Sadrik
First Post
First, I want to thank SteveC for a lot af really good ideas on his system. As well as the Iron Heroes game for the great idea of using tokens to power abilities.
Anyway, I'll let the system speak for itself.
Spell Token System
All casters get a number of token to spend on their spells depending on their level and class. This is their spell pool. The following chart shows how many tokens they get in their spell pool. At 1st level they also get a number of bonus spell pool tokens equal to their key casting stat modifier (4th for rangers and paladins).
Spell Pool
Casters all have a spell pool with their available unspent tokens in it. When a caster casts a spell they draw the required tokens into their pool and then cast it as normal. It is a good idea for the player to use actual tokens when using this system because the tokens can be in three different pools: unspent, spent and used.
Unspent Tokens
Unspent tokens are the tokens that the caster has available to cast his or her spells.
Spent Tokens
Spent tokens are tokens that are spent and can come back through regeneration.
Used Tokens
Used tokens are tokens that are currently powering spells with durations and cannot be regenerated until the spell duration ends. After a spell ends move them to the spent pile.
*Capped at the caster’s actual level
Token Regeneration
Casters regenerate tokens by using the following actions. Casters are always considered to be taking the free action unless somehow prevented; like being unconscious. Divine casters pray and plea with their deity to get their power back, arcane casters draw back their magical energies from around them and innate casters focus and rebuild their mental wills.
Negative Spell Tokens
Negative Casting
If a caster ever spends their spell tokens into the negatives they get one negative spell token for every point they cast into the negative.
Overcasting
A caster can take a negative spell token to increase the caster level his spell by 2 and its DC by 1.
Negative Spell Token Effects
Every negative spell token that a caster has lowers their spell pool size by 2 and the number of tokens they can spend on a spell is lowered by 1. If a caster ever lowers his pool size to zero or below he or she dies.
Recovering Negative Spell Tokens
It takes 8 hours of rest to get rid of 1 negative spell token. If the character ever has no spell tokens while they have a negative token they die. Restoration spell removes 1 negative spell token.
Permanent Spells
Whenever a caster casts a spell with a permanent duration it takes something out of them to do it. To show this the caster gets a negative spell token depending on the spell level of the spell.
Healing Spells
Healing spells (those that have the Conjuration (healing) descriptor) all become duration permanent instead of duration instantaneous. This makes healing out of combat very easy (cure minor wounds), but makes casting other cures more difficult and costly.
Metamagic Feats
To use a metamagic feat when casting a spell it costs +1 spell token for each additional level it requires to cast it. Note that the caster is still limited by the maximum number of tokens they can spend per spell.
Using Psionics
Adding psionics to this system is very easy. Use the following charts for the following classes: a psion would be a wizard, a psychic warrior would be a mage, and a wilder would be a sorcerer.
Optional Rule
A caster becomes fatigued when they get a negative spell token (-2 to strength and dexterity, 8 hours of rest to recover). If a caster ever has more negative spell tokens than spell tokens they become exhausted (-6 to strength and dexterity, 1 hour of rest to become fatigued). A character that does anything to make them fatigued while already fatigued also becomes exhausted.
Anyway, I'll let the system speak for itself.
Spell Token System
All casters get a number of token to spend on their spells depending on their level and class. This is their spell pool. The following chart shows how many tokens they get in their spell pool. At 1st level they also get a number of bonus spell pool tokens equal to their key casting stat modifier (4th for rangers and paladins).
