yet another spell point system - yeah, i know, but you should look at this one

evilbob

Adventurer
I know we've all seen a jillion spell point systems before, and most are quite bad. However, I've been working on this system for quite some time, borrowing from many different ideas I've seen in many different sources and playtesting it as well, and I believe I've hit upon a few key ideas that really warranted mentioning. I wanted to throw it out there and see how it stood up in the community at large; all feedback is welcome.

EDIT: I have incorporated a "mana die" concept created by tingbudong into the mix, and I believe it really helps round out this idea. Instead of using a forumla to determine spell points, you have a "mana die" that you roll each level like hit dice.



Basic Assumptions
These are the most important aspects to keep in mind.
- A spell point system needs to be incredibly simple; something close but simple is better than something exactly "on" but much too complicated. If you're adding multiple tables, you're already too far off.
- It also needs to scale well across a variety of realistic character levels and equipment. For testing, I looked extensively at level 1 characters with +3 modifiers in their primary spellcasting-stat, level 10 characters with +5 modifiers in their primary stat, and level 20 characters with +9 modifiers in their primary stat (used as a general "upper range"), and compared this to what the standard PHB character classes would have given straight-classed characters with the same stats. I also examined a general range of potential spells possible at each level.
- Most spell point systems fail because they do not properly account for the incredibly huge gain offered by spontaneous spell casting (which is what spell-point systems inherently offer). A one-for-one conversion for a wizard is always automatically invalid, in my opinion, because it gives the wizard far more power than ever before. A wizard that uses spell points needs something to offset the gain; since reducing their total number of spells available isn't really an option, the next logical step is to reduce the total amount of spells they can cast in a given amount of time. This applies to all other "prepared" casters.



Rules
These are the primary rules around which the system revolves.

- All spells cost 3 points per spell level. For example, a 2nd level spell would cost 6 points and a seventh level spell would cost 21 points. Zero level spells cost 1 point.

- (EDIT) Bards, Clerics, and Druids receive a spell pool of (3 + primary stat modifier) x level spell points. For example, a 2nd level bard with a 16 in Cha would have (3 + 3) x 2, or 12 points. A level 10 cleric with a 21 in wisdom would have (3 + 5) x 10, or 80 points.
- (EDIT) Wizards receive a spell pool of (4 + Int) x level spell points. Sorcerers receive (4 + Cha) x level x 2 spell points. So, a 4th level wizard with an Int of 17 would receive (4 + 3) x 4, or 28 points. A 4th level sorcerer with a Cha of 17 would receive 56 points.


- (EDIT) All characters roll a "mana die" and add their primary spellcasting modifier to determine their spell points at each level - exactly as you would roll a hit die and add a Con modifier for hit points. Anything that changes a character's primary spellcasting modifier retroactively adds (or subtracts) spell points (again, like hit points). Classes receive the following mana die:
- Bards, Clerics, Druids: d6
- Wizards: d8
- Sorcerers: 2d8* (+ double modifier)
- Paladins, Rangers: d4-2**
*Sorcerers receive double spell points each level, and double their Cha bonus.
**Paladins and rangers receive zero points until level 5, and then they use a d4-2 + their wisdom modifier to determine spell points. A paladin or ranger with a low modifier may roll low enough to total a zero or negative amount, but they cannot receive less than 1 spell point per level. (Under development)
For example: a 4th level cleric with a 16 in wisdom would have 4d6 + 12 (4 x d6 + 4 x 3) spell points, or an average of 26 points. A 4th level sorcerer with an 18 in charisma would have 8d8 + 32, or an average of 68 spell points.

- Spell points are recovered at a rate of 1 point per level per hour of resting. Resting does not have to be sleep, but it cannot include any strenuous activity, including traveling or engaging in combat. A full night's sleep (8 hours of continuous rest) restores all spell points.

- (EDIT) All casting is spontaneous. Normal metamagic penalties apply (longer casting duration). Sorcerers and Bards do not have any penalties for casting with metamagic.

- (EDIT) Normal rules for metamagic spell-level use still apply; for example, a caster who is only able to cast 3rd level spells cannot use Empower on a 2nd or 3rd level spell, even if they had enough spell points to do so. However, bards and sorcerers can "overcast" spells for an additional cost.

