Sorry I don't follow this. What do you mean? In the slot system, a 13th level Wizard can begin casting 9th level spells. I think those "spells per day" charts are still useful to monitor this kind of thing.mirivor said:That is why I think that making all spells at minimum caster level as the standard might help.
Ah yes. I think my eyes were crossed when looking at the tables.Cabral said:Just a quick correction: A 13th level wizard can cast 0th - 7th level spells. A wizard begins casting 9th level spells at 17th level. (Quick Formula: (Level+1) divided by 2 = max spell level or spell level *2 -1 = minimum caster level; Sorcerers get bumped back 1 level for 2nd lvl and higher spells)
That's true too. With magic items like you point out, that issue is already there.Victim said:To some extent, this problem already exists. Look at magic item rules. If you want a healing wand, Cure Light Wounds provides the most HP healed/GP spent. That's why many groups will pack several CLW wands to use for downtime healing so clerics can save their spells for the big heals, and other valuable spells.
Yes, keeping those spells like that is better too. The more we talk about this, I think this is the way to go. The UA system feels allot better to me.mirivor said:jchristl: I meant that the system should treat all spells the same way that it treats evocation/damage dealing ones. A Fireball under the UA system is always cast at the 5th caster level. To increase it beyond that takes 1 additional spell point for each level beyond the 5th. So, a magic missile that gives all five missiles would cost 9 spell points.
Use that for all spells. Summon Monster I is cast at 1 spell point and lasts one round, regardless of caster level. If you want it to last longer, pack more points into it. This won't solve all of the problems, but it will certainly put a drain on those spell points.
DonTadow said:I try not to create anything that someone else already has. Have you tried the Elements of Magic: Revised system. they have a great spell point system and its done wonders for my campaign. If you want to use existing spells with it, double the level of the spell and add 1 for the ammount of points.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.