Anonymouswizard
2010-02-04, 05:12 PM
Looking at all the spell point systems floating around, here is one I would like to implement if possible. I must say, Dragoonwraith's is my favourite out of the ones I have seen. However, I believe that magic should be a simple system with little book-keeping. I also believe that casters must have a limit on ULTIMATE ARCANE POWER that can be unleashed in the day. And why do we need two classes for full casting? So here is my system of spellpoints, which uses two main classes: the wizard and the priest. Not to be confused with this (http://www.giantitp.com/forums/showthread.php?t=135164) area based mana system.
Spell energy
A spellcaster cannot cast forever, the strain on their bodies is just to much. For this reason each caster has a pool of spell energy which is used to cast spells. A spellcasters energy pool is equal to his caster level+his wisdom modifierxthe highest spell level he can cast. A characters wisdom modifier for bonus spell energy is never higher than his highest spell level, or two, whichever is higher.
In order to cast a spell a spellcaster must spend energy based on the spell level. The cost is decided by adding the spell's level to the cost of the previous spell level, with 1st level spells costing 1 point. The costs are set out below:
{table]Level|Cost
0|0/1
1|1
2|3
3|6
4|10
5|15
6|21
7|28
8|36
9|45[/table]
A character can cast a number of 0th level spells for free equal to 1/4 of his class level+his primary spellcasting stat. All 0th level spells after that cost 1 point.
Spells automatically scale.
Arcane spell drain: Arcane casters no longer suffer arcane spell failure chance for wearing armour. Instead armour increases the points cost by the arcane spell failure percentage, rounded up. So a 10th level mage wearing leather armour needs to expend 17 points of spell energy to cast a spell, while a 1st level fighter/9th level mage in full plate with a tower shield must spend 28 points to cast the same spell.
Metamagic
As all spellcasters now cast spontaneously metamagic no longer increase the casting time of spells. It otherwise works as described with the following exception: heighten spell is automatically gained, and it's benefits are a +1 bonus to the save DC by spending a number of points equal to the spell's level.
Now that is all out of the way I would like to present the first class: the mage.
Mage
Hit die: d4
Skill points: 4+int
{table]Level|BAB|Fort|Ref|Will|Special|Spells discovered|Max spell level|Cantrips
1|+0|+0|+0|+2|Art of magic|2|1|1
2|+1|+0|+0|+3||2|1|1
3|+1|+1|+1|+3||2|2|2
4|+2|+1|+1|+4||2|2|2
5|+2|+1|+1|+4|Bonus school|2|3|3
6|+3|+2|+2|+5||2|3|3
7|+3|+2|+2|+5||2|4|4
8|+4|+2|+2|+6||2|4|4
9|+4|+3|+3|+6||2|5|5
10|+5|+3|+3|+7|Bonus school|2|5|5
11|+5|+3|+3|+7||2|6|6
12|+6|+4|+4|+8||2|6|6
13|+6|+4|+4|+8||2|7|7
14|+7|+4|+4|+9||2|7|7
15|+7|+5|+5|+9|Bonus school|2|8|8
16|+8|+5|+5|+10||2|8|8
17|+8|+5|+5|+10||2|9|9
18|+9|+6|+6|+11||2|9|9
19|+9|+6|+6|+11||2|9|10
20|+10|+6|+6|+12|Bonus school|2|9|10[/table]
Weapon and armour proficiency: All simple weapons but no armour or shields.
Art of magic: a mage begins play with the ability to cast arcane spells from the sorcerer/wizard spell list. The mage begins play being able to cast spells from the Universal school, as well as any other 2 of his choosing. At 5th level and every 5 levels after a mage gains access to another school of magic.
A mages save DCs are based of charisma.
Spells discovered: a mage begins play with the knowledge of two spells of 1st level, and then gains two spells of any level he can cast. A mage can only cast a number of unique spells per level per day based on the table below. Whenever a mage casts a spell he uses up one of his available unique slots for that level, unless it is already in that slot.
{table]Level|1|2|3|4|5|6|7|8|9
1|2|-|-|-|-|-|-|-|-
2|3|-|-|-|-|-|-|-|-
3|3|1|-|-|-|-|-|-|-
4|3|2|-|-|-|-|-|-|-
5|4|3|1|-|-|-|-|-|-
6|4|3|2|-|-|-|-|-|-
7|4|3|3|1|-|-|-|-|-
8|5|4|3|2|-|-|-|-|-
9|5|4|3|3|1|-|-|-|-
10|5|4|4|3|2|-|-|-|-
11|6|5|4|3|3|1|-|-|-
12|6|5|4|4|3|2|-|-|-
13|6|5|5|4|3|3|1|-|-
14|7|6|5|4|4|3|2|-|-
15|7|6|5|5|4|3|3|1|-
16|7|6|6|5|4|4|3|2|-
17|8|7|6|5|5|4|3|3|1
18|8|7|6|6|5|4|4|3|2
19|8|7|7|6|5|5|4|3|3
20|9|8|7|6|6|5|4|4|3[/table]
Mages can also learn new spells freely by spending the time and resources a wizard would.