- (EDIT) Overcasting spells: Bards and sorcerers may choose to add metamagic to a spell and effectively raise the spell level past what they could normally cast. For each "spell level" a spell requires past their maximum level, the spell costs an additional 3 spell points (this is in addition to the normal, metamagic-adjusted cost of the spell), and does 1d4 non-lethal damage to the caster on a successful cast. For example, a 6th level sorcerer choosing to empower a fireball would pay 15 (normal cost of 5th level spell, which is what a 3rd level spell empowered would be) + 6 (two additional "spell levels" over her maximum) = 21 spell points, and take 2d4 non-lethal damage. An 8th level sorcerer would pay 18 points and take 1d4 damage for the same spell. A 10th level sorcerer would cast it for 15 points, as normal. Metamagic cast in this way has no upper bound, and different metamagic feats may be combined (increasing the cost accordingly).

- Characters who have more than one spell point pool regenerate all pools at the same rate.

- All rules pertaining to how spells are gained and a sorcerer's/bard's "spells known" tables are still in effect; all rules pertaining to when spells are learned (at which level each class may cast a certain level spell) are still in effect. (Clerics, druids, wizards have a max spell level of class level / 2 rounded up, sorcs are class level / 2 rounded down, etc.)

- (EDIT) Clerics gain 1 additional spell pool of 2 x cleric level + (1/2 cleric level rounded up) spell points. For example, a 5th level cleric would receive an additional spell pool of 2 x 5 + 3, or 13 spell points. This pool is provided to them by their deity and can only be used to cast spells from their list of domain spells.



Justifications
The reasons behind the rules.
- The numeric calculations were based off the maximum number of certain-level spells possible at each level. An effort was made to adjust the maximum possible number of "highest level possible" spells to within a reasonable level, while still making sure that enough spells could be cast to not completely ruin a caster's usefulness.
- Casting an absurdly high number of very low level spells is not seen as a negative point, since casting 50 "magic missiles" is, effectively, a poor use of a caster's resources and time. It also adds a positive flavor to the nature of magic; doing something truly trivial really does NOT deplete a caster's ability very greatly - as opposed to only being able to cast "create water" 6 times a day, ever.
- Removing the "per day" aspect of spellcasting and lowering the overall number of spells a character may cast creates the need for a new way to regain spells. Since the total number of spells available per encounter is lower, this is somewhat compensated for by allowing the caster to regen spell points at a faster rate than "per day." It also allows for more interesting role-playing choices; for example, should our party hang out for another hour and allow the casters some time to regain points, or do we dare risk another random encounter roll?
- In reference to resting, "per hour" was specifically chosen as a resting period to coincide with the DMG's suggestions on random encounter frequencies, and many spell durations.
- Druids and clerics have slightly more spells per level than a wizard, but were given slightly fewer spell points because they have access to all of their spells all at once, instead of gathering them slowly (and spending resources) as a wizard does. They also effectively lose the advantage of spontaneously casting cure/inflict or summon nature's ally spells, but they gain the advantage of casting all spells spontaneously.
- Sorcerers are still under development, but it was felt that losing the "special" nature of spontaneous casting required a lot of compensation. Sorcerers typically have about 2 - 3 times the number of spells per day that wizards do, so adjusting their spell points to 2 (or 3) times that of wizards seemed to compensate. They still cannot cast as many spells per day as before, which is quite a loss, but they have even more flexibility than before (including no metamagic penalty), and may actually cast more higher level spells all at once than before. For example, a level 10 sorcerer that uses spells per day could cast around 18 "fireball" spells (sacrificing some higher level spell slots to do so), about 4 of which might be "empowered" (and leaving all zero through 2nd level spell slots available). A spell-pool sorcerer with the same level and stats could cast 20 fireballs, none of which would be empowered, or 12 empowered ones - at a cost of all of his spell points for that day (leaving no points for any other spells).
- The "overcast" concept was seen as a significant bonus that allows sorcerers to once again have something "special" that set them apart from other casters. It may or may not be appropriate for bards.
- Metamagic penalties are important in maintaining a balance to magic, and for discouraging contant over-use of powerful spells. As part of the benefit of being a sorcerer, and to help them conpensate for their loss of overall spells per day, metamagic penalties were removed for Cha-based casting classes. This seems more in line with their flavor, as well.
- Casters have the ability to cast almost as many or more spells at low levels than they could using spells per day, and far fewer spells at higher levels. This is seen as an advantage in helping to "even out" the otherwise extremely exponential gain in power normally seen in these casting classes.
- Clerics effectively lose the ability to cast many domain spells, but they gain the advantage of having their domain spells restored relatively quickly. Also, their domain spell pool number is complex, but it was intentionally chosen to provide a balance between the advantage of spontaneously casting domain spells and having too many spells per battle. It also reflects a constant rate of gain (i.e. stat modifier independent), which is more in line with how clerics gain their domain spells.
- Bards actually get a decent amount of casts per day relative to this system and can cast without metamagic penalties, but lose the exclusive spontanious casting ability and cast fewer spells overall, and retain their limited number of spells.
- Once again, the "mana die" idea contributed by tingbudong really helped to round out this system. It worked strikingly well with what I had already done: 3 + modifier became d6 (avg 3.5) + modifier, 4 + modifier became d8 (avg 4.5) + modifier... It gives an average of .5 more points per level and might even give more spellpoints, but it also allows for random chance to give fewer points as well.



