Spell Points

Spell Points

Some spellcasters have a reserve of spell points based on class and level (see individual class Spell Points Per Day tables). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind these caster's spells: She spends a number of spell points appropriate to the spell's level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest.

Bonus Spell Points and Bonus Spells

To determine the number of bonus spell points gained from a high ability score, first find the row for the character's ability score on Table 2: Bonus Spell Points. Use the primary casting ability for the class.

Next, find the column for the highest level of spell the character is capable of casting based on her class level (even if she doesn't have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time her ability score undergoes a permanent change (such as from an ability score increase due to character level, a permenant magic item, or one from a wish spell) and each time her level changes.

For example, Jane the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table 2 at the intersection of the 16-17 row and the 2nd column is 4, so Jane has 4 extra spell points to spend each day (in addition to the 11 points she gets for being a 4th-level wizard). If Jane's Intelligence were increased to 20 because of a fox's cunning spell, for example, she wouldn't gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when she reaches 5th level, her bonus spell points would increase from 4 to 9 (since she is now capable of casting 3rd-level spells and thus uses that column), and her overall total would increase from 15 to 25.

Table 2: Bonus Spell Points

Score 0 1st 2nd

3rd

4th

5th

6th

7th

8th

9th

12-13 1 1 1 1 1 1 1 1 1
14-15 1 4 4 4 4 4 4 4 4
16-17 1 4 9 9 9 9 9 9 9
18-19 1 4 9 16 16 16 16 16 16
20-21 2 5 10 17 26 26 26 26 26
22-23 2 8 13 20 29 40 40 40 40
24-25 2 8 18 25 34 45 58 58 58
26-27 2 8 18 32 41 52 65 80 80
28-29 3 9 19 33 51 62 75 90 107
30-31 3 12 22 36 54 76 89 104 121
32-33 3 12 27 41 59 81 107 122 139
34-35 3 12 27 48 66 88 114 144 161
36-37 4 13 28 49 76 98 124 154 188
38-39 4 16 31 52 79 112 138 168 202
40-41 4 16 36 57 84 117 156 186 220

Spontaneous Spellcasting

Most Ere classes that use spell points cast all their spells spontaneously. They can cast any spell they know by spending the requisite number of spell points.

Regaining Spell Points

Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster's mind isn't ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character's daily limit and aren't regained.

Casting Spells
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table 3: Spell Point Costs describes each spell's cost.

Table: Spell Point Cost

Spell Level Spell Point Costs
0th 0
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17
0-level spells have no spell point cost. Instead, the character may cast 3 0 level spells each day plus a number equal to there spell points at first level

Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, or searing light, or lighting bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster's normal caster level to determine damage. Use the character's normal caster level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of a sorcerer capable of casting fireball is 6th.

Metamagic and Spell Points
To use metamagic with spell points, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell's effective level above what she is capable of casting, she can't cast the spell in that way.

Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell. Spells that allow a character to recall or recast a spell don't function in this system. (It doesn't make any sense to have a spell that gives you more spell points, since you're either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently--they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character's pool of available points when activated.

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