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I never liked the idea of spending XP to power spells, but since I usually don't play spellcasters I never thought much about it. I'm playing a sorcerer in a new Eberron campaign starting next week, and the thought of facing XP costs for spells motivated me to work up an alternative.
Instead of spending XP to power spells that include an XP cost, a spellcaster risks taking ability score damage in his primary ability for spellcasting. The ability score damage must heal normally (no magical healing), and is determined by the following formula:
2d2 +1 per 1,000 XP (or fraction) -1 per four caster levels
Additionally, the caster must make a FORT save (DC 10 + ability damage taken) or become fatigued. If the save fails by 5 or more, the caster instead becomes exhausted. This save must be rolled (at DC 10) even if the caster take no ability score damage from casting the spell.
If the caster fails the FORT save he must take at least one point of ability damage, even if the damage rolled was 0 or less. This condition does not apply when there is no chance of ability damage due to his caster level modifier.
I ran a few examples just to see how the math works out, and got some pretty interesting results. It seems most spells top out (i.e., caster runs no risk of ability damage) at caster level 20. Two of the big 'uns (Wish, and casting Permanency on Prismatic Sphere) topped out at caster level 36.
Commune: 100xp cost (+1 mod)
- min caster level: 9th (-2 mod)
= 2d2 - 1 (max 3 ability damage)
( cast w/no chance of ability damage at level 20 )
Vision: 100xp cost (+1 mod)
- min caster level: 14th (-3 mod)
= 2d2 - 2 (max 2 ability damage)
( cast w/no chance of ability damage at level 20 )
Wish: 5,000 xp cost (+5 mod)
- min caster level: 18th (-4 mod)
= 2d2 + 1 (max 5 ability damage)
( cast w/no chance of ability damage at level 36 )
Gate: 1,000 xp cost (+1 mod)
- min caster level: 18th (-4 mod)
= 2d2 - 3 (max 1 ability damage)
( cast w/no chance of ability damage at level 20 )
Limited Wish: 300 xp (+1 mod)
- min caster level: 14th (-3 mod)
= 2d2 - 2 (max 2 ability damage)
( cast w/no chance of ability damage at level 20 )
Permanency (resistance): 500xp (+1 mod)
- min caster level: 9th (-2 mod)
= 2d2 - 1 (max 3 ability damage)
( cast w/no chance of ability damage at level 20 )
Permanency (prismatic sphere): 4500xp (+5 mod)
- min caster level: 17th (-4 mod)
= 2d2 + 1 (max 5 ability damage)
( cast w/no chance of ability damage at level 36 )
Lesser Planar Ally: 100 xp (+1 mod)
- min caster level: 7th (-1 mod)
= 2d2 (max 4 ability damage)
( cast w/no chance of ability damage at level 20 )
I like this (or something like it) because, while you're worse off in the short term due to potential ability damage and possible fatigue or exhaustion, you're better off in the long run because you don't jeopardize that most precious of resources: XP. Any time you take ability score damage in your primary casting ability, you also reduce the save DCs of your spells, as well as (possibly) the highest-level spells you can cast.
The increasing modifier for caster level reflects the idea that lower level casters feel the XP loss more than higher level casters, so the possibility of ability score damage decreases as your caster's power increases.
If you think the damage potential is too low, you could use 2d3 instead of 2d2. If your game runs into a wild magic zone, replace 2d2 with 1d4 (or 2d3 with 1d6) to reflect the volatile nature of wild magic.
Thoughts? Questions? Comments? Lemme have it :)

kahoolin |

I like it. I too think it's a bit arbitrary that casters lose XP, it's as if they thought certain spells needed to have a built-in mechanic to make sure they weren't cast too often and for some reason XP was chosen. I've always thought it was a bad idea. XP should never be lost in my opinion. They shouldn't have made spells like that if they didn't want people to cast them, rather than making them cost XP.
Maybe another way to do it would be to just increase the level of each spell that consumes XP by one? But I like your way better.

bubbagump |

This is extremely interesting. I've never liked the idea of losing XP for casting spells, either. I've toyed with several ways of changing that rule, but yours is the better idea.
I wonder, though, if you've given much thought to the variant rule that allows you to use rare/expensive spell components to avoid spending XP? I think it converts at roughly 5gp/XP. In other words, if your wizard doesn't want to lose 100 XP casting a spell he can spend 500 gp on rare components to avoid the XP cost. By some twist of fate I've never had to use the rule in my own campaigns, so I don't know how well it works.
I'd be very interested in seeing how your system plays out, though, so keep us all posted.

