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Magic Systems with Magic Points?
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<blockquote data-quote="aramis erak" data-source="post: 8278065" data-attributes="member: 6779310"><p>Rrolemaster/Spacemaster use a point system. All spells cost their level in SP. To cast a spell¹, one needs to be a level no less than the spell. Spell lists usually have spells to level 20, then every 5 to level 50. You learn the list¹ to a certain level by allocating Dev Points to the list, and then rolling to see if you learned it. It's possible to know a list to level 10 but be only able to cast¹ the level 1 spell.</p><p></p><p>¹: unless using one of the insanely many optional rules.</p><p></p><p>Takisman Adventures - 3 ranks of spells, costing 1/2/3 SP. Exceptional rolls may do extra effect or not cost the SP. Poor rolls cost extra to cast or are forgotten, player choice. SP = Craft+Level-1. Note that craft rises indirectly from aspect increases, and aspect increases happen from leveling up.</p><p></p><p>GURPS and TFT: various spells have specific point costs in the description, which is marked as fatigue. Each spell is a skill in GURPS, usually with prerequisites. In TFT, each is a talent; higher levels replace lower levels.</p><p></p><p>Tunnels and Trolls - all editions. Spells have a base cost to cast, and you have to be a level at least equal to the spell's to cast it. If you're higher, you can increase most by paying the full cost for each level over, and thus increase effect. Some editions mark the cost on Strength, others (5.5 and later) on Kremm/Wiz/Power... In editions to 5.5, level-up increases one attribute or two; in 7 & later, level is a function of best class level.</p><p></p><p>Palladium Fantasy 1R... </p><p>one or multiple spells per day, without reguard to level of spell; spells always cost 1 slot to cast. Psi uses ISP ("Inner Strength Points") based upon ME + 1d/level, Which size is by category of psi-power, with psi abilities ranked for learning, but having , Mechanoids uses ISP for Psionics. Later games sometimes also have PPE as a separate thing from ISP... </p><p></p><p></p><p>Warhammer FRP 1E has levels for learning difficulty, and spell points by spell for casting. </p><p></p><p>Pendragon 4E (only 4E): the sum of religious personality traits is the casting limit; the limit/20 is base casting dice (crits on casting double both), areas and events can add more dice. Spells are effect_base + Num_of_Targets_Mod + Duration_Mod required. If the total isn't met, cast a lower power version; if it's met or exceeded, cast at desired level. The number of the points used, divided by 10, is the number of weeks of sleep owed for casting. If you don't start by the second sunday after casting, and each such sunday after, make an aging save. For a character's best spell types, the sleep owed is halved, so 1 per 20 points. If you know you're going to cast at a given time, weeks prep can replace sleep owed...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8278065, member: 6779310"] Rrolemaster/Spacemaster use a point system. All spells cost their level in SP. To cast a spell¹, one needs to be a level no less than the spell. Spell lists usually have spells to level 20, then every 5 to level 50. You learn the list¹ to a certain level by allocating Dev Points to the list, and then rolling to see if you learned it. It's possible to know a list to level 10 but be only able to cast¹ the level 1 spell. ¹: unless using one of the insanely many optional rules. Takisman Adventures - 3 ranks of spells, costing 1/2/3 SP. Exceptional rolls may do extra effect or not cost the SP. Poor rolls cost extra to cast or are forgotten, player choice. SP = Craft+Level-1. Note that craft rises indirectly from aspect increases, and aspect increases happen from leveling up. GURPS and TFT: various spells have specific point costs in the description, which is marked as fatigue. Each spell is a skill in GURPS, usually with prerequisites. In TFT, each is a talent; higher levels replace lower levels. Tunnels and Trolls - all editions. Spells have a base cost to cast, and you have to be a level at least equal to the spell's to cast it. If you're higher, you can increase most by paying the full cost for each level over, and thus increase effect. Some editions mark the cost on Strength, others (5.5 and later) on Kremm/Wiz/Power... In editions to 5.5, level-up increases one attribute or two; in 7 & later, level is a function of best class level. Palladium Fantasy 1R... one or multiple spells per day, without reguard to level of spell; spells always cost 1 slot to cast. Psi uses ISP ("Inner Strength Points") based upon ME + 1d/level, Which size is by category of psi-power, with psi abilities ranked for learning, but having , Mechanoids uses ISP for Psionics. Later games sometimes also have PPE as a separate thing from ISP... Warhammer FRP 1E has levels for learning difficulty, and spell points by spell for casting. Pendragon 4E (only 4E): the sum of religious personality traits is the casting limit; the limit/20 is base casting dice (crits on casting double both), areas and events can add more dice. Spells are effect_base + Num_of_Targets_Mod + Duration_Mod required. If the total isn't met, cast a lower power version; if it's met or exceeded, cast at desired level. The number of the points used, divided by 10, is the number of weeks of sleep owed for casting. If you don't start by the second sunday after casting, and each such sunday after, make an aging save. For a character's best spell types, the sleep owed is halved, so 1 per 20 points. If you know you're going to cast at a given time, weeks prep can replace sleep owed... [/QUOTE]
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