spell points in pathfinder


Homebrew and House Rules


first, i apologize if this topic has been hammered into the ground. im new here so haven't seen anything already discussed.

im in the brainstorming phase of a pathfinder game, and im seriously considering using a spell point system instead of ye 'ol fire-and-forget. i've never liked that system and my group would probably take better to spellpoints anyway.

my concern is one of balance. il probably use the spellpoint rules as presented in unearthed arcana as a starting point. but as printed those rules are kinda broken. without the restriction of having to prepare single-use spells beforehand, many of the caster classes become overpowered. also, spontaneous casters like the bard and sorcerer lose a lot of the mojo that makes them appealing under this system. but with pathfinder that's no longer realty an issue. most spont casters now have other gimmicks to give them spice.

my initial thoughts on injecting some balance into the spellpoint system is to reduce the total caster levels spellchuckers have. greater versatility and the ability to cast the same spell multiple times is exchanged for an overall de-powering. caster level is already built into many spells as a variable, so it seems an easy way to tweak they're potency without rewriting them whole cloth. but by how much? and should former spont casters like the sorcerer have less of this depowering? they dont gain much of a bost under this system, so commensurately should have less of a penalty to balance.

additionally, should save DC's also be lowered across the board? if so, by how much?

i appreciate any advice anyone has on this topic.
toodles!


At higher levels, the reduction in caster level would be a killer. Monsters would have abilities that you can't counteract, because your dispel magic spells will fail, your cleric will fail to remove poison or disease, and getting through SR will be a bit tougher. Savvy players can work around these things, but it'll still make them wonder why their character sheet says their 12th level but they feel like they're only 10th or somesuch.

If you lower save DCs, same kinds of ideas. Monsters will make saves more often. This will shift spellcasters into the roles of summoner, healbot, and buffer/debuffer. Save or die, save or suck, and blasting tend to get hammered if their DCs are too low.

What I think you need is a way to deal with the nigh-inevitable novas that crop up in spell point systems. Perhaps a limit that the caster can only spend so many points every minute or suffer penalties (fatigue, exhaustion, staggering, even dazing come to mind), on the order of caster level plus relevant ability modifier?


Here is a starting point for you.....

Spell Point System
Problem # 1
Caster level and spell points?
Magic missile is a great example (any spell where effects increase with level)
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Everyone can agree on a cost of 1 spell point for magic missle….
However the cost should be 1 spell point per missile!
Same with a fireball
3rd level spell costs 3 spell points, +1 spell point per additional d6 of damage…
So a 10th level caster can do a maximum of 10d6 damage and this would cost 7 spell points, however the same caster could cast the spell as a 3d6 for 3 spell points.

Problem # 2
What spells can the caster select from?
Sorcerer
From spells known.
Wizard
From spells prepared.

Problem #3
How many spell points do I have?........In a level progression it looks like this
Wizard/Cleric/Druid Sorcerer Bard Paladin/Ranger
1,2, 0,0
3, 6, 0,0
6,9,1,0
10,15,2,1
15,22,5, 1
21,31,8,1
28,42,13, 1
36, 54, 18, 2
45,67, 23, 2
55,82,30, 3
66,99,37, 5
78, 117, 44, 7
91, 136, 53, 7
105, 157,62,11
120, 180, 71, 12
136, 204, 82, 15
151, 226, 93, 18
169, 253, 104, 22
188, 282, 115, 26
208, 312, 126, 30
Problem #4
What about bonus spells?
Add the appropriate ability modifier directly to your spell points.

Problem #5
Metamagic feats and spell points.
The application of any meta-magic feat typically raises the level of the spell by a set amount. Such as a quickened spell is four levels higher. The rise in each spell level for a meta-magic feat costs 2 spell points.
So a quicken first level spell costs 9 spell points to cast.

