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Spell Point System

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Version   1.4
Author   Philip Niewold
Last updated   16 april 1999

Introduction

The spell points system is an alternative way to use the AD&D magic system. Spell points are also known as mana or astral energy or similar terms. Basically, each character is allotted a "pool" of spell points that he or she uses to power spells. Each spell has requires a certain number of spell points to cast, depending on its power. With this pool of spell points the character can cast any spell that he has in his or her repertoire. Note that the spell points required to cast a spell do not have a one-on-one relation to the level of the spell. The level of the spell determines the difficulty of the spell, while the spell points determine the amount of energy needed to power the spell. Low level spell casters may have the raw power to cast a high level spell, but they lack the experience, the training and mental preparation to cast these more intricate spells. A quick inspection of the points a spellcaster receives each level and the cost of the spells will reveal that spellcasters cannot cast the same number of spells as they could in the old system, especially at higher levels. This is to compensate for the fact that casters always have a useful spell available at the right time in the new system. Where in the old system spellcasters often had a load of unused spells each adventure, this will not be so in the new system. It may seem that some spells require an exorbitant amount of points, this is usually because of the usefulness of the spell, or to compensate for a particular aspect of the old system. In the old system, the power (and level) of a spell was partially based on its range of targets. If the targets of the spell were severely restricted, (only to undead were affected, for example) the effectiveness of the spell was raised in comparison to a spell of the same level that was more generally effective. When a spellcaster memorized or prayed for spells these aspects presented a tradeoff for power against general applicability. Under the new system, each spell known can be instantly cast, so the tradeoff of old is no longer present, and therefore some spells have a relatively high spell point cost. The reverse is also true. Some spells that were rarely used in the past, because of their limited usefulness have been downgraded in spell point cost. This system is built up in such a way to achieve a constant decision problem over which spell to cast at a particular moment to induce an extra challenge for those playing spell-slinging characters. The spell point costs of individual spells are available in a seperate list.
Although I am aware that such a system has been published by TSR in the form of a Player's Options handbook, or something like that, I have neither own nor have ever read it, so I cannot draw comparisons between the systems. All I can say is that the system has produced an increased enjoyment of the game without increasing the power level of the mages and priests. It still lacks extensive testing at higher levels of experience, however.

Miscasting Spells
When the concentration of a spellcaster is disrupted during the casting of a spell, half of the spell points invested in the spell are lost.

Bonus Spell Points for High Wisdom
Priests receive bonus spell points for a wisdom from 13 through 18 instead of bonus spells. They are gained when the priest reaches the level mentioned in the table. These extra spellpoints are cumulative. So 4th lvl priest with 17 wisdom receives 4 + 4 + 6 + 6 = 20 bonus spell points due to high wisdom. If the same priest reaches 5th lvl he receives an additional 9 points. Neither rangers nor paladins receive bonus spell points for high wisdom.

Table 1: Wisdom Bonus Spell Points

Wisdom

Bonus Points

Acquired at

13

+ 4 points

1st level

14

+ 4 points

1st level

15

+ 6 points

3rd level

16

+ 6 points

3rd level

17

+ 9 points

5th level

18

+ 12 points

7th level

For each point of wisdom above 18 the bonus points in the table above are raised by one. So at 16th level priest with a wisdom of 23 would receive 9 + 9 + 11 + 11 + 14 + 17 = 71 bonus spell points.

Bonus Spell Points for High Intelligence
There is no such thing.

Granted Powers and Similar Cases
Some deities, items or other things may grant a character the ability to cast certain spells. The use of these abilties work the same as before the introduction of the spell point system. The character (or monster) receives the ability to use that spellcasting powers as before, in no case does he or she receive spell points to add to his or her pool.

Wizard Specialists
Wizards receive a reduction to the spell points cost of spells from the school that they are specialized in. They only have to pay 75% (rounded down) of the actual cost when casting such a spell.

Regaining Spell Points
An uninterrupted rest of at least 8 hours is needed to regain spell points. If such a rest is completed a character regains all the spell points he lost, up to his full potential. A lenient DM may judge that in cases of an interrupted or short sleep a small portion of lost spell points is regained.

Studying or Praying for Spells
Studying and praying for spells is still a required activity. If a mage does not study the spells he wants to cast regularly he may start miscasting them. A mage is required to spend 5 rounds in study each week per spell per level that he wants to cast. An appropriate spell book is required of course. If the mage does not study he risks a chance of miscasting spells. This chance is equal to (10% per week not spent studying his spells) + (the level of the spell times 5%) - (the level of the caster). This chance is rolled each time a spell is cast. If a spell is miscast, the DM determines its effects. Priests have to spend a reasonable time each day in prayer. What exactly is reasonable is dependent upon the situation. The player would have to decide what his character finds a reasonable time. The DM then decides if the character’s deity also finds this appropriate. If not enough time is spent in prayer, a deity may refuse to let his follower be used as a vessel for divine powers. This means that a priest cannot cast certain, or, in some cases, any spells. As a guideline use about half an hour each day for the minimum time that has to be devoted to praying to the character’s deity.

Spell Points by Level - Priests

A priest receives a set amount of spell points as his full potential at each experience level. Added to this base pool are those bonus spell points the priest receives for high wisdom or maybe some magical items. The values below are not cumulative.