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I like it.
Thanks! I may tinker with it some more, but I feel like it's done enough to at least playtest.
This is extremely interesting. I've never liked the idea of losing XP for casting spells, either. I've toyed with several ways of changing that rule, but yours is the better idea.
Thanks!
I wonder, though, if you've given much thought to the variant rule that allows you to use rare/expensive spell components to avoid spending XP?
That's good for now and then, but you still have to go retrieve all that special magic stuff and that has a way of cutting into other adventuring time.
It's partly because I've never really felt that the game had the feel that you get in stories, when wizards cast mighty spells that are physically draining, or even dangerous, to them. Maybe because I don't really play spellcasters, but it seems like you can just fling spells until you run out, like firing crossbow bolts.
Just imagine the party needs to have something happen to stop the big bad from carrying the cursed talisman to the gate, where he'll retrieve the truly evil something-or-other and use it to Rule the World *tm*.
The sorcerer's been saving Wish for something really important, and this might be it. But is it worth taking a possible -5 to CHA in the middle of a huge battle, losing higher-level spells, lowering spell save DCs, and maybe becoming fatigued (or exhausted) in the bargain? How do you deal with a spellcaster who suddenly splits the party's attention by slumping to the ground, weak from exerting his powers?
Hmmmmm .... decisions ;)
I'd be very interested in seeing how your system plays out, though, so keep us all posted.
I'm waiting to hear back from the DM whether he'll allow me to play it. I'll let you know what he says.

I’ve Got Reach |

When I run, I allow XP expenses to be shared among party members. It especially makes sense when forging a custom magic item for a fighter, for example.
Without getting into specifics, I ran an adventure that centered around an evil mage that kidnapped less-fortunate peoples that were passed over by the rest of society and "bled them" for the XP.
I was told after the fact that there was a feat that existed already to do what I was doing...

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Did some thinking about this overnight and realized the mechanic doesn't really impose much of a penalty past a certain caster level. Also, making a FORT save to avoid damage on a mental ability score doesn't really make sense, so I've tinkered with it a bit:
Instead of spending XP to power spells that include an XP cost, a spellcaster risks taking ability score damage in his primary ability for spellcasting. The ability score damage must heal normally (no magical healing), and is determined by the following formula:
2d3 +1 per 1,000 XP (or fraction) -1 per four caster levels
Additionally, the caster must make a WILL save (DC 15 + ability damage taken) or become fatigued. This save must be rolled (at DC 15) even if the caster take no ability score damage from casting the spell.
If the save succeeds, the caster takes half damage to his primary casting ability. If the save fails by 5 or more, the caster becomes exhausted instead of fatigued.
If the caster fails the WILL save he must take at minimum one point of ability damage, even if the damage rolled was 0 or less. This condition does not apply when the caster's level modifier is high enough to prevent ability damage.
Here are some new maths for how this plays out:
- min caster level: 9th (-2 mod; base WILL +6)
= 2d3 - 1 (avg 3 ability damage; max 5)
( cast w/no chance of ability damage at level 28 )
Vision: 100xp cost (+1 mod)
- min caster level: 14th (-3 mod; base WILL +9)
= 2d3 - 2 (avg 2 ability damage; max 4)
( cast w/no chance of ability damage at level 28 )
Wish: 5,000 xp cost (+5 mod)
- min caster level: 18th (-4 mod; base WILL +11)
= 2d3 + 1 (avg 5 ability damage; max 7)
( cast w/no chance of ability damage at level 44 )
Gate: 1,000 xp cost (+1 mod)
- min caster level: 18th (-4 mod; base WILL +11)
= 2d3 - 3 (avg 1 ability damage; max 3)
( cast w/no chance of ability damage at level 28 )
Limited Wish: 300 xp (+1 mod)
- min caster level: 14th (-3 mod; base WILL +9)
= 2d3 - 2 (avg 2 ability damage; max 4)
( cast w/no chance of ability damage at level 28 )
Permanency (resistance): 500xp (+1 mod)
- min caster level: 9th (-2 mod; base WILL +6)
= 2d3 - 1 (avg 3 ability damage; max 5)
( cast w/no chance of ability damage at level 28 )
Permanency (prismatic sphere): 4500xp (+5 mod)
- min caster level: 17th (-4 mod; base WILL +10)
= 2d3 + 1 (avg 5 ability damage; max 7)
( cast w/no chance of ability damage at level 44 )
Lesser Planar Ally: 100 xp (+1 mod)
- min caster level: 7th (-1 mod; base WILL +5)
= 2d3 (avg 4 ability damage; max 6)
( cast w/no chance of ability damage at level 28 )