Problem #6
CLW is cheap with spell point system and PCs never learn any of the higher level spells.
Spells that are known or prepared for the day stay in the memory and help shape the spell point energy. However beyond a certain number of castings the template erodes from memory and can only be replaced (when the caster would normally regain spells).
Number of times a spell can be cast before memory erosion takes the spell out of the character’s memory.
Wizard/Cleric/Druid Sorcerer Bard Paladin/Ranger
4 6 4 3

Problem # 7 Orisons
PCs can cast orisons for free cost of zero spell points.
Some would rule you must have spell points in order to cast orisons

Problem #8
My 1st level Paladin/Ranger has spell points (from ability modifier). Can I use them?
No, you don’t know any spells.

Can I use spell points for arcane strike?
My mystic thurge combine all spell points?
I have more than one spellcasting class, now what?

Problem #9
When do I recover spell points?
Some would say, a portion during hours of rest others might say after 8 hours……


ack! damn comcast. lets try this again...

so if i understand you correctly, the boost provided by the spellpoint system isn't actually all that great. and not enough to impact the game if you include something like vitalizing along with it.

in my initial proposal, i had thought that the reduced effectiveness of the spells mentioned above was countered by being able to cast them multiple times without any great effort. your clerics remove poison might not work the first time, but he can cast it 2 or 3 more times until it sticks much easier then he could before. your fireball is more likely to fizzle against a monster with spell resistance, but you can try again next round easily enough. and so forth...was i wrong in this assumption?

as a slight tweak to the vitalizing option, i thought about having a caster make a fatigue save each time they threw a spell. but would this be to harsh? how high should the DC be? ideally, this system would let a spellcaster chuck around one or two spells without much impact, but really laying on the magic would ware them out.

and finally, as a simpler way of figuring the cost of casting a spell, im thinking about simply having 1 spellpoint = one caster level, period. no minimum caster levels regardless of the spell. if you want to cast a 9th level spell with only a single caster level, you can do that. the thought here is making casting costs easier to remember. but does it break the system?

thanks for your opinions!


The reduced spell effectiveness will have several effects. When it comes time to remove conditions, every failure (mind you, not every spell has a caster level check involved) requires the cleric to try again. That burns spell points, reducing resources. This leads back to the 15-minute workday, as now the cleric is running out of juice. On the upside, it can certainly add some dramatic tension to diseases and poisons. For spells like fireball, if the spell fails, it's wasted. Every spell really needs to count when you're in battle. If it fails due to a reduced caster level, that can get frustrating as you face creatures with higher and higher SR. So you end up with casters who aren't contributing and are again wondering why does the fighter get to be 12th level but the caster is only 9th. Even if the fight is won, that's that many more resources the caster has used up just to be effective, resulting in the 15-minute workday again either due to the cleric needing to patch people up or the wizard blowing tons of spells just to get through a fight.

Regarding caster level=1 spell point, best thing to do is look to see how many spells really don't care about caster level. If you're using wish to boost ability scores, the duration IIRC is instantaneous, meaning there's no dispelling the effect. I'd certainly use a caster level of 1 in that case and quickly get my stats up all in one day and still have plenty of juice to go.

For vitalizing, maybe have casters make a Fortitude save, DC 15 base, plus one per level of the spell, plus one for every spell cast consecutively. Start saves after a number of rounds equal to their Con bonus.


herm. the more i think about it, the more complicated monkeying around with this system seems to be.

my main concern was that by providing casters with additional versatility, they would dramatically overpower the non caster classes. but from what i've read here. that doesn't seem to be the case. they do get a slight jump in power, but this isnt enough to grossly unbalance the game. if it really winds up being a problem i might toss a few more HP or an extra feat to any non magic users. sound reasonable?

if this is right, il probably just stick with the variant as seen on the hypertextD20 sdr. including vitalization. as for simplifying the casting costs. il just tell them that the base cost is equal to the level where to first gain access to the spell. little bit of note taking wont kill them.

one more thing, whats the formula for figuring out how many spell points a class should get? i got one or two players interested in playing a summoner and a magus, so il need to figure that out.


Go to HypertextD20 and check out the Variant Magic rules (center column, down at the bottom). They solved problems I never imagined.

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