Code:
Tokens by Level and Class
Level Soc Wiz Clr* Drd Brd Rgr Pal
1 2 1 1/1 1 0 - -
2 3 2 2/1 2 1 - -
3 4 3 2/2 3 2 - -
4 5 4 3/2 4 3 0 0
5 7 5 3/3 5 3 0 0
6 8 6 4/3 6 4 1 1
7 9 7 4/4 7 5 1 1
8 10 8 5/4 8 6 2 2
9 12 9 5/5 9 6 2 2
10 13 10 6/5 10 7 3 3
11 14 11 6/6 11 8 3 3
12 16 12 7/6 12 9 4 4
13 17 13 7/7 13 9 4 4
14 18 14 8/7 14 10 5 5
15 19 15 8/8 15 11 5 5
16 20 16 9/8 16 12 6 6
17 22 17 9/9 17 12 6 6
18 23 18 10/9 18 13 7 7
19 24 19 10/10 19 14 7 7
20 25 20 11/10 20 15 8 8
*Class spells/Domain Spells
Maximum Number of Tokens Spent at Once by Level and Class
Level Soc Wiz Clr Drd Brd Rgr Pal
1 1 1 1 1 1 - -
2 1 1 1 1 1 - -
3 1 2 2 2 1 - -
4 2 2 2 2 2 1 1
5 2 3 3 3 2 1 1
6 3 3 3 3 2 1 1
7 3 4 4 4 3 1 1
8 4 4 4 4 3 2 2
9 4 5 5 5 3 2 2
10 5 5 5 5 4 2 2
11 5 6 6 6 4 2 2
12 6 6 6 6 4 3 3
13 6 7 7 7 5 3 3
14 7 7 7 7 5 3 3
15 7 8 8 8 5 3 3
16 8 8 8 8 6 4 4
17 8 9 9 9 6 4 4
18 9 9 9 9 6 4 4
19 9 10 10 10 7 4 4
20 10 10 10 10 7 4 4
Specialist Wizard Bonus Tokens
Level Tokens
1-4 1
5-8 2
9-12 3
13-16 4
17-20 5
Casters all have a spell pool with their available unspent tokens in it. When a caster casts a spell they draw the required tokens into their pool and then cast it as normal. It is a good idea for the player to use actual tokens when using this system because the tokens can be in three different pools: unspent, spent and used.
Unspent Tokens
Unspent tokens are the tokens that the caster has available to cast his or her spells.
Spent Tokens
Spent tokens are tokens that are spent and can come back through regeneration.
Used Tokens
Used tokens are tokens that are currently powering spells with durations and cannot be regenerated until the spell duration ends. After a spell ends move them to the spent pile.
Code:
Token Effect Chart
Tokens Caster DC Minimum
Spent Level* Bonus Cost for a
0 1 0 0 level spell
1 2 1 1st level spell
2 4 2 2nd level spell
3 5 3 3rd level spell
4 8 4 4th level spell
5 10 5 5th level spell
6 12 6 6th level spell
7 14 7 7th level spell
8 16 8 8th level spell
9 18 9 9th level spell
10 20 10 -
Token Regeneration
Casters regenerate tokens by using the following actions. Casters are always considered to be taking the free action unless somehow prevented; like being unconscious. Divine casters pray and plea with their deity to get their power back, arcane casters draw back their magical energies from around them and innate casters focus and rebuild their mental wills.
Code:
Action Type Tokens Gained
1 full round action 2 token
1 standard action 1 token
10 free actions 1 token
Negative Casting
If a caster ever spends their spell tokens into the negatives they get one negative spell token for every point they cast into the negative.
Overcasting
A caster can take a negative spell token to increase the caster level his spell by 2 and its DC by 1.
Negative Spell Token Effects
Every negative spell token that a caster has lowers their spell pool size by 2 and the number of tokens they can spend on a spell is lowered by 1. If a caster ever lowers his pool size to zero or below he or she dies.
Recovering Negative Spell Tokens
It takes 8 hours of rest to get rid of 1 negative spell token. If the character ever has no spell tokens while they have a negative token they die. Restoration spell removes 1 negative spell token.
Permanent Spells
Whenever a caster casts a spell with a permanent duration it takes something out of them to do it. To show this the caster gets a negative spell token depending on the spell level of the spell.
Code:
Spell Negative Spell
Level Tokens Gained
0 0
1-3 1
4-6 2
7-9 3
Healing spells (those that have the Conjuration (healing) descriptor) all become duration permanent instead of duration instantaneous. This makes healing out of combat very easy (cure minor wounds), but makes casting other cures more difficult and costly.
Metamagic Feats
To use a metamagic feat when casting a spell it costs +1 spell token for each additional level it requires to cast it. Note that the caster is still limited by the maximum number of tokens they can spend per spell.
Using Psionics
Adding psionics to this system is very easy. Use the following charts for the following classes: a psion would be a wizard, a psychic warrior would be a mage, and a wilder would be a sorcerer.
Optional Rule
A caster becomes fatigued when they get a negative spell token (-2 to strength and dexterity, 8 hours of rest to recover). If a caster ever has more negative spell tokens than spell tokens they become exhausted (-6 to strength and dexterity, 1 hour of rest to become fatigued). A character that does anything to make them fatigued while already fatigued also becomes exhausted.