Magic Rules

Spell Points

We’re going to use a spell point (SP) system instead of a spell slot system.  If you’re a spell caster, talk with me and I’ll explain any details I don’t have on the website yet.  Here are some quick and dirty conversions:

Cost to cast a spell:

  • It will cost 1 spell point per level of the spell.  For example, a level 1 spell costs 1 SP, while a level 5 spell costs 5 SP.
  • There are ways to modify this cost, such as through metamagic feats (see below).  For every effective level a metamagic feat increases the spell, increase the cost by 1 SP.

How to calculate your spell points:

  • Take the number of spells you can cast at a given level, and multiply that number by the cost to cast a spell of that level.  For example, if you can cast two 2nd level spells, the total would be 2 spells times 2 SP to cast one spell, for a total of 4 SP.  (2 x 2 = 4).
  • Do that for each spell level you can cast, and sum the total.  For example, a 3rd level wizard would have a base of 4 SP.   2 x 1 = 2 and 1 x 2 = 2.  Then 2 + 2 = 4.
  • You also gain additional spell points for an increased ability score as normal.  Determine what additional spells per day of each level you would normally gain, and do the same math, then add that to the total.

Arcane and divine magic draw from different energies, and so each SP pool is calculated and tracked separately if you multiclass in both an arcane and divine spell casting class.

Metamagic Feats

I never liked the way metamagic feats work in Pathfinder. So, we’re going to change that. Now, if you have a metamagic feat, you can apply it to any spell you cast on the fly. For every spell level increase the metamagic feat costs, spend an additional 1 spell point per level increase.

For example, Maximize uses up a spell slot 3 levels higher than the spell’s actual level. Instead, you can cast the spell and spend 3 additional spell points to maximize the spell. This changes the DC of of the Fortitude save as normal for the number of spell points spent on the spell.

Note that this allows you to use metamagic feats to cast more powerful spells than under the normal rules. Normally, you can’t use a metamagic feat that pushes a spell level above what you can normally cast. Under this system you can. If you have the metamagic feat, spend the spell points to boost the spell that you can normally cast, you just run a higher risk of getting fatigued.

If you choose to “overclock” a spell by pushing it to a level above what you can normally cast, you must make a Fortitude saving throw against a DC of 10 + 1 for every 1 Spell Points spent when casting the spell.

If successful, you don’t suffer any adverse effects from the casting.  However, if you fail, then you are fatigued.  If you fail another saving throw while fatigued, then you become exhausted.  If you fail a third saving throw, then you fall unconscious.

For example, if the highest level spell you can cast is a level 3 spell, then you can spend up to 3 spell points per casting with no ill effect. If you choose to cast a level 3 spell, but apply Maximize to the spell, you are spending 6 spell points, which is “overclocking” the spell above your normal capability and running the risk of getting fatigued. Make a DC 16 Fortitude save to avoid becoming fatigued.

Variant Elemental Spells

For any spell that is associated with a particular element, assume that an equivalent version exists for every element. There may be some exceptions to this, depending on the specific spell. For example, Chain Lightning uses some special properties of electricity that won’t necessarily translate exactly to other elements, for example.

If you can envision how a particular spell will work with the properties of a particular element, you can adapt it to that element. For example, the Fireball spell can work with any element, since it is simply an elemental explosion originating from a single point.

Once you choose a spell in a specific form (for example, “acidball” instead of “fireball”) that particular spell is tied to that particular element. If you have the metamagic feat that allows you to change the element associated with a spell, you can then adapt that spell to use any element at any time when you apply that feat.

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