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Spell Power Point methods in d20 (ish) games?
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<blockquote data-quote="Verequus" data-source="post: 2075461" data-attributes="member: 9135"><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>Through the increase of the caster level (even possible in half increments).</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Verequus, post: 2075461, member: 9135"] 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. 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. 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. Through the increase of the caster level (even possible in half increments). 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. [/QUOTE]
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