Spell Point Variant 5e Dmg

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May 17, 2019  Which is the primary method characters use to extend their spells. That's the safety value being removed I was talking about. He wants casters to go back to quarterstaves and such if they don't want to spend points. It would have a different feel than either core PHB or the DMG spell point variant. I am using the Spell Point Variant from page 288 in the DMG to cast spells for my Sorcerer, but cannot find where to replace the Spell Slots in D&D Beyon.

  • 1Static Spell Points
    • 1.2Rule Mechanics
    • 1.3Spellcasting Changes
      • 1.3.1Spell Power
      • 1.3.3Metamagic

Static Spell Points

Introduction[edit]

Most spell points systems suffer from two flaws. First, they are structured in such a way that you can cast more spells of your highest spell level as you level up. While many players consider this a feature rather than a bug, it winds up being a straightforward increase in top end power for any caster migrating from a spells per day system. Which is hardly something they need. Secondly, since the pools continue to grow in size to accommodate your ever increasing spell cost, most point systems ask you to track smaller and smaller portions of your total pool as you level. You do more accounting for things that mean less as you grow in level, and it's rather annoying.

So here is a system that doesn't do these two things, while still being a system where you can sacrifice your lower level spells for more of your higher level ones. Because that is what people really want out of a spell point system.

Rule Mechanics[edit]

Instead of spells per day, all preparation casters instead prepare the number of spells listed at each level. They no longer prepare bonus spells for having a high attribute. Spontaneous casters retain their current spells known mechanic, but no longer have a spells per day entry at all. When a spellcaster casts a spell, they spend a number of spell points as indicated on the appropriate table below.

Full progression and bard-like partial progression casters have a pool of 50 spell points to spend on their spells. Delayed half-caster progressions, like the Paladin and Ranger, only get 30 spell points. Spontaneous casters add 10 points to the size of the appropriate pool. No attribute, attribute modifier, class level, or any other number is used to modify the size of these pools.

These spell points are recovered at a rate of 1 point per 15 minutes, regardless of activity level. Spellcasters gain an additional 15 spell points immediately following their normal memorization or preparation ritual.

Table: Spell Point Costs
- Full Progression Caster
Level Spell Points
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st58
2nd58
3rd358
4th358
5th2358
6th2358
7th12358
8th12358
9th012358
10th012358
11th0012358
12th0012358
13th00012358
14th00012358
15th000012358
16th000012358
17th0000012358
18th0000012358
19th0000012358
20th0000012358
Table: Spell Point Costs
- Bard Progression Caster
Level Spell Points
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st8
2nd58
2nd58
4th358
4th358
4th358
7th2358
8th2358
9th2358
10th12358
11th12358
12th12358
13th012358
14th012358
15th012358
16th0012358
17th0012358
18th0012358
19th0012358
20th0012358
Table: Spell Point Costs
- Delayed Half Progression Caster
Level Spell Points
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4nd58
5nd58
6nd58
7nd58
8th358
9th358
10th358
11th2358
12th2358
13th2358
14th12358
15th12358
16th12358
17th12358
18th12358
19th12358
20th12358

Multiclass Casters[edit]

Multiclass casters maintain different spell point pools for each of their spellcasting classes. They also have different associated costs for each spell level based on their level in each class.

Cost Analysis[edit]

The sizes of the pools and the costs listed in the table work to allow casters to cast more of their top level spells when they first acquire them than could under a Vancian system, which is to be expected in a trade up points style system. Because of the steeper differences in cost, however, you trade two spells of similar level for a spell of the level above. Casting your highest level spells thus carries a much higher opportunity cost than in other point systems, and casting them exclusively is almost always a bad idea as a result.

While you are discouraged from casting your highest level spells with this arrangement, the eventual reduction in cost to 0 means that you are encouraged to cast a lot of your lower level spell effects. Part of this is simply a pragmatic change, since in most spell point systems the cost of spells this far below your maximum is very small compared to the size of your pool. Tracking them is more a nuisance and rarely works out to limiting you in meaningful ways. Since there is no compelling reason to continue tracking them, we simply eliminate the costs and thus the tracking.

On Novas and the 5-Minute Workday
These rules don't do much to stop a caster from blowing all of their spells in an encounter or two, and then telling the party to stop so they can rest to recover their spells. The primary reason this is ignored is because removing the ability to nova in a spell points system means reducing the pool size substantially, from 50 down to 12 or 15. This is really only workable if you then increase the recharge rate substantially. If you regain your pool over the course of 5-15 minutes, you can get a spell of your highest level off reasonably often and generally complete an adventure in a standard fashion.

