Is there a Pathfinder-compatible alternative to the Vancian system?


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Scarab Sages

I've never liked the "Vancian" spell-slot system. It's the one thing that disappoints me about Pathfinder--although I realize it's there because Pathfinder is a much-upgraded version of 3E. I'd really prefer a system where all casters burn "mana points" to cast spells. I have been playing around with the Words of Power rules in Ultimate Magic, but is there a spell-point type system out there which I can simply swap into Pathfinder and go? I don't care if it's a commercial set or home-brew as long as it fits the bill.

Grand Lodge

You can use 3.5's Unearthed Arcana's Spell Point system as-is.

For free, even.


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That looks pretty interesting, but even at a quick glance I have to question if it was meant as a serious nerf for sorcs who barely get any more points than a wizard in this sytem. At max level, based on their costs, you could cast maybe one more spell than a wizard of equal level. It throws one of the main advantages of the sorc to a near negligible amount of difference between the two.

Grand Lodge

Sorcerers have never gotten very much to begin with. :(


It's hard to really justify separate classes for spontaneous casters in a system where everyone casts using spell points. Sorcerers would need a serious rework to make any sense. I'd like to keep them, because the bloodline flavor and powers are cool.
I guess it could be as simple as bumping up spell points to keep them on par with the newly more flexible wizards.

I haven't crunched the numbers beyond glancing at the first couple levels, but it looks like prepared casters can actually cast more spells/day using this system? (And that bards, paladins and rangers get screwed, but maybe that's a 3.5/PF difference?)
If you want to maintain the balance between casters and other classes, prepared casters should get less spells/day than they do now, to make up for the flexibility. Spontaneous casters should stay the same or drop slightly. They get less of an advantage, though being able to switch their casting between levels does help.


Even in 3.5 when we used spell points we bumped sorcs up by 50% of what they have listed there.

Grand Lodge

Aleron wrote:
That looks pretty interesting, but even at a quick glance I have to question if it was meant as a serious nerf for sorcs who barely get any more points than a wizard in this sytem. At max level, based on their costs, you could cast maybe one more spell than a wizard of equal level. It throws one of the main advantages of the sorc to a near negligible amount of difference between the two.

On a mana point system there really is no point to having a sorcerer class..... at all.

Scarab Sages

Whether you want both sorcerers and wizards with a amana point system can depend on a lot of factors.

For example, if you use a mana system where a wizard still has to prepare spells to cast them (but prepared spells don't stop being available, they just burn mana) then sorcerers and wizards are still very different. And under such a system, if sorcerers don't get more spells/day, they tend to be at a disadvantage.

I have played with a system where wizards do not prepare spells in advance, but every time they cast a spell it becomes more expensive for them to cast it again. Under such systems, wizards have a breadth of options as they take time to learn more spells, but they can't afford to spam fireball three times in a row as well as sorcerers. Again, the classes act very differently, and in this case they can be given the same number of mana points.

I have certainly played in games where wizards very rarely have time to pick up more than their 2 free spells known per level. When this is the case, a sorcerer's power becomes not that they don't have to prepare spells, but that they end up with more spells known. However that advantage tends not to kick in until very high level so unless there's another factor (like limiting wizards 2 free spells learned per level to Core Rulebook spells and letting sorcerers choose freely) it's a pretty minor point. Also this one is extremely campaign-specific so it'd be tough to write :generic" rules to cover it.

Grand Lodge

LazarX wrote:
On a mana point system there really is no point to having a sorcerer class..... at all.

More like there is no reason to have a sorcerer class regardless of the system used.

However, the spell point system can still differentiate the two, by having the wizard allocate all his spell points at the start of the day, and letting the sorcerer spend them on the fly. Which I believe the UA system does.


No, the UA system lets the wizard use spell points to cast at will from the spells he's prepared that day. IE, if the wizard would have 2 1st and 1 2nd under the Core rules, he gets 5 spell points, prepares 2 1st and 1 2nd level spell, then chooses which of those 3 to cast on the fly.

Why is there no reason to have a sorcerer class in the core system? It seems a nice alternative to prepared casting.

I also like the various bloodline fluff and powers. I wouldn't want to lose those by ditching the sorcerer in a spell point system.


Look up these two supplement books:
-True Sorcery
-Legends of Sorcery

Both skill-based approaches. Kinda like rolling an attack roll.

EDIT: what the hell, I'll find some links. Here:
http://www.rpgobjects.com/index.php?c=product&p_id=181
and
http://www.greenronin.com/store/product/grr1707e.html

Dark Archive

Zarzulan wrote:
I've never liked the "Vancian" spell-slot system. It's the one thing that disappoints me about Pathfinder--although I realize it's there because Pathfinder is a much-upgraded version of 3E. I'd really prefer a system where all casters burn "mana points" to cast spells. I have been playing around with the Words of Power rules in Ultimate Magic, but is there a spell-point type system out there which I can simply swap into Pathfinder and go? I don't care if it's a commercial set or home-brew as long as it fits the bill.

