fil kearney
2010-08-20, 02:09 AM
My complaint about the current system is that I don't like the per day spell supply of casters... games I'm in are typically fast paced, and on a schedule. it is far too easy for the casters to blow out of spells in the first hour of the day... but the world keeps moving, and it's far more fun to keep pushing than to run and hide while things blow up. Some argue this is the "charm" of a daily spell system, but I would rather have a smooth "at will" system with good boundaries, which is what I have attempted to do.
This can stand alone, but it is very complimentary to the Alternate ToB Maneuver system: Maneuver Points located <here> (http://www.giantitp.com/forums/showthread.php?t=164892)
Playtesting discussion started <here> (http://www.giantitp.com/forums/showthread.php?p=9190003#post9190003)
So, a caster starts with a set amount of points in a spell pool at any given time. they can use those points to pay for casting spells as often as they want, until they run out of points. they then need to recharge their pool.
A standard action will allow for a "recovery" of a fraction of the full amount based on the level of caster, or "adaptive style" can be taken as a feat to allow for a full refresh of ALL their points in the pool, at the cost of a full round action.
This first table shows how much it costs to cast a spell at each level.
Spells cost different amounts to cast, depending on what type of spell it is: Immediate or Sustained.
Immediate Spells (imm): These spells have an immediate effect upon casting. SoD, blast, transportation, and most evocations will fall within this category. They are expensive, but once the spell is cast, the points are spent, and can be recoverd like normal.
Sustained Spells (sus): These spells have an enduring effect that often benefit allies, indirectly hinder enemies, or modify the environment. Haste, solid fog, web, grease, dancing lights, see invisible, fly-- all fall within this category, as do healing/repair spells.
When you cast a sustained spell, it costs less, but you cannot recover those points while the spell is being sustained.. you effectively "lock" those points from the pool to allow for the effect to continue from round to round.
Below is a chart of point cost for the different type of spells per level:
Spell Cost
Level Immediate Sustain
0 0 0 -- these can be done at will at NO cost.
1 3 1
2 9 3
3 15 5
4 21 7
5 27 9
6 33 11
7 39 13
8 45 15
9 51 17
Hybrid Spells (hyb): THese are immediate by nature, but haved ongoing effects worth sustaining; Single target SoD's often fall readily into this category; Geas, Command, Power words, blind/deafness, sleep, slow... these are designed to directly affect targets with ongoing affects. Summon spells also fall in this category. to cast is treated as an immediate spell, but the after effects are sustained.
It is possible for a caster to lock ALL his points, and be unable to recover his pool at all. This is a very "Gish" thing to do.. stack on a load of buffs, and focus on melee or other options.
Aother caster could forego any buffing whatsoever so the entire pool is readily available for blasting or SoD's.
Another can go low on buffs, and focus more on spending points on sustaining battlefield control and/or debuffing enemies.
out of combat, yes-- spells can be "spammed" without daily limit. This allows for some amazing changes to "daily life" more in line with how Ebberon feels, and will take a cooperative agreement between players and DM's. Great power requires great responsibility.
Below you can see how the different basic caster types progress...
Full Caster 6/9 Caster
Class Spell Spell Class Spell Spell
Level Pool Refresh Level Level Pool Refresh Level
1 4 2 1 1 4 1 1
2 6 4 2 6 2
3 10 6 2 3 8 3
4 12 8 (2) 4 10 4 2
5 15 10 3 5 12 5
6 18 12 (3) 6 14 6
7 21 14 4 7 16 7 3
8 24 16 (4) 8 18 8
9 28 18 5 9 21 9
10 32 20 (5) 10 24 10 4
11 36 22 6 11 27 11
12 40 24 (6) 12 32 12
13 45 26 7 13 36 13 5
14 50 28 (7) 14 40 14
15 55 30 8 15 44 15
16 60 32 (8) 16 49 16 6
17 66 34 9 17 53 17
18 72 36 (9) 18 57 18
19 76 38 19 61 19
20 82 40 20 65 20
5/9 Caster 4/9 Caster
Class Spell Spell Class Spell Spell
Level Pool Refresh Level Level Pool Refresh Level
1 3 1 1 1 x x x
2 4 2 2 x x x
3 5 3 3 x x x
4 7 4 4 3 1 1
5 9 4 2 5 5 2
6 10 5 6 7 2
7 11 6 7 9 3
8 13 7 8 11 3 2
9 15 8 3 9 13 4
10 17 8 10 15 4
11 19 9 11 17 5 3
12 22 10 12 19 6
13 25 11 4 13 21 6
14 28 12 14 23 7 4
15 31 12 15 25 7
16 34 13 16 27 8
17 38 14 5 17 29 8
18 42 15 18 31 9
19 47 16 19 34 10
20 51 16 20 37 10
A caster begins an encounter with a full spell pool, minus any points currently used to sustain a spell.