One of the side effects of doing a faster recharge is that you can cast a lot more of your highest level spells in a day, even though they are spread out. Again, this sort of increase in caster power is not desired in this rule. But while you can cast a lot more of them spread out, you can't cast them in quick succession. And the effect of that is to make long combats trying in the same way that long days would otherwise be. Since my preference is to allow design space for drawn out combats where people can contribute more than 1 or 2 spells and to encourage higher level resource commitment decisions on a per combat basis rather than a per round basis, I have elected to allow for the nova and workday problems. If you prefer otherwise, I hope I have given you a clear set of suggestions to utilize and some idea of what to expect from those changes.

Spellcasting Changes[edit]

In order to help protect and justify the costs associated with casting a spell of Level X versus a spell of Level X-1, some changes to the scaling of spells are also in order.

Spell Power[edit]

Most numeric effects of a spell are determined primarily by the spell's level, and not by the caster's level. Any reference to caster level within a spell, such as '1d6 per caster level' or 'one target per two caster levels' or similar reference, is calculated as if the caster's level was equal to the spell power in the following table. An exception is made for range, which is modified from the SRD progression and listed by spell level in the following table.

Table: Spell Power
Spell Level Spell Power Close Range Medium Range Long Range
0 2 30' 60' 120'
1 4 35' 70' 140'
2 6 40' 80' 160'
3 8 45' 90' 180'
4 10 50' 100' 200'
5 12 55' 110' 220'
6 14 60' 120' 240'
7 16 65' 130' 260'
8 18 70' 140' 280'
9 20 75' 150' 300'

Thus a fireball always does 8d6 damage at up to 180', a charm person always lasts for 4 hours and only targets within 35', and fabricate always affects up to 120 cubic feet of material. If you want the spell to deal more, last longer, go farther, or affect a larger area you need to apply metamagic effects to it or cast a version of the spell that is a higher level.

Dispel Magic[edit]

An exception is made for dispel magic and greater dispel magic. These spells use your level in the relevant casting class rather than spell power to determine your likelihood of dispelling an effect.

Spell DCs[edit]

In order to further encourage the casting of lower level spells, the spell DC is no longer based on the spell level. Instead, all spells have a DC of 10 + half their caster level in a class + their spellcasting attribute modifier. This is not a significant caster boost, since the lack of spell scaling means that the power of their lower level spells never increases. All that this means is that the option remains a relevant one regardless of the CR of your foes, and keeps the spell level useful for more than just utility effects.

Metamagic[edit]

Preparation casters are still required to apply any desired metamagic effects to their spells at preparation. These spells take up a slot of the appropriate level and a number of spell points based on that slot when cast.

Spontaneous Casters and Metamagic
While I generally support not charging spontaneous casters to apply metamagic to their spells, that leads to some odd high level behavior here. Spontaneous casters can apply metamagic to every spell that they possess, and when their spell costs are down to 0 they may even be able to do so for no additional cost in spell points. Preparation casters gain similar benefit, but pay an opportunity cost when they elect to place a spell in a particular slot. Retaining a minor action cost for their otherwise eventually free metamagic serves as a check of sorts against its overuse.

Spontaneous casters may choose to apply any metamagic feats that they know when casting a spell. They pay a cost in spell points based on the final level of the spell after all metamagic adjustments are complete. If the spell has a casting time of 1 full-round action or less, they must spend a swift action to apply metamagic effects. In the case of a quickened spell, this swift action also entails the entire casting of the spell. If the spell has a cast time of 1 round or more, they must spend an additional standard action to apply metamagic effects.

Some specific adjustments and clarifications to metamagic appear below.

Spell Points 5e

Empower Spell[edit]

Empower Spell only carries a metamagic cost of 1 spell level, not 2.

The reasons behind this are fairly straightforward. Casting an empowered spell of level X has an effect roughly equal to casting a spell of level X and a spell of level X-1. Since we know that the cost of casting those two spells is the same as the cost of casting a spell of level X+1, we charge the same amount for this metamagic effect.

Heighten Spell[edit]

Heighten Spell increases the spell's level, which also increases the spell power of a spell. This is generally an inefficient way of boosting a spell's effect, but may be necessary to breach a defense.

Widen Spell[edit]

Widen Spell increases both the length and the width of line effects. This grants a similar effect to lines as it does other areas.