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Without getting into specifics, I ran an adventure that centered around an evil mage that kidnapped less-fortunate peoples that were passed over by the rest of society and "bled them" for the XP.
I was told after the fact that there was a feat that existed already to do what I was doing...
Oooh, that sounds appropriately evil :)
Just curious, do you know what the feat is? I'd be interested to read it for the particulars.

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How about using Con damage instead? Something like 1 point Con damage/500 xp. You could add a Fort save for half or something as well, which should have a modifier for the amount of Con damage you are saving against.
You make a good point, but I like that the penalty potentially affects their spellcasting. I rethought things this morning, though; the save is now WILL, with the DC bumped up because spellcasters (in the PHB, anyway) use the Good save progression for WILL. Bumping up the damage means almost everyone takes a hit, reducing damage by half on a successful save lets you off easy ... sometimes ;)
What I'd mainly be concerned about with this is the potential for abuse. You don't want to make the hurdle too high, with spellcasters dropping like flies, but you also don't want people casting Wish willy nilly just because they don't have to pay any effective penalty for doing so.
I'm going to lean on my DM; if he won't allow this for playtesting, I'll probably work it into my game next time I run. It may be that this ends up unworkable, but I'm interested enough to want to run it a bit to see how it plays.

Spellcrafter |

While I like your concept, one problem jumps out at me: wish coupled with downtime. With your system, every spellcaster who can cast wish will have a +5 inherent bonus to all six ability scores after taking a short vacation from adventuring. They will also have unlimited wealth.
I think that for your system to discourage this, the penalties and risks would have to be significantly higher. Maybe include the risk of permanently draining an ability score as a result of the strain of casting such powerful magic.

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While I like your concept, one problem jumps out at me: wish coupled with downtime. With your system, every spellcaster who can cast wish will have a +5 inherent bonus to all six ability scores after taking a short vacation from adventuring. They will also have unlimited wealth.
Yeah, that's one of the trouble spots with this setup. Currently, my fix is "DM resolves through story" - if someone starts casting that much reality-altering magic, that's got to draw some attention.
This may encourage abuse from players who game primarily (or strictly) by mechanics, but I like the story effect well enough that I think it's worth dealing with in a game where the story can provide a solution in the form of other powerful beings moving in to put their collective foot down.
Also, by the time you're casting Wish, you're at least 18th level. Even if you use XP cost for spells in your game, that's 150,000 XP max to raise all six ability scores by 5 each. Definitely nothing to sneeze at, but also very much worth it to gain a +2 (possibly +3) to every ability score modifier.
Edit: Also, the spell description for Wish states that to raise an ability score requires multiple wishes in quick succession, and that ability score improvements from separate Wish "sessions" don't stack. So potentially imposing a reduction in primary casting ability actually works against this sort of thing in a way that straight XP cost doesn't, since Wish has a pretty hefty price tag on a bad roll.
Of course, since I don't deal with spellcasting very often, I'm working somewhat blind here. Spellcasting can get a bit wacky if you start pulling on the mechanics and I'm probably unaware of all the ways this might upset 3.5's delicate balance, but I'm also a big-time rules nerd and enjoy trying stuff like this to see what happens ;)
Thanks for the feedback! I'll let you know how it plays out if/when I ever get to try this out.