When a spell is cast, subtract the appropriate amount of points whether it is immediate, or Sustainable.
The level of spell, type of spell, and number of spells is dictated solely by the amount of points available in the pool.
A caster may recover lost spell points in one of two ways:
1. Spend a standard action to recover the number of points indicated by caster level. This amount cannot exceed the maximum spell pool determined by level, and if the number of sustained spells is high enough, the caster may not be able to recover the full amount of points typically allowed*.
2. The general feat, "Adaptive Style" may be selected to spend a full round action to recover the full spell pool, minus any points dedicated to sustaining existing spells*.
*A caster can potentially use every point in his pool to sustain a spell. This would result in NO spell points being recovered by either standard actions or Adaptive Style.
Any number of sustained spells may be dismissed as a free action prior to recovering spell points. The dismissed spells end their effects immediately, as though dispelled.
Spells Known
Each class has a set number of spells that can be prepared for use at any given time.
This is determined by the individual classes and class levels.
the list of spells per day determines how many spells of each spell level a caster has available to spend spell points at any given time. Normal rules for acquiring spells, stat needed to cast, etc apply.
<revised: further elaborated 8/21>
worth noting; while the the spontaneous and prepared casters both use the same table above to determine spell pool and recovery speed... the difference between the two is that a spontaneous caster cannot learn new spells... they have a set number of spells they KNOW. (this is now referenced by "spells per day"... so a spontaneous caster will have MORE spells to select from on any given day than a prepared caster... the prepared caster has the flexibility of changing which spells per day, at the sacrifice of having less per day to memorize/prepare.
This is oddly balanced: prepared casters typically have MORE class abilities than the spontaneous casters. This balances rather well. :)
High stats allow for additional spells to be available of the appropriate level.
HIgh stats do not allow for additional spell points in the pool, or more points to be recovered.
Spontaneous casters still function the same... but "spells known is now the number indicated by "spells per day". they pick the spell and it is a permanent addition to their set repertoire.. Once a spell is known, it can be used repeatedly as dictated by spell point usage.
Prepared casters perform the same as Spontaneous casters, but an hour of time must be spent after full rest to study a spell book to set what the known spells for that day are.
Divine casters must spend an hour each day praying for the spells to be known. These may be any spells as normally dictated by the divine class.
Divine casters that have spontaneous spells available, and domain spells do not count against the total spells prayed for that day. They are essentially "free" and always "known", assuming the requisite hour of time is spent praying.
Psions, like Spontaneous arcane casters, never need to study to use their powers. Their powers are set as the same everyday.
<amended: clarificatuions 8/21>
Differences in classes:
1. as mentioned above, spontaneous and prepared casters use the same progression tables above. The difference is in the spells per day. spontaneous don't use "known" spells. they "know" the number of levels as indicated by "spells per day. Prepared casters "prepare" the number of spells per day as indicated by spells per day". Spontaneous casters have more spells per day to use than prepared.
2. high stats increase the number of "spells per day"... a high stat makes more spells available to use daily.... the spell pool and recovery per level does not change under any circumstances.
3. cure spells cost the same as sustained spells. logic may dictate that they be immediate spells, but for game metalogic, they are reduced in cost to allow more healing to occur in combat. This stands true for Druids, Bards, or any other caster with access to the cure wound line of spells.
