Spell Point / Mana System for Homebrew Classes


Homebrew and House Rules


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Hey all, I've been mulling over how to incorporate a mana-based casting system into my homebrew setting. For some background, I'm creating a campaign world with all homebrew classes or updated/tweaked 3.5 classes. All casting classes will be specialized casters, in the vein of the Beguiler/Dread Necromancer/Warmage, and know their entire spell list. I've read a few attempts at homebrew mana systems, but they've seemed needlessly complicated to me. I'm thinking I'll just follow a standard spells-per-day progression, such as the sorcerer's or bard's, and just give the classes the same amount of mana points as the level of spells per day and have spells cost 1 point per spell level. So instead of an additional 2nd level spell and 3 3rd level spells at 6th level, for example, my classes would gain 11 spell points, and it would cost 3 points to cast fireball. Thoughts? Does anything about this seem overly broken to anyone?


Its about 21 spell points more for a sorcerer at level 20 (not counting bonus).

As it stands, with a spell point system and assuming no bonus spells, a sorcerer could cast 30 9th level spells using your method, as opposed to 14 using the d20 SRD method from 3.0

Essentially, you're doubling the potential output of these classes, even with their limited spell lists.


I did some thinking about your system this morning. With your proposed system, I'd suggest the follow (restating your premise as well, for context):

1. Spell Point Cost = Spell Level
2. Spell Point gains should probably look like the following for spontaneous casters (3,3,3,4,4,4,5,5,5, etc)

Mana/Spell Points Per Level:

Level - Mana
1st - 3
2nd - 6
3rd - 9
4th - 13
5th - 17
6th - 21
7th - 26
8th - 31
9th - 36
10th - 42
11th - 48
12th - 54
13th - 61
14th - 68
15th - 75
16th - 83
17th - 91
18th - 99
19th - 108
20th - 117

Is this what you're looking for?


I hadn't actually crunched any numbers on my proposed system, so thank you for that. I do like that your spell point progression makes it less attractive to spam higher level spells. I don't so much like that it results in net fewer spells per day, especially at levels when a new level of spells becomes available. I may go with your progression and introduce 'mana potions', that would restore XdX points of mana. That way casters don't feel so pressured. These classes are balanced against other 'Tier 3' classes, such as Tome of Battle esque classes, and there are no Tier 1 or 2 type casters or Tier 4 or 5 type martials, so as I see it there's less of a need to keep a lid on their casting. The longer they can go without resting, the better in my opinion. But anyway, thanks for your help!


Taperat wrote:
I hadn't actually crunched any numbers on my proposed system, so thank you for that. I do like that your spell point progression makes it less attractive to spam higher level spells. I don't so much like that it results in net fewer spells per day, especially at levels when a new level of spells becomes available. I may go with your progression and introduce 'mana potions', that would restore XdX points of mana. That way casters don't feel so pressured. These classes are balanced against other 'Tier 3' classes, such as Tome of Battle esque classes, and there are no Tier 1 or 2 type casters or Tier 4 or 5 type martials, so as I see it there's less of a need to keep a lid on their casting. The longer they can go without resting, the better in my opinion. But anyway, thanks for your help!

No problem & hope it helps.

I'd add, as well, that those numbers ARE NOT taking into account bonus spells per level from high ability scores. If you check out the chart Bonus Spell Points you could leave it as is, which would ultimately make the caster's primary stat that much more important, with the side-effect of giving a pretty large boost to mana/spell-point totals (i.e. about 110 extra over the course of 17 levels with an 18 Int/Cha/Wis)

I would personally reduce the amount to about 50%-60% bonus, possibly front loading it to grant more spells at lower-levels and even it out at higher levels.

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The issue with spell points is that the caster gets more spells per day. Not even factoring in bonus spells from high ability mods, a 20th level sorcerer could cast 13 9th level spells using your system, more than double the amount of the core sorcerer.


Cyrad wrote:
The issue with spell points is that the caster gets more spells per day. Not even factoring in bonus spells from high ability mods, a 20th level sorcerer could cast 13 9th level spells using your system, more than double the amount of the core sorcerer.

No argument. When compared to the standard spell point system listed on the 3.5 SRD, however, and ignoring bonus spells by level, you're casting 1 less than available with that system. I'm not saying either system is more or less balanced than the other, but it is a slightly lower gain that the "standard" system which the OP doesn't want to use, assuming a reduction in bonus spells via attributes.

Overall, as you say, it's problem with spell point systems in general. I think it can be corrected for, mind you, but that's a lengthier solution.


