I've been working on a variant combining these two concepts, mostly because I prefer the ability to construct effects in EOM to the standard spell lists elsewhere.
Here is a basic breakdown of what I've done so far:
- Spell point mechanic removed in favor of a power check
- Spell lists per level equals caster level x3, rounded down (1/2 caster level = 1 spell list)
- Simple magic is that using one spell list and general enhancements
- Complex magic is that using more than one spell list
- Exotic magic is that using any of the following lists: Force, Nature, Space, Time, Dragon, Outsider. (For my campaign, Fey will also be on this list)
- (Optional) Para-elemental, Positive, and Negative effects have a prerequisite based on what elements they are composed of. (Air+Water=Mist, Life+Earth=Crystal). Creature effects will have the same structure of dependencies (Monstrous Humanoid requires Humanoid, etc.)
- Alignment effects are removed
- Any cantrip effect can be used without the need of a signature spell (this is the "spontaneous casting" variant. Treat the MP as 0, so the caster simply rolls against the local magic rating.
- (Optional) I'm working on a way for a lower level signature spell to be prepared with the ability to add in magic as needed. This will mostly affect spells that have a directly larger effect with more magic pumped into them, like evocations. The caster can have a simple evoke 1, range x spell and decide to make it an evoke 5 if needed. This allows some variance in the spell without having to prepare 10 different versions of the same spell.
Power Check and Magic Rating
A caster's power is equal to his caster level. (I have toyed with it adding the wisdom modifier here)
Magic Rating for an area is between 5 (very high magic, like a ley line nexus) to 20 (dead zone)
Casting a spell is a power check roll, DC = the magic rating + the MP of the spell
Failing the roll will drain your power level on a 1:1 basis, until the spell has enough power to work. If you run out of power, the spell fails. If a spell has a higher MP rating than the local magic rating, it increases by 1. If it is double the local magic rating, it increases by 2. A local magic rating recovers over time unless there is a sustained effect preventing this.
Power is regained through rest or certain abilities (draining power from other beings). Some magical foci/items can take the power drain for you, artificially raise your power check, or accomplish other things to modify your spellcasting.