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I like it...
Thanks!
It sounds like you can call the damamge ability burn though. (XPH/SRD)
This would bypass two issues. Ability damage buffers and creatures immune to ability damage/drain (like undead)
That's a good idea, especially as it automatically incorporates the "no magical healing" deal. I'll check it out :)

Cintra Bristol |

Also, by the time you're casting Wish, you're at least 18th level. Even if you use XP cost for spells in your game, that's 150,000 XP max to raise all six ability scores by 5 each. Definitely nothing to sneeze at, but also very much worth it to gain a +2 (possibly +3) to every ability score modifier.
My understanding is that the penalties of your system, while possibly harsh in the short term, are only temporary. So that isn't really a cost in the long run - if you've got the down time to recover, you're not really out anything. (IF this is wrong, I apologise for the misunderstanding, and the rest of this post is worthless.)
Under the normal rules (XP costs), an 18th level sorcerer can cast 3 9th level spells per day (maybe 1 more for high attribute). However, to cast those 3 spells in a single day, he'd also need to have 15,000 XP saved up - this is most of what is needed to level up to 19th level. So this sorcerer will need to wait until he's been 18th level for a while, then do this casting, spending enough XP to drop him to the beginning of 18th level again. He's pretty much guaranteed to be a level behind his buddies for a while after doing this, so he's not likely to do it for more than one attribute (or, possibly, 2 points each on 2 different attributes).
In your proposed system, that limit is gone, replaced by something that is emminently recoverable, and thus, there is no long-term cost at all for using Wish spells to raise attributes. So I'm afraid I have to recommend that you reconsider and find a way to apply a permanent cost, or some other limit, perhaps something that only lets a caster use this method instead of XP so many times per character level.
For example, instead of the formula being based on the XP of the single spell being cast at that moment, it's based on all the XPs total for castings you've done this character level, and if you fail by a certain amount, you don't succeed at casting the spell? That way, you restore the limit of Wish spells someone can cast at each level.

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My understanding is that the penalties of your system, while possibly harsh in the short term, are only temporary. So that isn't really a cost in the long run - if you've got the down time to recover, you're not really out anything. (IF this is wrong, I apologise for the misunderstanding, and the rest of this post is worthless.)
You've got it exactly correct. My reasoning is that XP cost, while a tangible loss that must later be made up, doesn't really have any mechanical effect on the character other than delaying your level gain. If you're in the middle of a big battle (or sneaking through a drow-infested outpost, or any number of other situations where time and danger might be a factor) spending XP to cast a spell simply produces the spell's effect and off you go to the next turn in initiative order not really any worse for wear.
My idea proposes a very real, potentially game-affecting, short-term penalty at the expense of a permanent, long-term effect. For me, the idea that casting Wish (or Lesser Planar Ally, or even Vision) could potentially change a situation beyond the effect of the spell itself (by draining the caster, even if only slightly) is worth more in-story than making sure the caster pays some kind of long-term penalty based solely in the mechanics of the game.
Even if the caster takes no ability score penalty from a particular spell, there's always the chance of fatigue (or, worse, exhaustion) and that will affect everything for the next eight or nine hours in-game.
Of course, I haven't had a chance to actually try this yet, so I don't know how well it would hold up. And, after all, there are always more XP to be had. I just prefer not to have them linked directly to spell-casting ability, and this is what came out of my brain in the hopes of addressing that ;)
I'm tweaking the rules a bit more and will post an updated version tomorrow, for additional feedback. I've liked what people have had to say so far, it's been helpful to me as I mull over what I've written so far to anticipate how it might work.
ps, if anybody is interested in trying this out in their own game, please feel free! I'd be curious to hear how it works out for you.

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Under the normal rules (XP costs), an 18th level sorcerer can cast 3 9th level spells per day (maybe 1 more for high attribute). However, to cast those 3 spells in a single day, he'd also need to have 15,000 XP saved up - this is most of what is needed to level up to 19th level. So this sorcerer will need to wait until he's been 18th level for a while, then do this casting, spending enough XP to drop him to the beginning of 18th level again. He's pretty much guaranteed to be a level behind his buddies for a while after doing this, so he's not likely to do it for more than one attribute (or, possibly, 2 points each on 2 different attributes).
Also, remember that to raise ability scores above +1, you need to cast multiple Wish spells in quick succession. If we assume average damage and saving throw rolls for an 18th level sorcerer with an 18 CHA, it works out like this:
First Wish to raise CHA by +1 = minimum 3 points of CHA damage, WILL save (DC 18*) for half damage. So, at very best, you're still taking 1 point of CHA damage per casting, and any failed WILL save results in full damage and fatigue, with exhaustion for failing the WILL save by 5 or more. Try that three times in a row and see how lucky you get. You might even rule that exhausted characters who become fatigued (or vice versa) are knocked unconscious, possibly by taking an amount of non-lethal damage equal to their max hit points (or something).
Which, of course, seems much less of a penalty if we're talking a sorcerer locked away somewhere in his sanctum sanctorum and able to rest at leisure. But if, as a DM, you have a character abusing the system this way, there are plenty of ways as DM to handle it in-game. If some sorcerer hidden away somewhere starts casting multiple reality-changing spells in quick succession, he's bound to attract a lot of unwanted attention, and might even end up having to Explain Himself.
And remember that to cast a spell, your primary ability score has to be at least 10 + the spell level. Drop below a 19 CHA (extremely possible if you roll max damage and fail your save), and you're not casting any more Wishes that day :)
Also, I don't like the characters being separated across levels if it can be helped. As a player, I don't like feeling behind, and as a DM I try to make sure everyone's on more or less equal footing. Of course, it's different if XP or level loss is due to a monster's attack or bad guy's magical effect - that's just part of the danger of adventuring.
* 20, actually, if you tie the save DC to the spell's cost modifier

