Spell Power Point methods in d20 (ish) games?

slaughterj

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I have a few questions about spell power points in d20/d20ish games:

1. What are the various methods of assigning base power points for magic-using characters in d20/d20ish games? (Sub-question, any way to adjust those points, e.g., feats available?)

2. How do these points get recovered? (Sub-question, any way to get points other than recovery to a maximum state, e.g., through rituals, sacrifice, etc?)

3. How do those points alter through advancement?

4. And what are the methods of determining the cost to cast spells in those games? Wondering specifically about Midnight and Urban Arcana, but also any other d20/d20ish systems out there.

For instance, in Conan RPG, casters get a base 4 Power Points, plus additional Power Points based on the character's Wisdom modifier. (Offhand, I don't remember the exact frequency of recovery or how they alter through advancement, don't have the book handy, will revise when I do.) And the spells PP cost appears fairly arbitrary (obviously higher for more potent spells, but not apparent underlying system for figuring the costs).
 

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most systems I've seen are like the psionic system. One gets X points at each level, high attribute grants more. And spells of the same level cost the same. I haven't seen any feats that increase spell points, but I can see ity working just like extra spell slot excpet it gives that many extra spell points equal to the cost of the spell slot that would be gained.
 


slaughterj said:
I have a few questions about spell power points in d20/d20ish games:

Oh, there are many spell-point systems out there. Published by Wizards are the Psionics (really a new way for spellcasting) and the UA variant for the core classes, but I use "Elements of Magic Revised", an entire new magic system, so I describe it instead.

1. What are the various methods of assigning base power points for magic-using characters in d20/d20ish games? (Sub-question, any way to adjust those points, e.g., feats available?)

You have a caster level, which determines the ever increasing amount of MP (Magic Points). There is a feat, which gives you more MP based on the caster level - or after a fix for every hit dice. Edit: The extra points for a high attribute aren't granted anymore, instead they are simple integrated in the available spell point total. Also the additional requirement of an minimum attribute score has been abolished.

2. How do these points get recovered? (Sub-question, any way to get points other than recovery to a maximum state, e.g., through rituals, sacrifice, etc?)

Standard is "Sleep 8 hours, meditate 1 hour". Going beyound the maximum isn't possible, but you can create Mana Batteries, which can power the spells instead drawing from your own pool.

3. How do those points alter through advancement?

Through the increase of the caster level (even possible in half increments).

4. And what are the methods of determining the cost to cast spells in those games? Wondering specifically about Midnight and Urban Arcana, but also any other d20/d20ish systems out there.

The cost of a spell is the needed amount of MP for the enhancements, of which the spell consists. Like the stacking of colored lego bricks, spells are created through the combination of enhancements, which are accessible through chosen spell lists.

Another question, you haven't asked, is: How is determined, how powerful the spell is, which you can cast as the maximum? Officially, the amount of MP spent on one spell can't be greater than your caster level - if you are 10th level, then you can spend 10 MP for a spell, which is easy to remember. Unofficially, a fix has been adopted by the author: The MP limit is the same as your amount of hit dice. The reasoning behind this is, that multiclassed characters, which have non-caster levels can use more powerful spells, without the need of a feat like Practiced Spellcaster. This is possible, because no spell has a level dependent effect - if you want a higher duration or more damage, then you have to spent more MP for this. With no extra MP and new spell lists from a non-caster level, the character doesn't fall as much as behind as normal, but can't overshadow the pure casters. As a sidenote, caster level from different classes stack and there is only one caster level progression, so multiclassing problems are eliminated for the magical classes.
 
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Unearthed Arcana, mentioned above, is probably the closest to "D&D magic with spell points"

Spells have a point cost based on spell level, the maximum spell points you can have is based on class level, and points are recovered daily. I don't have the book here, so I can't provide any numerical examples. EDIT: they must also have something on getting bonus points based on ability scores, just like you can get bonus spells.

AU (not UA) has a flexible spell slot system that is "spell point like", but again I am short on details
 

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