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.
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) 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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