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In your proposed system, that limit is gone, replaced by something that is emminently recoverable, and thus, there is no long-term cost at all for using Wish spells to raise attributes. So I'm afraid I have to recommend that you reconsider and find a way to apply a permanent cost, or some other limit, perhaps something that only lets a caster use this method instead of XP so many times per character level.
Last one for a while, I promise :)
How about:
A caster who is fatigued (or worse) takes one point of ability drain for each failed WILL save made when casting a spell. Or for any save (pre-fatigued or not) failed by 5 or more.
Not strictly the same, since ability drain can be magically restored and XP spent to cast a spell cannot, but it does impose a lasting effect that can only be undone by someone casting Restoration on the affected spellcaster.
And, since Greater Restoration has an XP cost:
Greater Restoration: 500 xp cost (+1 mod)
- min caster level: 13th (-3 mod; base WILL +8)
= 2d3 - 2 (avg 2 ability damage; max 4)
( cast w/no chance of ability damage at level 28 )

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I like the "drawing unwanted attention" problem. Perhaps the wish spell could come with its own built-in danger: a 10% chance upon casting (cumulative with multiple castings per day) that an outsider with a CR equal to the caster's level will be dispatched/summoned to the caster's location to put an end to the transgression.
This particularly helps to discourage the use of the spell during a mage's downtime, as his or her companions are less likely to be present.
Also of note: as a summoned monster, the outsider would not generate XP when defeated...

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I like the "drawing unwanted attention" problem. Perhaps the wish spell could come with its own built-in danger: a 10% chance upon casting (cumulative with multiple castings per day) that an outsider with a CR equal to the caster's level will be dispatched/summoned to the caster's location to put an end to the transgression.
This rings a bell, faintly. Wasn't there something similar to this in an earlier edition of the game? My main concern would be with tracking cumulative effects that expire after a time. After all, any extra bookkeeping is, well ... extra bookkeeping ;)
Edit: maybe it could apply to several different spells (anything reaching across planes?), 10% chance multiplied by the spell's cost modifier. Hrm, that's 50% chance with Wish - most people probably would avoid casting it.
Thanks for the feedback!

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Item creation costs. How do the ability damage things factor into that?
I mean you pay the increased XP for the ring of wishes, or GP cost to buy. I'm less worried about the abiltiy damage in off time as making rings of wishes cheap.
I hadn't really thought about that at all. I've mainly been concerned with how the adventure/story is affected when you have to make decisions about whether or not to cast certain spells, because doing so might take you out of commission when you can least afford it.
I'd be interested to see how someone else might take this and expand or adapt it along those lines, though ;)
Edit: As I mentioned on something else somewhere above, I'd say it's up to the DM to find a way to control that in-story. Maybe if people start making a boatload of powerful magic items, they attract the attention of Boccob's clerics, who (since I'm sure they keep an eye on that sort of thing) show up wanting to know what the characters need all that powerful magic for, anyway. Or, if you have the right group, you could work something out with the players that was fair for them and for you. It's definitely worth thinking about.