Table 2: Priest Base Spell Points

Level of the Priest

Spell Point Pool

1st lvl

10 points

2nd lvl

16 points

3rd lvl

24 points

4th lvl

34 points

5th lvl

46 points

6th lvl

60 points

7th lvl

76 points

8th lvl

94 points

9th lvl

114 points

10th lvl

132 points

11th lvl

146 points

12th lvl

160 points

13th lvl

176 points

14th lvl

192 points

15th lvl

210 points

16th lvl

230 points

17th lvl

250 points

18th lvl

270 points

19th lvl

290 points

20th lvl

310 points

Spell Points by Level - Wizards

A wizard receives a set amount of spell points as his full potential at each experience level. Added to this base pool are those bonus spell points the wizard may receive from some magical items. The values below are not cumulative.

Table 3: Wizard Base Spell Points

Level of the Wizard

Spell Point Pool

1st lvl 10 points
2nd lvl 20 points
3rd lvl 30 points
4th lvl 37 points
5th lvl 45 points
6th lvl 55 points
7th lvl 75 points
8th lvl 90 points
9th lvl 110 points
10th lvl 125 points
11th lvl 135 points
12th lvl 150 points
13th lvl 170 points
14th lvl 190 points
15th lvl 210 points
16th lvl 230 points
17th lvl 250 points

18th lvl

270 points

19th lvl

290 points

20th lvl

310 points

Spell Points by Level - Rangers

A ranger begins to receive spell points when he reaches the 8th level of experience. Added to this base pool are those bonus spell points he may receive from some magical items. The values below are not cumulative. The same basic rules that apply to priests also apply to rangers.

Table 4: Ranger Base Spell Points

Level of the Ranger

Spell Point Pool

8th lvl 10 points
9th lvl 16 points
10th lvl 24 points
11th lvl 32 points
12th lvl 40 points
13th lvl 48 points
14th lvl 54 points
15th lvl 62 points
16th lvl 74 points

Spell Points by Level - Paladins

A Paladin first begins to receive spell points when he reaches the 9th level of experience. Added to this base pool are those bonus spell points he may receive from some magical items. The values below are not cumulative. The same basic rules that apply to priests also apply to paladins.

Table 5: Paladin Base Spell Points

Level of the Paladin

Spell Point Pool

9th lvl 10 points
10th lvl 16 points
11th lvl 24 points
12th lvl 32 points
13th lvl 40 points
14th lvl 48 points
15th lvl 54 points
16th lvl 64 points
17th lvl 72 points
18th lvl 82 points
19th lvl 90 points
20th lvl 98 points

Spell Points by Level - Bards

A wizard receives a set amount of spell points as his full potential at each experience level. Added to this base pool are those bonus spell points the wizard may receive from some magical items. The values below are not cumulative.

Table 6: Bard Base Spell Points

Level of the Wizard

Spell Point Pool

1st lvl -
2nd lvl 10 points
3rd lvl 20 points
4th lvl 30 points
5th lvl 36 points
6th lvl 42 points
7th lvl 48 points
8th lvl 54 points
9th lvl 60 points
10th lvl 72 points
11th lvl 84 points
12th lvl 100 points
13th lvl 110 points
14th lvl 120 points
15th lvl 130 points
16th lvl 140 points
17th lvl 150 points

18th lvl

160 points

19th lvl

170 points

20th lvl

180 points

Casting Spells with not enough Spell Points left in the Pool
Casting spells when not having enough spell points left in your pool to pay the spell’s entire cost is possible, although hazardous. To determine the chance of successfully casting the spell despite not paying all the spell points required, divide the spell points invested in the spell by the total number spell points needed (rounding down) to cast it normally. The resulting fraction is the chance that the spell will function as usual. The player has to roll this percentage or lower on 1d100. If successful, the spell functions normally. If the player throws higher than the indicated percentage, the spell fails to function normally. This can have one of two results. Either (50%) the spell fizzles entirely, or (50%) the spell functions normally, but drains the caster’s life energy to provide the power it lacks. In this last case the caster loses 2 hit points per spell point lacking due to the power drain and backlash.

  • Divide spell points remaining through spell points needed.
  • Roll percentile dice:
  • If the result is beneath the fraction derived from step 1, the spell is succesfully cast; otherwise proceed with the next step
  • Roll 1d6:
  • 1-3 the spell fizzles
  • 4-6 the spell is succesfully cast - the wizard loses 2 hit points for each spell point he lacked.

In no case can a character voluntary decide to invest less than the needed amount of spell points to cast a spell, when he still has spell points left in his pool. All points in the character's pool are always used to power a spell when attempting to cast one. It is also impossible for players to use spell points to cast spells from a difficulty that they do not have mastered yet.

A Note on Magical Items
Some magical items enhance a casters spellcasting ability or store spell levels (such as a ring of wizardry or a rod of absorption). These should be adapted on a case by case basis by the responsible DM in collaboration with his or her players. Whenever spell levels are used as charges you should take as general guideline that one spell level equals 4 spell points. So that a rod of absorption could absorb 200 spell points worth of spells (50 charges). When I have a complete listing available of the items I have adapted, I will publish it here.

Review the List of Priest Spells (Alphabetical)

Review the List of Wizard Spells (Alphabetical)

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