4. Psions lose their current Psp progression, and conform to this method of progression instead, depending on whether a full caster (psion), 6/9 caster (psychic warrior), 5/9 or 4/9 ( various alternate and prc)
5. Psionic users no longer need psionic focus to use metamagic feats.. though other feats and powers may require focus as normal.
6. many psionic powers can be augmented. The costs in various publications are accurate if the power is classified as sustaned. But if it is an immediate power, the cost to augment are tripled.
Furthermore, if an augmentable power is a hybrid, then the cost to augment as written is the additional cost to sustain the power... to activate, triple the cost of augmentation.
For example, a 20th level psion manifests Astral Construct, and augments it to be a 9th level construct.
Astral Construct is a Hybrid spell, so would normally cost 3 points to manifest, and 1 point to sustain.
with 9th level augmentation, it will now cost 27 points to manifest, and 9 points to maintain.
Another example: a 20th level psychic warrior manifests Energy Ray, and wishes to augment it to produce 20d6 damage.
Normally an energy ray produces 1d6 damage for 3 points (an immediate 1st level power)... the published text states each 1 point added increases damage by d6. so to increase the damage to 20d6, the psychic warrior must spend 60 points.
*worth noting; published material limits points used at once to augment a power to the level of the manifester... this limit remains for augmenting sustained powers, but when augmenting immediate powers, the limit is 3 times the level of manifester.
**further worth noting; some manifesters may not simply have a large enough spell pool, or points available at any given moment to augment a power to it's fullest potential. This is a fallacy in the system of converting psionics from psps to this spell pool system.
What about Metamagic?
1. Metamagic works as normal in that it increases the total leve of the spell cast. This has not changed.
2. A caster must still be of sufficient level to cast the spell to take advantage of the feat.
-- Example: A 9th level wizard can cast a quickened magic missle. This will then be treated as a 5th level Exigent Spell, and will cost 27 points to cast, instead of the normal 3 as a level 1 unmodified spell.
-- Example: A 9th level wizard can cast a quickened mage armour. This will then be treated as a 5th level Sustain Spell, and will cost 9 points to cast, instead of the normal 1 as a level 1 unmodified spell.
------ in the case of a sustained spell, the metamagic only counts towards the initial casting, unless the metamagic has an ongoing effect.
------ Example: a 9th level wizard can cast a quickened mage armour as a 5th level spell, costing 9 points to activate, but to sustain the spell, it costs only 1.
------ Example: a 9th level wizard can cast a widened web spell as a 5th level sustain spell, costing 9 points to activate, and will cost the full 9 points, since the widened web is an ongoing effect... covering more area than normally allowed by a web spell.
-- IF insufficient points are available to cast the modified spell, it is an illegal action to cast.
-- Extend as a metamagic feat is no longer necesary... spells with a variable duration are now sustainable, and last as long as the caster is willing to invest spell points.
SO now, any time you gain access to a new spell level, it is going to take virtually all of your pool to cast an immediate spell. This will force a recharge by standard action or full round action after casting it. 5th level wizard can pop a fireball all day, but will have to spend a standard action next round recharging. Or can pop a few lesser Imm spells before recharging, or can have a LOT of bufs active, and sacreice SoD's, and Blasting.
THis allows for archetypes to be maintained without overpowering others... the DMM priest can still do all the DMM tricks, and pay for the sustaining costs, while still having spell power available to heal, and occasionally drop some damage out of melee.
<revision: added 8/25>
Concentration as a duration
Some spells are listed as requiring concentration to sustain.. concentration to sustain is normally a standard action... like summon swarm. few spells require this... so it should be adhered to. Most will be hybrid, can only be sustained as long as the caster concentrates on it.
It lists 2 extra rounds past ending concentration... that's a unique circumstance that would be permissible, because it's a concentration to sustain. This absolutely prevents multiple warms from existing.. or any other casting like usual.