Current Issues
What I'm still having trouble with...
- Should bards be able to overcast? It seems to flow with the system, but it may be too powerful for bards. Then again, most bards would probably want to take many other feats other than metamagic ones, so they will tend to limit themselves in how they want to cast. (Also, this begs another question: were bards too weak before anyway?)
- Sorcerers are being given a very powerful system for using metamagic... and no additional feats. The sorcerer class may turn into a completely cookie-cutter class.
- Paladins and rangers might still need a better system. They seem to have too many spell points, especially at low levels, and their modifier becomes too important in how good they are at casting spells.
- Using the whole "mana die" idea helped a ton, but it also made certain classes more vunerable to spell damage. For example, there are not many monsters than drain Cha, but there are a lot that drain Wis. This means that sorcs and bards have a better chance against wraiths than druids and clerics (and palys and rangers). (Then again, this dynamic was already in place and it didn't seem to hurt much.)
- This opens the door to a whole new range of feat/ability possibilities, and shuts the door on others. For example, the arcane feat that gives +1 spell slot is now invalid, but could probably be replaced with a similar feat that gave extra spell points (although that would be hard to judge). There is now the opportunity for certain effects (like a bard song) to give +10 temporary spell points, as well. This isn't so much of an issue as it is a reworking of some of the extended systems.
- One inherent disadvantage to spontaneous casting is that it encourages the "artillery battery" effect in any caster; direct-damage, high level spells are often looked upon with more favor than they would be otherwise. This is not a disadvantage per se, but it does seem to lead to different play styles.
- This system may encourage abuses of the "resting" rules; however, this is not really much different than the current spells per day system, and may actually help keep things moving.
 
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Nice. I like this better then most i have seen. A few ideas though.

For sorcerers/ either ditch them completely since the wizard now does the same thing they do. Or

Treat sorcerers and clerics the same way/ Instead of a seperate spell pool make domain spells spell like abilities useable a certain number of times per day and either create similar but different table for the sorcerer or give him the same things abilities as the cleric and as many or even fewer spell points then the wizard. The sorcerers flavor text backs this up anyway. The cleric has powers from his god and the sorcerer might have outsider blood that gives him inherent powers.

Using domains as spell like abilities helps set clerics and sorcerers apart from wizards more. It could also be used as a good reason to give them fewer MP then the wizard. That way the mage is still the magical heavy hitter, but there are other more focused casters too who are better at some things in exchange for variety.
 

Thanks, those are good suggestions. I've actually thought about ditching the sorc class altogether as well, but I still like the idea of a Cha-based caster that knows fewer spells total, but has more casts than a regular wizard - so I'm trying my best to save it.

I've also thought about making the cleric domain spells into spell-like abilities, but the problem there is that a "spell-like ability" is technically a different game mechanic, and that would mess with certain other rules (like metamagic). I also had no good way to recover spell-like abilities other than "per day," which is what I was trying to get away from in the beginning.

I do think that the wizard class may need a relative power boost compared to the devine casters. I may change his class spell pool to be (4 + mod) x level, or change the devine casters to 2 + mod.