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Once more, with feeling ...
Instead of spending XP to cast spells which have an XP cost, a spellcaster risks taking ability damage in his primary spellcasting ability. The amount of ability damage dealt when casting these spells is determined as follows:
2d3 + spell cost modifier - 1 per four caster levels
A spell's cost modifier is equal to 1 per 1,000 XP cost (or fraction). Spells with no XP cost have no cost modifier, rather than a cost modifier of 0, and so do not trigger this effect when cast.
The caster must make a WILL save (DC 15 + spell's cost modifier) when the spell casting is completed. If the save succeeds, the caster takes half the amount of ability damage rolled. If the save fails, he becomes fatigued and takes the full amount of ability damage rolled (minimum 1). If the save fails by 5 or more, the caster becomes exhausted instead of fatigued, and takes 1 point of ability drain to his primary casting ability in addition to any ability damage taken. The minimum ability damage for failed saves does not apply if the maximum ability damage that can be rolled is 0 or less.
Because these effects are linked to manifestations of the caster's magical abilities, any ability damage suffered, and any fatigue or exhaustion inflicted on a failed save, may be recovered only through rest and non-magical healing. Ability drain inflicted by a failed save may be converted to ability damage by any spell or other effect that would normally cure ability drain; the resulting ability damage may be recovered only through rest and non-magical healing.
--= =--
At the DM's discretion, a spell's cost modifier may be increased in areas where unusual magical effects inhibit or otherwise interfere with spellcasting. Likewise, a spell's cost modifier may be decreased in areas where the caster's connection to magic is stronger than normal, or under other conditions that aid in casting a particular spell.
Spells without listed XP costs may be assigned a cost modifier if, for some reason, the DM wishes to limit their use. For example, spells with the Fire descriptor may be assigned a cost modifier in areas of magical or elemental cold. Lower cost modifiers decrease the amount of ability damage possible, as well as the save DC to resist fatigue.
If you think the damage potential is too low, you could use 2d4 instead of 2d3. If you think it's too high, use 2d2 instead. If your game runs into a wild magic zone, replace 2d3 with 1d6 (or 2d2 with 1d4) to reflect how the volatile nature of wild magic zones affects the cost of casting these spells.

I’ve Got Reach |

Oooh, that sounds appropriately evil :)
Just curious, do you know what the feat is? I'd be interested to read it for the particulars.
No, actually. It was a means to an end, so when the story ended, I didn't follow up.
My style is primarily as a story teller, so mechanics come second (or last). Styles are like finger-prints - they're all unike.

Kyr |

I understand people don't "like" using xp - its painful, thats the point - particularly with regard to item creation.
It also makes it less likely that people will use xp cost spells regularly - and most of those spells can affect game balance.
To trade a a permenant cost for a temporary cost is difficult to balance - I'm not suggesting that it can't be done - just that it is difficult and - no offence I don't think the system proposed is balanced.
Take the example of item creation - to make an item that costs 50,000 gp requires 50 days of down time - your system just adds a few days of recovery to that - plus remember that the caster is probably in his lair lab etc. with defences - few if any encounters likely and his allies around defending him - so effectively recovery time is zero risk.
The same is true with wish if you know the costs (which I would assume the caster does) he casts his wishes in his lair gains plus 5 to every thing and simply uses the wished for wealth to be pampered during his recovery.
The result of trading temporary ability damage for xp is not IMO balanced - which is why I think some of the readers have latched onto it so strongly.
Regarding costly components - I think they only work if you have make/acquire them - if you can just go to the "magic store" and stock up then I think the balancing factor of gp for xp is largely lost - but of course that is a very campaign specific - if funds are low it works if funds are readily available it isn't balanced.
Probably not what you wanted to hear but you requested opinions.
Also in much lore (in game and in literature) there is a tradition of casters "investing" themselves in their creations - the system you propose effectively eliminates that stroy element - which I think is unfortunate - but not related so much to balance.
My two coppers.

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The result of trading temporary ability damage for xp is not IMO balanced - which is why I think some of the readers have latched onto it so strongly.
Regarding costly components - I think they only work if you have make/acquire them - if you can just go to the "magic store" and stock up then I think the balancing factor of gp for xp is largely lost - but of course that is a very campaign specific - if funds are low it works if funds are readily available it isn't balanced.
Probably not what you wanted to hear but you requested opinions.
No worries - I'm mainly just exploring to see if something like this can work. Since this is a part of the game I don't generally deal with, I'm happy to have feedback from anyone with thoughts or ideas of how it might actually work in-game.
Thanks!