<revision: added 8/20>
Note: if a caster is rendered unconscious, the spells being sustained are dispelled (and the points are free to be recovered for casting). A solution to this is Persistence metamagic. It will cost more to have the spells "locked on" even while unconscious, but in situations like, water breathing while napping at the bottom of the ocean-- the extra cost is worth it.
If a spell is intentionally dispelled by a hostile caster; same thing. The dispelled points are freed up to be recovered.
COUNTERSPELLING, if successful, renders the points the target would have
There are always exceptions to prc progressions, and various spells... erratta can be addressed here as necessary, but use best judgement and be consistent.
<revised 8/20>
Here's some more fun to consider: recovery mechanics.
1. the nice DM allows recovery to happen because it just does... you declare it, you get it.
2. recovery requires a concentration check = to DC 10+ however many points you are recovering... a 20th level caster CAN recover 82 points on a full round recovery... but will need to hit a concentration check of 92.
He can choose to recover less... if he can only expect to get a 30 on his check, then he will choose to recover only 20 points... even if his standard action recovery COULD allow up to 40... if he can't get a 50 on a check, he's out of luck.
3. standard action recovery requires a concentration check... the amount of points you get are equal to your result - 10 (minimum 1, maximum = standard recovery limit by level). If you roll a 37, you recover 27. If you take a full round recovery, you get back double your result.. if you roll a 37, you get back 74 points (up to the maximum available for your pool... if you are buffed, and only have 61 available, the extra 13 are wasted)
4. Recovery is automatic as per #1... but if you get damaged, you have to make a concentration check DC = 10+damage taken... failure means your attempt to recover is totally wasted. try again next round.
5. combine #2 or #3 with #4.. you determine how many points you'll get back... but if you take damage, you have to make additional concentration checks to not waste the round.
all but #1 makes the pool more like HP than a dependable battery... you are taking chances that you will be safe, or will roll well, or possibly both.
I have only playtested #1... if you want to knock your casters down a few pegs, then go with #2-#5. the blaster or SoD caster becomes a REAL gutsy adventurer with those variations. You can also mix and match... If using the ToB system similar to this, you could decide they get method #1, bards and lesser casters get method #3, and full casters get the #5-- #3/#4 option.
it would be up to you on how hellacious you want to make it.
This can stand alone, but it is very complimentary to the Alternate ToB Maneuver system: Maneuver Points located <here> (http://www.giantitp.com/forums/showthread.php?t=164892)
Playtesting discussion started <here> (http://www.giantitp.com/forums/showthread.php?p=9190003#post9190003)
So, a caster starts with a set amount of points in a spell pool at any given time. they can use those points to pay for casting spells as often as they want, until they run out of points. they then need to recharge their pool.
A standard action will allow for a "recovery" of a fraction of the full amount based on the level of caster, or "adaptive style" can be taken as a feat to allow for a full refresh of ALL their points in the pool, at the cost of a full round action.
This first table shows how much it costs to cast a spell at each level.
Spells cost different amounts to cast, depending on what type of spell it is: Immediate or Sustained.
Immediate Spells (imm): These spells have an immediate effect upon casting. SoD, blast, transportation, and most evocations will fall within this category. They are expensive, but once the spell is cast, the points are spent, and can be recoverd like normal.
Sustained Spells (sus): These spells have an enduring effect that often benefit allies, indirectly hinder enemies, or modify the environment. Haste, solid fog, web, grease, dancing lights, see invisible, fly-- all fall within this category, as do healing/repair spells.
When you cast a sustained spell, it costs less, but you cannot recover those points while the spell is being sustained.. you effectively "lock" those points from the pool to allow for the effect to continue from round to round.
Below is a chart of point cost for the different type of spells per level:
Spell Cost
Level Immediate Sustain
0 0 0 -- these can be done at will at NO cost.
