Spell point system

The spell casting system used on Aldium is the spellpoint system, however it is not the spellpoint system from the 3.5 rules it is from a 3rd party source which fits in rather well with the low power setting. and now on to the rules.

Determining Spell Points

Each class receives a number of spell points based on its level, as detailed in the charts presented in the class descriptions, below. Characters also receive bonus spell points equal to their spellcasting ability score modifier (for the ability that would normally determine the class’s bonus spells). A character is limited to a number of bonus spell points equal to the highest level spell he can cast.For example, Eliana is a 5th level sorcerer with a 20 Charisma. While she has a Cha bonus of +5, since her maximum spell level is 2nd, she receives only 2 bonus spell points. When she reaches 6th level and her maximum spell level rises to 3rd, she receives 3 bonus spell points.

Casting with Spellpoints

Casting a spell using the spell-point system is extremely similar to the normal spellcasting rules. Such concerns as casting time, components, arcane spell failure in armor, and concentration checks all work normally. The only difference is that rather than having a number of spell slots or prepared spells, all spell-point spellcasters may cast any spell they know by expending the appropriate number of spell points from their spell-point pool. The base cost of casting a spell is 1 + spell level (so casting a 5th level spell costs 6 spell points). Casting the same spell several times in a day can increase its spell-point cost, but the core game mechanic is as simple as tracking spell points in a pool, and spending them as spells are cast.

Cantrips and Orisons

Cantrips and orisons (also known as 0-level spells) have no spell-point cost to cast, but may have a cost to prepare or require that the spellcaster have a minimum number of spell points available.

Spontaneous spell-point spellcasters can simply cast any cantrip or orison they know without expending spell points, but they must have at least 1 spell point available to do so. If a spontaneous spellcaster has expended all his spell points for the day, he can no longer cast cantrips or orisons until he regains some spell points.

Preparation spell-point spellcasters can prepare a number of cantrips or orisons. Each cantrip or orison prepared reduces the number of spell points in the spellcaster’s spell pool by 1 until the spellcaster next prepares spells. These spells are cast like any other spells, but once prepared they do not require the spellcaster to expend any points from his spell pool to cast them. Such spells remain prepared until the spellcaster next
prepares spells.

Divine Attunement

Divine preparation spellcasters (such as clerics, druids, paladins, and rangers) must attune themselves to specific aspects of the power of their deities (or whatever power grants them their spells) in order to be able to use their own mystic power to cast spells. While there is no limit to what spells these divine spellcasters have access to, they can’t be attuned to every conceivable spell at once. For each spell level they can cast above
0 level spells, these divine casters are limited to being attuned to a number of spells equal to their Wisdom score. (Not their Wisdom modifier, but the actual full ability score). Spell attunement takes place when the spellcasters pray or meditate to regain spellpoints for the day. Some classes are always considered attuned to one or more set of spells (such as a cleric’s domain spells), and these do not count against a divine spellcaster’s total attunement limit

Eldritch Dissonance

Channeling spell points into the ritualistic formulas that make up spells isn’t as tidy or elegant a process as casting a prepared spell. The energy from spell points tends to leave a residue in the aura of the spellcaster, creating a kind of mystic static or interference called “eldritch dissonance.” For preparation spellcasters – who are dependent on focusing raw magic energy into specific spells with a careful implementation of mental state, gesture, and incantations – even a small hindrance in their auras can make creating a spell effect significantly more difficult.

For preparation spell-point spellcasters, eldritch dissonance makes casting the same spell repeatedly increasingly difficult. This is because the dissonance is attuned specifically to the spell that created it, and the interference requires more spell energy to cut through and create the desired spell effect. As a result, each time after the first a preparation spell-point spellcaster casts the same spell since restoring his spell pool, it costs additional spell points equal to its level.

For example, Davor is a half-orc spell-point wizard who knows fireball. As a 3rd level spell, the first time Davor casts fireball each day it costs 4 spell points. If Davor decides to cast fireball again the next round, its cost increases to 7 spell points (base 4, +3 for being a 3rd level spell). If he casts it a third time in another encounter later on the same day, it costs 10 (4 +3 +3) spell points.

When a spell-point spellcaster regains his use of daily abilities and takes an hour to refocus his mystic energies for the day, one of the things he does is cleanse his aura of any dissonance from
the previous day. Thus, for spell-point spellcasters “preparation” refers not to preparing spells in advance (as the spell-point system makes that unnecessary), but in the careful preparations required to start with a clean aura each day.

For spontaneous spellcasters this residue has a much lesser effect – their spells known are an integral part of their personal auras, and no minor mystic clutter caused by their own spell energy is
going to have any noticeable effect on their ability to continue casting spells. Each time after the first a spontaneous spell-point spellcaster casts the same spell since restoring her spell pool, it costs one additional spell point.

For example, Xasha is a 7th level bard with charm monster, and she’s trying to sneak into a minotaur encampment. As she meets a minotaur guard at the edge of camp, she hits him with charm monster, spending 4 spell points. She convinces the monstrous humanoid to act as if she is his prisoner, and escort her into camp. When she has the minotaur take her into the chieftain’s tent she encounters one of his wives, and casts another charm monster, spending 5 spell points. If the chieftain arrives before she can find the map she is looking for in his tent, she may need to cast another charm monster, which will cost her 6 spell points.

Recovering Spell Points

Each day, spell-point spellcasters must focus their minds on the task of regaining their spell points.

Arcane spell casters

An arcane spell-point spellcaster needs 8 hours of rest. The spellcaster does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to regaining his spell points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining any spell points. After resting, an arcane preparation spellcaster must have enough peace, quiet, and comfort to allow for proper concentration. The spellcaster’s surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement
weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. After an hour of study, the preparation spellcaster regains spell points used the day before, and resets all spell point costs to their base cost (all Eldritch Dissonance is removed — see Eldritch Dissonance ).

Spell book casters or similar casters

Characters who learn spells by adding them to a specific source (such as a wizard’s spellbook or a witch’s familiar) must have access to that source to reset the cost of spells suffering eldritch dissonance. Without this source, these spells retain any eldritch dissonance gained from casting them previously.

Spontaneous spell casters

An arcane spontaneous spell-point spellcaster needs only spends 15 minutes concentrating after resting. During this period, the spellcaster regains his spell points, and the cost of all his spells returns to its base cost (all eldritch dissonance is removed — see Eldritch Dissonance ). Without such a period to refresh herself, the character does not regain the spell points used up the day before.

Divine Spell casters

A divine spell-point spellcaster must meditate or pray for his spells. Each divine spell-point spellcaster must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell points, reset his spell point costs to their base level (ending any additional cost from Eldritch Dissonance), and attune to spells of his choice if he is a preparation spellcaster . Time spent resting has no effect on whether a divine spell-point spellcaster can regain spell points. No spell-point spellcaster can regain spell points more than once per day.

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