What magic system that uses some form of power points (e.g. casting spell x costs 3 points) is your favorite?

If I'm going to step away from a strict silo/slot and/or a limiting "power expenditure" model, I generally am going to do so for all aspects of the game and go towards a more "narrative" system such as Cortex Prime or FATE. In that way, doing things with magic is handled much the same way as other methods of overcoming obstacles/opponents, using the appropriate rolls/tests and etc with Stunts or SFX as appropriate to define the type(s) of magic as well as allow for certain effects and wild things that magic can do.
 

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You can use a power as often as you like (once per round or multiple times with penalties), or you can limit it with Charges / Recharge to reduce its cost.
What cost? Aren't the charges the cost?

More generally, and not directed at this person specifically but at about half the people who have replied, people seem to be misreading the title and OP. Many of the responses (it's not clear to me whether this includes the person I directly replied to) aren't spell point systems. Like, DCC is less like a spell point system than regular D&D is! I can see how the thread title is ambiguous, but the way it's restated in the OP it's very clear this person is asking about spell point systems, and about half the replies are systems that go out of their way to avoid having anything even slightly like slots or points.
 


Homebrew: you've got a bunch of dice as your pool. When you cast a spell any randomness component of the spell is dictated by the die roll. Some just use the roll while others have effects based on the range (1-3 does X, 4-6 does Y, etc). It was inspired by wanting to use 5e Battle Master dice for spells.

Features could be gained to let you: roll more dice and taking the highest, spending time to take half, increasing die sizes, using step dice instead of exhaustive dice, using a d4 for free, etc.
 


It’s not a good answer, but…

HERO, because I can mix & match magic systems as much as I want to. That allows for a lot of flexibility in character design & developed over time.
Same.
With Rolemaster's "SP = SL" a close second... but note also: about 2/3 of all classes have magic. Most of the class-feature-heavy concepts get spells instead, since RM has no class features... classes just determine what spells and what the skill costs are.

My real preference for magic lies in other forms of limitation, such as casting checks with backlash.
 

What cost? Aren't the charges the cost?

More generally, and not directed at this person specifically but at about half the people who have replied, people seem to be misreading the title and OP. Many of the responses (it's not clear to me whether this includes the person I directly replied to) aren't spell point systems. Like, DCC is less like a spell point system than regular D&D is! I can see how the thread title is ambiguous, but the way it's restated in the OP it's very clear this person is asking about spell point systems, and about half the replies are systems that go out of their way to avoid having anything even slightly like slots or points.

The cost of buying the power, I mean.

Yes, of course it isn't a spell point system. There are better methods, so I use those.
 



For me, it is D&D's vancian magic system but more the Sorcerer style. By that I mean, you have these spells in your repertoire and you cast X many per level per day. I've never liked the standard Wizard version where you have to pick and choose specific spells not knowing if you have actually made a suitable choice.
 

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