Cantrips: a mage begins play with knowledge of a single cantrip, which he can use like any other spell. At 3rd level and eveery 2 levels after the mage gains knowledge of an extra cantrip. Cantrips are 0th level spells.
Priest
The priest calls upon the power of his deity to fulfil acts beyond those of ordinary men and women. She can heal the sick, call up foul demons, or create a plague of locasts. A priest has less overal versatility than a mage of the same level, but enjoys more flexibility when casting spells.
[Table]Level|BAB|Fort|Ref|Will|Special|Max spell level
1|+0|+2|+0|+2|Holy art, turn undead, 4 domains|1st
2|+1|+3|+0|+3||1st
3|+2|+3|+1|+3|Domain|2nd
4|+3|+4|+1|+4||2nd
5|+3|+4|+1|+4|Domain|3rd
6|+4|+5|+2|+5||3rd
7|+5|+5|+2|+5|Domain|4th
8|+6|+6|+2|+6||4th
9|+6|+6|+3|+6|Domain|5th
10|+7|+7|+3|+7||5th
11|+8|+7|+3|+7|Domain|6th
12|+9|+8|+4|+8||6th
13|+9|+8|+4|+8|Domain|7th
14|+10|+9|+4|+9||7th
15|+11|+9|+5|+9|Domain|8th
16|+12|+10|+5|+10||8th
17|+12|+10|+5|+10|Domain|9th
18|+13|+11|+6|+11||9th
19|+14|+11|+6|+11|Domain|9th
20|+15|+12|+6|+12||9th
Weapon and armour proficiency: priests are proficient with all simple weapons, as well as all armour and shields. Priests can cast in armour without penalty.
Holy art: at 1st level a priest can cast divine spells drawn from a number of domains. At 1st level a priest can cast spells from any 4 domains of their choice, and recieve 1 new domain at every other level, up to a total of 14 domains at 20th level. A priest can cast any spell from one of their domains at any time, as long as they have enough spell energy.
Turn undead: this works as the cleric ability of the same name.
Spell energy
A spellcaster cannot cast forever, the strain on their bodies is just to much. For this reason each caster has a pool of spell energy which is used to cast spells. A spellcasters energy pool is equal to his caster level+his wisdom modifierxthe highest spell level he can cast. A characters wisdom modifier for bonus spell energy is never higher than his highest spell level, or two, whichever is higher.
In order to cast a spell a spellcaster must spend energy based on the spell level. The cost is decided by adding the spell's level to the cost of the previous spell level, with 1st level spells costing 1 point. The costs are set out below:
{table]Level|Cost
0|0/1
1|1
2|3
3|6
4|10
5|15
6|21
7|28
8|36
9|45[/table]
A character can cast a number of 0th level spells for free equal to 1/4 of his class level+his primary spellcasting stat. All 0th level spells after that cost 1 point.
Spells automatically scale.
Arcane spell drain: Arcane casters no longer suffer arcane spell failure chance for wearing armour. Instead armour increases the points cost by the arcane spell failure percentage, rounded up. So a 10th level mage wearing leather armour needs to expend 17 points of spell energy to cast a spell, while a 1st level fighter/9th level mage in full plate with a tower shield must spend 28 points to cast the same spell.
Metamagic
As all spellcasters now cast spontaneously metamagic no longer increase the casting time of spells. It otherwise works as described with the following exception: heighten spell is automatically gained, and it's benefits are a +1 bonus to the save DC by spending a number of points equal to the spell's level.
Now that is all out of the way I would like to present the first class: the mage.