The Thieves' World magic system (as in Thieves' world Player Guide by Green Ronin) has a mana-gathering check, based on a modifier similar to the Base Attack Bonus - as it's both class- and level- based.

It's a sort of hybrid between the skill check and the point-based systems.

The check must beat a DC value set by the spell level, the caster affinity with that kind of magic (spellcasting and rituals), the area magic level, etc.
A check that doesn't gather enough mana to cast the spell is not wasted, as it decreases the DC of a subsequent check.

The caster can start the day with some "ready to go" spells, as he can gather beforehand a limited amount of mana, and he can canvert the gathered mana on the fly for a different spell (tactical choices).

There's a simple appendix for translating 3.5 spells into this system, and it's pretty much as good for the PFRPG system.

Grand Lodge

thejeff wrote:
No, the UA system lets the wizard use spell points to cast at will from the spells he's prepared that day.

I keep getting that confused for some reason. Maybe because it just makes so much more sense than giving wizards more of the sorcerer's shtick than they already have.

thejeff wrote:

Why is there no reason to have a sorcerer class in the core system? It seems a nice alternative to prepared casting.

I also like the various bloodline fluff and powers. I wouldn't want to lose those by ditching the sorcerer in a spell point system.

Because you could just have a 'Mage' class, who chooses prepared or spontaneous casting at character creation. Schools and bloodlines could be selectable class features of the same class with a varied amount of overlap.


TriOmegaZero wrote:
thejeff wrote:
No, the UA system lets the wizard use spell points to cast at will from the spells he's prepared that day.

I keep getting that confused for some reason. Maybe because it just makes so much more sense than giving wizards more of the sorcerer's shtick than they already have.

thejeff wrote:

Why is there no reason to have a sorcerer class in the core system? It seems a nice alternative to prepared casting.

I also like the various bloodline fluff and powers. I wouldn't want to lose those by ditching the sorcerer in a spell point system.

Because you could just have a 'Mage' class, who chooses prepared or spontaneous casting at character creation. Schools and bloodlines could be selectable class features of the same class with a varied amount of overlap.

True, I suppose. Though if you're going to give different numbers of spells known and spells/day you might as well have two different classes.

Grand Lodge

Look at Trailblazer for how to handle that. They have a unified spell progression chart, and different classes get bonus spells per day or spells prepared as a class feature. Which could easily be a simple class choice, no different than the Fighter Weapon Training. You don't consider a Ranger with FE: Human a different class than one with FE: Undead, so why not have a Mage (Breadth of Knowledge) and a Mage (Breadth of Power)?


Has anyone every tried a life-based (hp, CON, etc) spell casting system, like in the Inheritance series? I kind of like the idea that casters must provide the energy for the spell by sapping energy from their own body or from some other source of energy. I could see how it would work better as a literary element than a game mechanic, but has anyone ever tried it? How did it go?


Wildebob wrote:
Has anyone every tried a life-based (hp, CON, etc) spell casting system, like in the Inheritance series? I kind of like the idea that casters must provide the energy for the spell by sapping energy from their own body or from some other source of energy. I could see how it would work better as a literary element than a game mechanic, but has anyone ever tried it? How did it go?

I played a lot of STar Wars RPG (OCR/RCR) and they used hp(VP really but eh) to "cast" force skills and powers.

Problem here is you get some really unintuitive character builds.

For instance, since casters use HP to power spells, and they have the lowest HP of classes you either have to:
bump HP of caster
OR
Make spells cost very little HP

Also Healing Magic has to be reworked, because otherwise you gain infinite healing loops and resource management goes *poof*

Problem with bumping up caster HP is that suddenly classes like Magus, inquisitor, etc begin getting WAY WAY WAY too many HP compared to the tanker classes like fighter. Infact, Paladins and clerics become rediculous HP sacks.

Problem with making Spells cost very little HP is that taking levels in high HP classes gives you a huge boost to casting power, aswell as making casters even more fragile than normal, really lessening the power of classes like ranger and inquisitor and druid.

IME IF (big if) you want to use "health" based casting, use a seperate subdual damage, similar to the 3e subdual. This way as spells are cast, they deal a sort of virtual damage, and truly powerful spells can deal damage direct to HP, but it lessens that impacts. However healing magic still needs a good once over (often casting damage can not be healed with magic, and most all healing spells deal direct damage).

IMO it requires so much work that it really is no good. YMMV.


Yep, I know of two: Psionics Unleashed by Dremscarred Press and Misfit Studios "The Spellweaver". Psionics is point-based, the Spellweaver is skill-based. Review of the latter coming up tomorrow!

