 43 | 4 | 71 |
11th | 33 | 52 | 7 | 80 |
12th | 39 | 63 | 9 | 103 |
13th | 44 | 74 | 10 | 114 |
14th | 53 | 87 | 14 | 141 |
15th | 61 | 100 | 17 | 154 |
16th | 67 | 115 | 19 | 185 |
17th | 78 | 130 | 20 | 200 |
18th | 88 | 147 | 24 | 235 |
19th | 99 | 163 | 27 | 252 |
20th | 104 | 180 | 33 | 270 |
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.
Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).
Metagame Analysis: Spell Points
The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).
One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.
Preparing Spells
With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).
For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.
Bonus Spell Points and Bonus Spells
Score | Bonus Spell Points (by Maximum Spell Level) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
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 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
18-19 | — | 1 | 3 | 6 | 10 | 10 | 10 | 10 | 10 | 10 |
20-21 | — | 2 | 4 | 7 | 11 | 16 | 16 | 16 | 16 | 16 |
22-23 | — | 2 | 4 | 7 | 11 | 16 | 22 | 22 | 22 | 22 |
24-25 | — | 2 | 4 | 12 | 16 | 21 | 27 | 34 | 34 | 34 |
26-27 | — | 2 | 4 | 12 | 20 | 25 | 31 | 38 | 46 | 46 |
28-29 | — | 3 | 7 | 13 | 21 | 31 | 37 | 44 | 52 | 61 |
30-31 | — | 3 | 9 | 15 | 23 | 33 | 45 | 52 | 60 | 69 |
32-33 | — | 3 | 9 | 18 | 26 | 36 | 48 | 62 | 70 | 79 |
34-35 | — | 3 | 9 | 18 | 30 | 40 | 52 | 66 | 82 | 91 |
36-37 | — | 4 | 10 | 19 | 31 | 46 | 58 | 72 | 88 | 106 |
38-39 | — | 4 | 12 | 21 | 34 | 49 | 67 | 81 | 97 | 115 |
40-41 | — | 4 | 12 | 24 | 36 | 51 | 69 | 90 | 106 | 124 |
42-43 | — | 4 | 12 | 24 | 40 | 55 | 73 | 94 | 118 | 136 |
44-45 | — | 5 | 13 | 25 | 41 | 61 | 79 | 100 | 124 | 151 |
46-47 | — | 5 | 15 | 27 | 43 | 63 | 87 | 108 | 132 | 159 |
48-49 | — | 5 | 15 | 30 | 46 | 66 | 90 | 118 | 142 | 169 |
50-51 | — | 5 | 15 | 30 | 50 | 70 | 94 | 122 | 154 | 181 |
and so on… |
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).
Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.
A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.
For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.
For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).
Wizard School Spells Slots, Domain slots and any other 1-9 range of bonus slots limited to certain spells like a domain or school of magic give spell points amounting to a combined number if all spell levels were added together, as such a 5th level conjuration wizard would have a separate spell point pool that can be used to cast spells only from conjuration school of magic and amount to 6 spell points(one 1st, one 2nd and one 3rd spell slot), a 20th level wizard would have separate spell point pool of 45 that can be used on any conjuration spells they like. Same thing would happen to Cleric or Druid domain spell slots.
Spontaneous Spellcasting
Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.
Characters with spontaneous spellcasting instead of using spells known table, use spells per day table to figure out the amount of spells they know, as such a sorcerer can have up to 6 spells known per spell levels 1-9 without taking into account favored class bonus, feats and so on. Sorcerers do not get bonus spells known by high ability modifier, just bonus spell points.
Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.
Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.
Regaining Spell Points
Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.
Casting Spells
Spell Level | Spell Point Cost |
---|---|
| |
0 | 01 |
1st | 1 |
2nd | 3 |
3rd | 5 |
4th | 7 |
5th | 9 |
6th | 11 |
7th | 13 |
8th | 15 |
9th | 17 |
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.
Spellcasters use their minimal caster level for determining the effects of their spells in this system excluding range. For example spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells other effects affected by castler level such as range, duration and so on are using minimal level as well.
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. Another example would be 3rd level wizard using mage armor, the spell would have duration of 1 hour as if cast by 1st level wizard.
A character can pay additional spell points to increase the caster level of the spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for all purposes. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. Another example would be 7th level wizard using haste spell, it would have duration of 5 rounds due to being cast at minimal caster level of 5. The wizard could also spend additional 2 spell points for a total of 7 to cast haste as if it was spell with caster level of 7 and thus having duration of 7 rounds.
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).
Metamagic And Spell Points
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.
For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.
For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.
The second option is simpler but less flexible. In this option, each selection of a metamagic feat works as if the character had metamagic rod in hand, they can only use one such free metamagic at the time and are limited to three per day per metamagic feat. The feat cannot also be combined with a rod to use two free metamagic feats, only one or the other works.
You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.
Multiclass Spellcasters
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.
Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.
For the sake of balance, a caster should be able to use at most an amount of pearls of power equal to to his spell level. For example a 1st level wizard capable of 1st level spells can only use 1 pearl of power, regardless of its own power(whether it is one that restores 1 spell point or 17 spell points), meanwhile a 17th level wizard capable of 9th level spells could use 9(which if they are 17 spell point ones becomes a very expensive choice) pearls of power to restore his spell points.
Rings of Wizardry work by increasing your spell point cap by equivalent of doubling your original spell slots, as such a wizard would get such bonus spell points:
Rings of Wizardry I - 4 Spell Points
Rings of Wizardry II - 12 Spell Points
Rings of Wizardry III - 20 Spell Points
Rings of Wizardry IV - 28 Spell Points
Sorcerer would get this much bonus spell points:
Rings of Wizardry I - 6 Spell Points
Rings of Wizardry II - 18 Spell Points
Rings of Wizardry III - 30 Spell Points
Rings of Wizardry IV - 42 Spell Points
Only one level of Ring of Wizardy can be used at once, for example Ring of Wizardry 1 and 2 but not 1 and 1.
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