Other ideas I've been toying with:

- Standard metamagic penalties apply to all casters except sorcs and bards (this helps to balance their loss of spontaneous casting exclusivity and still gives them a reason to be played).
- For sorcs and bards, spells cost 2 x spell level to cast. Instead of getting 3 x wizard's spell pool, sorcs get (6 + modifier) x level. Bards get (1 + modifer) x level.
 

I added a few edits to the above rules, incorporating some ideas I've been working with. Sorcerers are still potentially losing ground in this system, and may need additional feats (as a wizard) or something else in order to bring them back up to par. (Perhaps d6 hit die?) I also added Bards and clarified Cleric domain spell pools, and changed the wizard's system slightly as well as tweaked the metamagic rules. Paladins and Rangers are next.
 

Paladins and rangers should just be: (level - 4) x stat.
It gives them a few spell points and limits them appropriately.

IMO the sorcerer fills the same niche as the psion and I think combining the two into a single class would not be a bad thing. The problem I see (you do too) is their casting system is not unique enough from the wizard's and their spell list is the same to warrant their place.

Psion/sorcerers could be interesting if they had no spell points at all! They just have to make a spellcraft/psioncraft roll with a penalty equal to the level of spell you cast. As you cast more spells the penalties stack up. The penalties stay while the spell is active plus a number of minutes after equal to the spell level. The base DC is 15.

So, a first level sorcerer never runs out of spells. But, if he casts too many in succession he runs on empty (essentially) because his spellcraft roll becomes to difficult. For instance a 1st level sorcerer has a spellcraft skill of +10 (int +3, +4 ranks, and skill focus +3), he decides to cast magic missile for the first time and needs to roll a DC of 15 + 1 (for a level 1 spell) he needs to roll a 6 or better. Now the base DC jumps up to 16 and he casts another and he needs to roll a 7 or better, etc. Basically, the sorcerer/psion becomes a sort of more random endless battery.

Well, what do you think?

Edit: it might be better to start at DC 10 and then add your 3 x spell level so a 9th level spell would be DC 37 (10 + 27). This would make it more difficult to toss around multiple 9th level spells very easily even at high level.
 
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Hmm i like the edits, they helped. I think sadrik is right about palidans and rangers though.

A spellcraft roll isnt a bad idea. Or you could have casting spells do temporary charisma damage. Maybe half the spells level in damage but the special charisma damage heals at a rate equal to thier normal charisma bonus per minute. So a Sorcerer with a 17 charisma would heal 3 pts of temporary damage per minute.

This way you could have a sorcerer able to cast spells over and over all day but not very often in a particular combat. Except maybe cantrips, cantrips could be free. Lol they kinda suck anyway why not toss the sorcerer a bone?
 

What's interesting is that I had thought about doing Palys/Rangers as (modifier + 0) x (level -3). :)

The only problem here is that after running the numbers, your Wisdom modifier becomes way too important. Someone with a 14 is a pretty lousy caster, while someone with a 16 is pretty darn good. An 18 means you're a way better caster than the spells per day kind listed in the book, and a 12 means you might as well forget about it. There needs to be a way to "normalize" this, and place less emphasis on the modifier - but as soon as you start doing things like saying, "Wisdom mod / 2," you suddenly make 14 and 18 amazing and 12 and 16 are pointless. (Min/maxing becomes even worse.) The system just doesn't scale well to very small numbers, or at least I haven't figured out a good mechanic to do that. As I said, I'm still having a hard time with these classes, and it might be easier for playtesting to run caster-less rangers and palys.

As for the sorc ideas, I think they're good but they're really just too far out of the scope of what I was trying to do here. What I really want is a spell-point system that can litterally be laid right on top of the existing d20 structure, changing as little as possible. I am already cringing at the idea that sorcs will need to get a few extra feats or something just to maintain balance; I think I'd rather scrap them altogether rather than invent an entirely new way to cast all spells. (I'm also not a big psionics fan, so merging those two worlds together does not appeal to me, either.) I'm also not a big fan of randomness in ability to cast spells, even for a sorc - I'd rather know that I have a limit, even if that limit is flexible - but thinking along those lines is not a bad idea... Perhaps sorcs (in order to maintain their difference from wizards) do have some randomness in their casting, or at least their SP regeneration... We'll see. (Maybe sorcs have the same number of spell points as a wizard, but they regain 1d4 every round? Something like that, perhaps... EDIT: Actually, that would be a terrible system that was too powerful at low levels and worthless at high levels, but it's not a bad train of thought...)
 