1 3 1
2 9 3
3 15 5
4 21 7
5 27 9
6 33 11
7 39 13
8 45 15
9 51 17
Hybrid Spells (hyb): THese are immediate by nature, but haved ongoing effects worth sustaining; Single target SoD's often fall readily into this category; Geas, Command, Power words, blind/deafness, sleep, slow... these are designed to directly affect targets with ongoing affects. Summon spells also fall in this category. to cast is treated as an immediate spell, but the after effects are sustained.
It is possible for a caster to lock ALL his points, and be unable to recover his pool at all. This is a very "Gish" thing to do.. stack on a load of buffs, and focus on melee or other options.
Aother caster could forego any buffing whatsoever so the entire pool is readily available for blasting or SoD's.
Another can go low on buffs, and focus more on spending points on sustaining battlefield control and/or debuffing enemies.
out of combat, yes-- spells can be "spammed" without daily limit. This allows for some amazing changes to "daily life" more in line with how Ebberon feels, and will take a cooperative agreement between players and DM's. Great power requires great responsibility.
Below you can see how the different basic caster types progress...
Full Caster 6/9 Caster
Class Spell Spell Class Spell Spell
Level Pool Refresh Level Level Pool Refresh Level
1 4 2 1 1 4 1 1
2 6 4 2 6 2
3 10 6 2 3 8 3
4 12 8 (2) 4 10 4 2
5 15 10 3 5 12 5
6 18 12 (3) 6 14 6
7 21 14 4 7 16 7 3
8 24 16 (4) 8 18 8
9 28 18 5 9 21 9
10 32 20 (5) 10 24 10 4
11 36 22 6 11 27 11
12 40 24 (6) 12 32 12
13 45 26 7 13 36 13 5
14 50 28 (7) 14 40 14
15 55 30 8 15 44 15
16 60 32 (8) 16 49 16 6
17 66 34 9 17 53 17
18 72 36 (9) 18 57 18
19 76 38 19 61 19
20 82 40 20 65 20
5/9 Caster 4/9 Caster
Class Spell Spell Class Spell Spell
Level Pool Refresh Level Level Pool Refresh Level
1 3 1 1 1 x x x
2 4 2 2 x x x
3 5 3 3 x x x
4 7 4 4 3 1 1
5 9 4 2 5 5 2
6 10 5 6 7 2
7 11 6 7 9 3
8 13 7 8 11 3 2
9 15 8 3 9 13 4
10 17 8 10 15 4
11 19 9 11 17 5 3
12 22 10 12 19 6
13 25 11 4 13 21 6
14 28 12 14 23 7 4
15 31 12 15 25 7
16 34 13 16 27 8
17 38 14 5 17 29 8
18 42 15 18 31 9
19 47 16 19 34 10
20 51 16 20 37 10
A caster begins an encounter with a full spell pool, minus any points currently used to sustain a spell.
When a spell is cast, subtract the appropriate amount of points whether it is immediate, or Sustainable.
The level of spell, type of spell, and number of spells is dictated solely by the amount of points available in the pool.
A caster may recover lost spell points in one of two ways:
1. Spend a standard action to recover the number of points indicated by caster level. This amount cannot exceed the maximum spell pool determined by level, and if the number of sustained spells is high enough, the caster may not be able to recover the full amount of points typically allowed*.
2. The general feat, "Adaptive Style" may be selected to spend a full round action to recover the full spell pool, minus any points dedicated to sustaining existing spells*.
*A caster can potentially use every point in his pool to sustain a spell. This would result in NO spell points being recovered by either standard actions or Adaptive Style.
Any number of sustained spells may be dismissed as a free action prior to recovering spell points. The dismissed spells end their effects immediately, as though dispelled.
Spells Known
Each class has a set number of spells that can be prepared for use at any given time.
This is determined by the individual classes and class levels.
the list of spells per day determines how many spells of each spell level a caster has available to spend spell points at any given time. Normal rules for acquiring spells, stat needed to cast, etc apply.
<revised: further elaborated 8/21>
worth noting; while the the spontaneous and prepared casters both use the same table above to determine spell pool and recovery speed... the difference between the two is that a spontaneous caster cannot learn new spells... they have a set number of spells they KNOW. (this is now referenced by "spells per day"... so a spontaneous caster will have MORE spells to select from on any given day than a prepared caster... the prepared caster has the flexibility of changing which spells per day, at the sacrifice of having less per day to memorize/prepare.