Taperat wrote:
I may go with your progression and introduce 'mana potions', that would restore XdX points of mana. That way casters don't feel so pressured.

Hm. I like the idea and seem to recall I was using something similar for casters in a project I was working on not-too-long ago. There was next to no board interest in it so I archived it for later development, but I did have one mechanic that might be of use to you:

Meditation (Ex) At 3rd level, by meditating for ten minutes, a spellcaster can collect residual magical energies from previous expenditures of magical power, increasing her <spellpoints/mana> by 1d6 + her <relvant caster stat> modifier. She may meditate to recover expending magical energy in this way once per day at 3rd level, plus one additional time per day for every four levels thereafter.

I'd probably just tack that on as a standard ability for casters, if you like and/or use it.


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The other method I've seen which isn't too complicated...

Mana pools are relatively low. Like Intelligence score + level (level 1 with 18 Int gets 19 spell points). Where the math comes in is that spells get cheaper to cast as you go up in levels.

1st level spells might start costing 8 points to cast, but get cheaper with every level until they only cost 1 point. 2nd level spells might start costing 9 points, but again, get cheaper very fast.

At very high levels, you can even make low level spells free. A 17th level wizard who can cast unlimited magic missiles isn't really going to throw off your encounter design.

Anyways, the math gets much simpler to manipulate to achieve your desired results by reducing the pool and focusing on spell costs instead.

It also opens the door for specialization and feats in interesting ways. An evoker might cast evocation spells at 1 less. For a feat might reduce the cost of a specific spell significantly.


The problem with spell-point systems using the same 9 level spells is that the scaling is just very hard to get right; it'll be almost always more viable to cast the highest level spell than the lower level ones because of action economy.

I like fluctating pools, personally. You get a small mana pool, not even enough to cast your highest level spells, but it charges at a slow rate between turns. Makes casting tactical (do I want mid level spells, or cast a low level one to save up for a high level one later?), and also stops novas.


LoneKnave wrote:
The problem with spell-point systems using the same 9 level spells is that the scaling is just very hard to get right; it'll be almost always more viable to cast the highest level spell than the lower level ones because of action economy.

I would agree with this if every level of spells had spells that invalidated those of earlier levels. As it stands, sometimes you just need Haste, no matter what your maximum spell level is. Sometimes you aren't in combat and you need to conserve points, so you cast Fly instead of Overland Flight. In my opinion casters should absolutely dread running out of spells, and I don't allow parties to run off and rest at the drop of a hat.


Taperat wrote:
In my opinion casters should absolutely dread running out of spells, and I don't allow parties to run off and rest at the drop of a hat.

I agree; I've never had problems with the "15-minute" adventuring day that so many have issue with. Truth be told, I didn't realize it was even a thing until I started posting on these boards years ago.

Re: Irontruth - I find this idea intriguing; as I'm typing this, I'm switching between windows attempting to recreate what you describe. Might you have a link to such a system?


Rogue Genius has a nice system.

Check out HypertetD20. I base mine off this one and it has worked well for several years.


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Unearthed Arcana has a system that converts spells/day to mana-based casting. (Insert Final Fantasy I & II Advance joke here.)

Microlite20 also had in its Argo spinoff "A sorcerer has 4 spell points/level + her Int modifier, a spell costs twice its level + 1 MP to cast. You get one signature spell per spell level that has its cost reduced by -1." You could probably emulate that with sorcerer bloodline spells, cleric domains, and wizard specialization.


The best spell point system I have encountered is Elements of Magic. You can get from RPGNow.com


The quickest system to apply, get used to, and the most modular is the Blackfang magic system from 2006, which Irontruth referenced.
I've done some work on it months ago here.


I ended up doing something similar (customized classes and mana points) and I found that the spheres of power system from drop dead studios was exactly the framework I needed. It's a big departure from traditional casting and might not be what your looking for but I'd recommend taking a look at the free playtest pdf at least.


I was going to suggest the Spellpoints compilation from Rogue Genius Games as well. I've never used, yet. I was planned for my homebrew, but due to a change in audience I was forced to dump it at the present moment.

I seem to remember Green Ronin put out a mana system for their Thieves World line, but I seem to have misplaced my PDF's for that line at the present moment. Might be worth looking into as it dealt with mana and thresholds and what not. Been too long since I have looked at it.

And the other one that I think follows something similar is also from Green Ronin which is the True Sorcerey. The system was originally written for the Black Company source book and then genericized into that book. I flipped through it when it first came out but haven't looked at it since. I think Owen Stephens may have originally crafted that system, but don't know.

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