Mage
Hit die: d4
Skill points: 4+int
{table]Level|BAB|Fort|Ref|Will|Special|Spells discovered|Max spell level|Cantrips
1|+0|+0|+0|+2|Art of magic|2|1|1
2|+1|+0|+0|+3||2|1|1
3|+1|+1|+1|+3||2|2|2
4|+2|+1|+1|+4||2|2|2
5|+2|+1|+1|+4|Bonus school|2|3|3
6|+3|+2|+2|+5||2|3|3
7|+3|+2|+2|+5||2|4|4
8|+4|+2|+2|+6||2|4|4
9|+4|+3|+3|+6||2|5|5
10|+5|+3|+3|+7|Bonus school|2|5|5
11|+5|+3|+3|+7||2|6|6
12|+6|+4|+4|+8||2|6|6
13|+6|+4|+4|+8||2|7|7
14|+7|+4|+4|+9||2|7|7
15|+7|+5|+5|+9|Bonus school|2|8|8
16|+8|+5|+5|+10||2|8|8
17|+8|+5|+5|+10||2|9|9
18|+9|+6|+6|+11||2|9|9
19|+9|+6|+6|+11||2|9|10
20|+10|+6|+6|+12|Bonus school|2|9|10[/table]
Weapon and armour proficiency: All simple weapons but no armour or shields.
Art of magic: a mage begins play with the ability to cast arcane spells from the sorcerer/wizard spell list. The mage begins play being able to cast spells from the Universal school, as well as any other 2 of his choosing. At 5th level and every 5 levels after a mage gains access to another school of magic.
A mages save DCs are based of charisma.
Spells discovered: a mage begins play with the knowledge of two spells of 1st level, and then gains two spells of any level he can cast. A mage can only cast a number of unique spells per level per day based on the table below. Whenever a mage casts a spell he uses up one of his available unique slots for that level, unless it is already in that slot.
{table]Level|1|2|3|4|5|6|7|8|9
1|2|-|-|-|-|-|-|-|-
2|3|-|-|-|-|-|-|-|-
3|3|1|-|-|-|-|-|-|-
4|3|2|-|-|-|-|-|-|-
5|4|3|1|-|-|-|-|-|-
6|4|3|2|-|-|-|-|-|-
7|4|3|3|1|-|-|-|-|-
8|5|4|3|2|-|-|-|-|-
9|5|4|3|3|1|-|-|-|-
10|5|4|4|3|2|-|-|-|-
11|6|5|4|3|3|1|-|-|-
12|6|5|4|4|3|2|-|-|-
13|6|5|5|4|3|3|1|-|-
14|7|6|5|4|4|3|2|-|-
15|7|6|5|5|4|3|3|1|-
16|7|6|6|5|4|4|3|2|-
17|8|7|6|5|5|4|3|3|1
18|8|7|6|6|5|4|4|3|2
19|8|7|7|6|5|5|4|3|3
20|9|8|7|6|6|5|4|4|3[/table]
Mages can also learn new spells freely by spending the time and resources a wizard would.
Cantrips: a mage begins play with knowledge of a single cantrip, which he can use like any other spell. At 3rd level and eveery 2 levels after the mage gains knowledge of an extra cantrip. Cantrips are 0th level spells.
Priest
The priest calls upon the power of his deity to fulfil acts beyond those of ordinary men and women. She can heal the sick, call up foul demons, or create a plague of locasts. A priest has less overal versatility than a mage of the same level, but enjoys more flexibility when casting spells.
[Table]Level|BAB|Fort|Ref|Will|Special|Max spell level
1|+0|+2|+0|+2|Holy art, turn undead, 4 domains|1st
2|+1|+3|+0|+3||1st
3|+2|+3|+1|+3|Domain|2nd
4|+3|+4|+1|+4||2nd
5|+3|+4|+1|+4|Domain|3rd
6|+4|+5|+2|+5||3rd
7|+5|+5|+2|+5|Domain|4th
8|+6|+6|+2|+6||4th
9|+6|+6|+3|+6|Domain|5th
10|+7|+7|+3|+7||5th
11|+8|+7|+3|+7|Domain|6th
12|+9|+8|+4|+8||6th
13|+9|+8|+4|+8|Domain|7th
14|+10|+9|+4|+9||7th
15|+11|+9|+5|+9|Domain|8th
16|+12|+10|+5|+10||8th
17|+12|+10|+5|+10|Domain|9th
18|+13|+11|+6|+11||9th
19|+14|+11|+6|+11|Domain|9th
20|+15|+12|+6|+12||9th
Weapon and armour proficiency: priests are proficient with all simple weapons, as well as all armour and shields. Priests can cast in armour without penalty.
Holy art: at 1st level a priest can cast divine spells drawn from a number of domains. At 1st level a priest can cast spells from any 4 domains of their choice, and recieve 1 new domain at every other level, up to a total of 14 domains at 20th level. A priest can cast any spell from one of their domains at any time, as long as they have enough spell energy.
Turn undead: this works as the cleric ability of the same name.