This is oddly balanced: prepared casters typically have MORE class abilities than the spontaneous casters. This balances rather well. :)
High stats allow for additional spells to be available of the appropriate level.
HIgh stats do not allow for additional spell points in the pool, or more points to be recovered.
Spontaneous casters still function the same... but "spells known is now the number indicated by "spells per day". they pick the spell and it is a permanent addition to their set repertoire.. Once a spell is known, it can be used repeatedly as dictated by spell point usage.
Prepared casters perform the same as Spontaneous casters, but an hour of time must be spent after full rest to study a spell book to set what the known spells for that day are.
Divine casters must spend an hour each day praying for the spells to be known. These may be any spells as normally dictated by the divine class.
Divine casters that have spontaneous spells available, and domain spells do not count against the total spells prayed for that day. They are essentially "free" and always "known", assuming the requisite hour of time is spent praying.
Psions, like Spontaneous arcane casters, never need to study to use their powers. Their powers are set as the same everyday.
<amended: clarificatuions 8/21>
Differences in classes:
1. as mentioned above, spontaneous and prepared casters use the same progression tables above. The difference is in the spells per day. spontaneous don't use "known" spells. they "know" the number of levels as indicated by "spells per day. Prepared casters "prepare" the number of spells per day as indicated by spells per day". Spontaneous casters have more spells per day to use than prepared.
2. high stats increase the number of "spells per day"... a high stat makes more spells available to use daily.... the spell pool and recovery per level does not change under any circumstances.
3. cure spells cost the same as sustained spells. logic may dictate that they be immediate spells, but for game metalogic, they are reduced in cost to allow more healing to occur in combat. This stands true for Druids, Bards, or any other caster with access to the cure wound line of spells.
4. Psions lose their current Psp progression, and conform to this method of progression instead, depending on whether a full caster (psion), 6/9 caster (psychic warrior), 5/9 or 4/9 ( various alternate and prc)
5. Psionic users no longer need psionic focus to use metamagic feats.. though other feats and powers may require focus as normal.
6. many psionic powers can be augmented. The costs in various publications are accurate if the power is classified as sustaned. But if it is an immediate power, the cost to augment are tripled.
Furthermore, if an augmentable power is a hybrid, then the cost to augment as written is the additional cost to sustain the power... to activate, triple the cost of augmentation.
For example, a 20th level psion manifests Astral Construct, and augments it to be a 9th level construct.
Astral Construct is a Hybrid spell, so would normally cost 3 points to manifest, and 1 point to sustain.
with 9th level augmentation, it will now cost 27 points to manifest, and 9 points to maintain.
Another example: a 20th level psychic warrior manifests Energy Ray, and wishes to augment it to produce 20d6 damage.
Normally an energy ray produces 1d6 damage for 3 points (an immediate 1st level power)... the published text states each 1 point added increases damage by d6. so to increase the damage to 20d6, the psychic warrior must spend 60 points.
*worth noting; published material limits points used at once to augment a power to the level of the manifester... this limit remains for augmenting sustained powers, but when augmenting immediate powers, the limit is 3 times the level of manifester.
**further worth noting; some manifesters may not simply have a large enough spell pool, or points available at any given moment to augment a power to it's fullest potential. This is a fallacy in the system of converting psionics from psps to this spell pool system.
What about Metamagic?
1. Metamagic works as normal in that it increases the total leve of the spell cast. This has not changed.
2. A caster must still be of sufficient level to cast the spell to take advantage of the feat.
-- Example: A 9th level wizard can cast a quickened magic missle. This will then be treated as a 5th level Exigent Spell, and will cost 27 points to cast, instead of the normal 3 as a level 1 unmodified spell.
-- Example: A 9th level wizard can cast a quickened mage armour. This will then be treated as a 5th level Sustain Spell, and will cost 9 points to cast, instead of the normal 1 as a level 1 unmodified spell.