Edit: SGG's Ultimate Options:Arcane Discoveries and Sorceror's Options: Beyond Bloodlines feature point-based archetypes. :)


we used the spellpoint system in 3.5, with some optional rules that made you fatigued once you got under half points, and exhausted or something under 1/4. i believe there also were rules for casting spells with zero spell points, at some cost to your health. it worked quite nicely for us, a resource management challenge for wizards and some fluff about taxing your physical resources with minimal book keeping required.


JrK wrote:

Look up these two supplement books:

-True Sorcery
-Legends of Sorcery

Both skill-based approaches. Kinda like rolling an attack roll.

I wish EVERYTHING was skill-based. Spellcasting, Skill Usage, To-Hit and Armor Class (or Defense, if you prefer).


I always disliked the "fire and forget" method. In 3.x the explination changed a little to spells were prepped in study and released at the oportune moment.

If you like manna points just make all spell casters spontaneous and turn spell slots into points a 1st level spell slot is worth 1, a 2nd level spell slot is worth 2 and so. This will give you your manna pool. So if your wizard has 3 1st level slots and 2 2nd level slots he has 7 manna points. Just like the spell slots the cost for a spell is based on level a second level spell costs two points, a third level spel 3 points and so on. So your wizard with 7 points can cast any combination of spells he knows up to 7 points.

Poof manna points.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
Owen K. C. Stephens wrote:
I have played with a system where wizards do not prepare spells in advance, but every time they cast a spell it becomes more expensive for them to cast it again. Under such systems, wizards have a breadth of options as they take time to learn more spells, but they can't afford to spam fireball three times in a row as well as sorcerers. Again, the classes act very differently, and in this case they can be given the same number of mana points.

That sounds interesting.

For almost all of my gaming I was playing using mana point spell systems. They ranged from a very simple "1 spell level costs 1 mana point" to ones which had part of the cost associated with the attempt to cast the spell, and part with powering the spell effects should the casting succeed. The most complex one (which I ran, with a lot of help from a computer by my side to automate record keeping) also spread mana point recovery out over multiple days; the mana for low-level spells regenerated overnight, but it took longer than that to recover after casting a high-level spell.

I've just picked up Ultimate Magic, and am thinking about seeing what I could do as a variation based on Words of Power.

Grand Lodge

Wildebob wrote:
Has anyone every tried a life-based (hp, CON, etc) spell casting system, like in the Inheritance series? I kind of like the idea that casters must provide the energy for the spell by sapping energy from their own body or from some other source of energy. I could see how it would work better as a literary element than a game mechanic, but has anyone ever tried it? How did it go?

Ars Magica has fatigue and wound levels for all characters. Magi would make a spellcasting role and if the roll wasn't high enough they'd lose a fatigue level for each spell. (or would choose to spend that fatigue level if the spell was spontaneous and they could not afford the penalty hit for a spontaneous spell)

Of course the thing is that fatigue levels also have penalties to spellcasting so after losing that first level it becomes harder to make the roll to avoid losing the next.

Shadow Lodge

Wildebob wrote:
Has anyone every tried a life-based (hp, CON, etc) spell casting system, like in the Inheritance series? I kind of like the idea that casters must provide the energy for the spell by sapping energy from their own body or from some other source of energy. I could see how it would work better as a literary element than a game mechanic, but has anyone ever tried it? How did it go?

Well, many spells in Call of Cthulhu work like this. In addition to sapping magic points and (almost always) sanity, most of them also damage eitiher one (or more) of your ability scores or your hit points.


Another poster had mentioned the BESM d20 Advanced Magic supplement. From what I understand, casting magic is a skill. Make a skill check to a cast a spell. Metamagic feats bump up the DC. Fail the skill check DC and suffer subdual damage as drain, sort of like exhausting yourself to an extreme, and unable to cast the spell. Still have spell slots, but more to say how many spell slots it requires to cast a given spell as a way to measure the power or level of the spell.

There is also the Gemstone Magic from RA Salvatores Demonwars Saga campaign setting. Grasp a 'special' gem, make an appropriate Gem Wielding skill check to determine the intensity of effect. Eventually learn how to wield 2 or more gem stones to combine for different effects.


Check out the Spellweaver discussion under new products.
It's very interesting ;)


DungeonmasterCal wrote:
JrK wrote:

Look up these two supplement books:

-True Sorcery
-Legends of Sorcery

Both skill-based approaches. Kinda like rolling an attack roll.

I wish EVERYTHING was skill-based. Spellcasting, Skill Usage, To-Hit and Armor Class (or Defense, if you prefer).

I'm with you.


The Midnight setting had a really good spell point system. I like it better than the one in Unearthed Arcana because the points earned weren't exponential.


Pathfinder Maps Subscriber

See also this thread.

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