Spell points


General Discussion


In the playtest rulebook it states the maximum spell points you can have is equal to your Int modifier. What I don't get is how many spell points you start with. Is it 1? If it is then it should state that in the rulebook with the class feature that gives you your initial power.

Am I reading things incorrectly or am I missing something in the rulebook?


Not all characters start with spell points.

A bard or sorcerer starts with spell points equal to his Charisma bonus. A cleric, druid, or paladin starts with spell points equal to her Wisdom bonus. A wizard starts with spell points equal to his Intelligence bonus. A monk gains spell points equal to his Wisdom bonus from the Ki Strike feat. Other class feats can increase spell points.

The rulebook actually says maximum spell poins are equal the class's key ability modifier, but each class defines its key ability immediately. I suppose one day some archetype might change a class's key ability.

The character's spell point pool restocks to its maximum every morning.


Where does it say how many spell points a bard starts with? The entry reads that "Your maximum number of Spell Points is equal to your key ability modifier (minimum 0)."

It doesn't say "You start with Spell Points equal to your key ability modifier (mimimum 0)."

To me that is two different things so it is not really clear. Feats can increase your pool of Spell Points. Is that beyond the maximum number of Spell Points? If it is then that's confusing because then the maximum number is no longer the maximum number.


Let me use an example.

In the Druid section under "Druidic Order" on page 80 the rulebooks says:

You gain a pool of Spell Points. Your maximum number
of Spell Points is equal to your key ability modifier. You
regain all your Spell Points when you prepare your spells
(see Daily Preparations on page 192).

You also gain a special spell tied to your order, which
is called an order power. You cast this order power by
spending 1 Spell Point, not by using spell slots. Your order
power is automatically heightened to the highest level of
spell you can cast. Some druid feats grant you more order
powers and increase your pool of Spell Points.

Storm
You carry nature’s fury within you, channeling it to
terrifying effect and riding the winds and storms. You are
trained in Acrobatics, and it becomes a signature skill for
you. You also gain the Storm Born druid feat. Finally, as
your order power, you can cast tempest surge at a cost
of 1 Spell Point.

If a druid with Wisdom 18 choses the Storm Order, then he gains a spell point pool that can contain a maximum of 4 spell points, because his key ability modifier, Wisdom, is +4. He can use tempest surge four times a day by spending those spell points. Every morning during his daily preparations that spell point pool refills to its maximum, 4 spell points.

Later, at 8th level, that druid takes the Wind Caller feat.

WIND CALLER FEAT 8
Prerequisites Storm Born
You can cast thunder shield by spending 1 Spell Point.
You can also cast stormwind flight by spending 2 Spell Points.
Special If you are a druid of the storm order, increase your Spell
Point pool by 2.

The feat increases the size of his spell point pool to 6. He has six points to cast tempest surge or thunder shield or stormwind flight each day, though stormwind flight costs twice as much as the others.

Later, at 10th level, the druid increases his Wisdom to 20, so his Wisdom bonus increases to +5. Then his spell point pool increases to a maximum of 7 spell points.

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