------ in the case of a sustained spell, the metamagic only counts towards the initial casting, unless the metamagic has an ongoing effect.
------ Example: a 9th level wizard can cast a quickened mage armour as a 5th level spell, costing 9 points to activate, but to sustain the spell, it costs only 1.
------ Example: a 9th level wizard can cast a widened web spell as a 5th level sustain spell, costing 9 points to activate, and will cost the full 9 points, since the widened web is an ongoing effect... covering more area than normally allowed by a web spell.
-- IF insufficient points are available to cast the modified spell, it is an illegal action to cast.
-- Extend as a metamagic feat is no longer necesary... spells with a variable duration are now sustainable, and last as long as the caster is willing to invest spell points.
SO now, any time you gain access to a new spell level, it is going to take virtually all of your pool to cast an immediate spell. This will force a recharge by standard action or full round action after casting it. 5th level wizard can pop a fireball all day, but will have to spend a standard action next round recharging. Or can pop a few lesser Imm spells before recharging, or can have a LOT of bufs active, and sacreice SoD's, and Blasting.
THis allows for archetypes to be maintained without overpowering others... the DMM priest can still do all the DMM tricks, and pay for the sustaining costs, while still having spell power available to heal, and occasionally drop some damage out of melee.
<revision: added 8/25>
Concentration as a duration
Some spells are listed as requiring concentration to sustain.. concentration to sustain is normally a standard action... like summon swarm. few spells require this... so it should be adhered to. Most will be hybrid, can only be sustained as long as the caster concentrates on it.
It lists 2 extra rounds past ending concentration... that's a unique circumstance that would be permissible, because it's a concentration to sustain. This absolutely prevents multiple warms from existing.. or any other casting like usual.
<revision: added 8/20>
Note: if a caster is rendered unconscious, the spells being sustained are dispelled (and the points are free to be recovered for casting). A solution to this is Persistence metamagic. It will cost more to have the spells "locked on" even while unconscious, but in situations like, water breathing while napping at the bottom of the ocean-- the extra cost is worth it.
If a spell is intentionally dispelled by a hostile caster; same thing. The dispelled points are freed up to be recovered.
COUNTERSPELLING, if successful, renders the points the target would have
There are always exceptions to prc progressions, and various spells... erratta can be addressed here as necessary, but use best judgement and be consistent.
<revised 8/20>
Here's some more fun to consider: recovery mechanics.
1. the nice DM allows recovery to happen because it just does... you declare it, you get it.
2. recovery requires a concentration check = to DC 10+ however many points you are recovering... a 20th level caster CAN recover 82 points on a full round recovery... but will need to hit a concentration check of 92.
He can choose to recover less... if he can only expect to get a 30 on his check, then he will choose to recover only 20 points... even if his standard action recovery COULD allow up to 40... if he can't get a 50 on a check, he's out of luck.
3. standard action recovery requires a concentration check... the amount of points you get are equal to your result - 10 (minimum 1, maximum = standard recovery limit by level). If you roll a 37, you recover 27. If you take a full round recovery, you get back double your result.. if you roll a 37, you get back 74 points (up to the maximum available for your pool... if you are buffed, and only have 61 available, the extra 13 are wasted)
4. Recovery is automatic as per #1... but if you get damaged, you have to make a concentration check DC = 10+damage taken... failure means your attempt to recover is totally wasted. try again next round.
5. combine #2 or #3 with #4.. you determine how many points you'll get back... but if you take damage, you have to make additional concentration checks to not waste the round.
all but #1 makes the pool more like HP than a dependable battery... you are taking chances that you will be safe, or will roll well, or possibly both.
I have only playtested #1... if you want to knock your casters down a few pegs, then go with #2-#5. the blaster or SoD caster becomes a REAL gutsy adventurer with those variations. You can also mix and match... If using the ToB system similar to this, you could decide they get method #1, bards and lesser casters get method #3, and full casters get the #5-- #3/#4 option.
it would be up to you on how hellacious you want to make it.