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Unearthed Arcana Spell Points (high levels)
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<blockquote data-quote="TwoSix" data-source="post: 1446421" data-attributes="member: 205"><p>I'm using the spell point system combined with the spell recharge system for my upcoming Warcraft campaign. I decided that the one point per extra dice gimped the lower-level spells a bit too much, but I didn't want to make the higher level spells unimportant. So I decided that all spells will act at their minimum caster level, and that the caster can spend an extra point to add two levels of effective caster level to the spell. So a normal magic missile spell will create one magic missile, spending two points to have two missiles, up to 5 points for 5 missiles. Of course, you also can't cast a spell at a higher effective caster level than your actual caster level, so you can't spend 5 points on magic missile until caster level 9. A level 5 caster can spend 5 points to cast a 5d6 fireball, or 3 points to cast a 3d4+3 magic missile. I combined this with the recharge system, meaning you can't cast spells of the same level over and over again. This makes the lower level slots very useful (for the downtime waiting for your high slots to recharge), and they are reasonably powerful, but your high level slots will still have priority. I'm still trying to break this idea, so if anyone has an idea of spells that this system would be bad for, I'd appreciate it.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 1446421, member: 205"] I'm using the spell point system combined with the spell recharge system for my upcoming Warcraft campaign. I decided that the one point per extra dice gimped the lower-level spells a bit too much, but I didn't want to make the higher level spells unimportant. So I decided that all spells will act at their minimum caster level, and that the caster can spend an extra point to add two levels of effective caster level to the spell. So a normal magic missile spell will create one magic missile, spending two points to have two missiles, up to 5 points for 5 missiles. Of course, you also can't cast a spell at a higher effective caster level than your actual caster level, so you can't spend 5 points on magic missile until caster level 9. A level 5 caster can spend 5 points to cast a 5d6 fireball, or 3 points to cast a 3d4+3 magic missile. I combined this with the recharge system, meaning you can't cast spells of the same level over and over again. This makes the lower level slots very useful (for the downtime waiting for your high slots to recharge), and they are reasonably powerful, but your high level slots will still have priority. I'm still trying to break this idea, so if anyone has an idea of spells that this system would be bad for, I'd appreciate it. [/QUOTE]
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Unearthed Arcana Spell Points (high levels)
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