Optional Caster Adjustments

The spell power system in particular lends itself to class adjustment that makes spellcasters dependent on additional attributes. If your spell power was equal to the listed amount -4 + an attribute modifier, then your spellcaster suddenly has an attribute that they may want to increase to boost their effectiveness. The important thing then would be to make it a different attribute than that which governed their spell DCs.

As an example of this sort of adjustment, we present the following suggestions for the core caster classes.

Bard: Intelligence adds to spell DC, Charisma adds to spell power.

Cleric: Charisma adds to spell DC, Wisdom adds to spell power.

Druid: Wisdom adds to spell DC, Charisma adds to spell power.

Paladin: Charisma adds to spell DC and spell power. They have enough attributes to manage already.

Ranger: Wisdom adds to spell DC and spell power. They also have enough attributes to manage already.

Sorcerer: Charisma adds to spell DC, Intelligence adds to spell power.

Wizard: Intelligence adds to spell DC, Wisdom adds to spell power.


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Spell Point Variant 5e Dmg
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Facts about 'Static Spell Points (3.5e Variant Rule)'
AuthorTarkisflux
Identifier3.5e Variant Rule
RatingUnrated
SummaryA spell point system that doesn't allow novas or become more of an accounting chore as you grow in level, and comes with a set of adjustments to spellcasters to make them a bit MAD.
TitleStatic Spell Points
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Home > Variant Magic Rules > Spell Points
Table: Spell Points per Day
LevelBardCleric,
Druid,
Wizard
Paladin,
Ranger
Sorcerer
1st0203
2nd0405
3rd1708
4th511014
5th616019
6th924129
7th1433137
8th1744151
9th2256163
10th2972481
11th3488497
12th411049115
13th501209131
14th5713610149
15th6715217165
16th8116820183
17th9518425199
18th11320026217
19th13321641233
20th14423248249

The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.

Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).

Metagame Analysis: Spell Points

The spell point system dramatically expands the versatility of a spellcaster. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else).

One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.

If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.

Preparing Spells

With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).

For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.

Bonus Spell Points and Bonus Spells

Table: Bonus Spell Points
ScoreBonus Spell Points (by Maximum Spell Level)
01st2nd3rd4th5th6th7th8th9th
12-13111111111
14-15144444444
16-17149999999
18-19149161616161616
20-212510172626262626
22-232813202940404040
24-252818253445585858
26-272818324152658080
28-2939193351627590107
30-313122236547689104121
32-3331224385678104119136
34-3531227486688114144161
36-3741328497698124154188
38-39416315277110136166200
40-41416365784117156186220
42-43416366491124163208242
44-455173765101134173218269
46-475204068104148187232283
48-495204573109153205250301
50-515204580116160212272323
and so on…

Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.

To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).

Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.

For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.

A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.

Spell point variant 5e dmg download

For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.

For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.

Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.

For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.

For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).

Spontaneous Spellcasting

Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.

Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.

Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.

Spell Point Variant 5e Dmg 1

Regaining Spell Points

Spell Point Variant 5e Dmg System

Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.

Casting Spells

Table: Spell Point Costs
Spell LevelSpell Point Cost
  1. 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.
001
1st1
2nd3
3rd5
4th7
5th9
6th11
7th13
8th15
9th17

Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.

Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.

A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.

For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.

Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).

Metamagic And Spell Points

In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.

The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.

For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).

The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.

For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.

If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.

The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can’t empower any spell higher than 2nd level, for instance).

You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.

Multiclass Spellcasters

A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.

For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.

Miscellaneous Issues

When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.

Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.

Spell Point Variant: Vitalizing

In the vitalizing system, spellcasters can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.

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This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the spellcaster’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.

When a spellcaster’s spell point pool falls to half of his maximum or less, he becomes fatigued.

When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.

For example, at 1st level Haigh the cleric has 3 spell points (2 from his level, +1 bonus point for high Wisdom). He enters a fight by casting bless on his allies, spending 1 of his 3 spell points. Doing this has no ill effect on Haigh, since he still has more than half of his maximum spell points remaining. If, during the fight, he then casts divine favor, spending another spell point, he now becomes fatigued, since he has only one-third of his spell points remaining. After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.

Recovering Spell Points

In the vitalizing system, spellcasters must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the spellcaster’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.

As in the standard rules, a spellcaster must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest. Book of vile darkness d&d 5e dmg.

Mundane Fatigue

If a spellcaster is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.

Optional Vitalizing Variants

As a further variant of this system, all spellcasters gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires spellcasters to have two high ability scores, though most spellcasters are happy to have a high Constitution score anyway.

A second optional variant would allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster can literally cast himself into unconsciousness in this manner.

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