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Edited the original post to reflect the above (still under development) Paladin/Ranger idea. I also had a few more thoughts on sorcerers and included those above as well.

Generally, I was thinking sorcerers could do one of two things. They could either regen magic faster, regardless of resting (for example, level + cha modifer per hour) - which would be neat, and not too powerful - or, they could have some new dynamic that no other caster had. For example, being able to use metamagic feats on spells before they should be able. One possible mechanic would be a subrule such as: if a sorcerer casts a spell using a metamagic feat that would normally take the "level requirement" of that spell above the maximum spell level the sorcerer is currently able to cast, for each level over their maximum the sorcerer must cast the spell one "spell level" higher than it already is. In other words, casting a spell 2 slots higher than you normally can would make the spell point-cost of the spell 4 slots higher, and something 3 slots higher would make the cost of the spell equivalent to 6 slots higher. (The actual level of the spell is not changed.) For example, a 6th level sorcerer casting a fireball normally uses 9 points for a 3rd level spell. If that sorcerer wishes to empower the spell, she would normally pay 15 points for casting a 5th level spell - however, since she can only cast 3rd level spells, and the metamagic feat adds 2 "spell levels" to the casting cost of the spell, she would have to pay the equivalent number of spell points equal to a 7th level spell - or 4 slots higher - which would be 21. At 8th level, that same sorcerer could cast an empowered fireball as if it were a 6th level spell (since she is casting only 1 level higher than she could, 5 becomes 6), and the spell would cost 18 points. At 10th level, it is cast as a 5th level spell as normal for 15 points. Spell point costs above 9th level would scale up accordingly (3 x level).

This is an interesting dynamic that may be too powerful, but in the above example an 6th level sorc would be using about 1/4th - 1/5th (depending on stats) of her total spell points for the entire day to cast an empowered fireball, so I don't think it would be too out of hand. It also allows the sorcerer to be the only caster who can use metamagic on 9th level spells, albeit at a very steep cost. For example, casting a "quickened" time stop would be like casting a 17th level spell (9 + 4 + 4 again), which would cost 51 spell points. Even using a 20th level sorc with a +9 modifier, that would still drain over 1/10th of her total points for the entire day. And most importantly, it's something no one else can do that really sets the sorc apart as a playable character while giving you something interesting that you can always pull out as a show-stopper. Another good way to balance this would be that every time you "overcast" a spell, it does 1d4 points of non-lethal damage to you per overcast level (so the 6th level sorc above would have taken 2d4 for the empowered fireball, and the quickened timestop would do 4d4 non-lethal damage). (It might also be worth re-instating the metamagic penalties for "overcasting," but that provides too many exceptions to exceptions and would be confusing.)

The main downside that I see to all of this is that the sorc's feat progression (as-is) would be extremely cookie-cutter, since all sorcs would want to take as many metamagic feats as possible to take advantage of this ability. It might be worth giving them extra metamagic feats for free (again: cringe) just to encourage diversity - perhaps at the cost of a lower spell pool, or something similar.


ps. "Overcasting" is now my new favorite word. :)

pps. An empowered, maximized, quickened time stop: 27th level spell cost, 81 spell points (and 18d4 non-lethal damage). (Typically between 1/6th and 1/4th of a 20th level sorc's total spell pool.) For when you absolutely, positively, have to have 7 rounds of extra time, RIGHT NOW. :)
 
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I have incorporated the above "overcasting" idea into the system, as well as tingbudong's "mana die" concept (see his thread), and I believe this has made the entire system much stronger.

More feedback welcome.
 

Hmm, you might wanna just scrap sorcerers alltogether. With a spell point system they really arent all that different from wizards as is. Not different enough to justify having an extra spell casting class without some significant changes to set them apart.

The magicless class variants from UA for the ranger and the palidan would probably be the best way to deal with those classes and not have to worry about thier ability modifier being too important. Helps one my big pet peeves with 3e anyway. Magic is supposed to be rare and special. Having everyone and thier brother toss around spells takes away from the whole feel of magic anyway.
 

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