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View Full Version : [3.5] Infinite Spells per Day



Zarion
2012-03-01, 05:21 PM
This uses the spell points system from unearthed arcana, as well as a variant of the item familiar from the same book.

ITEM FAMILIAR
Invest Spell Energy: Only spellcasters may choose to use this option. A character with an item familiar may choose to invest the energy from their remaining spells per day, to be used at a later time without wasting a spell slot. The caster can spend any number of their usable spells per day to invest the item familiar with spell energy, this uses the spell points mechanic to determine what spells can be cast. An item familiar can contain an unlimited amount of spell energy and can retain it for an unlimited amount of time. The amount of energy that can be used is less than the equivalent amount. The amount gained depends on the level of the spell slot used.

{table]Spell Level|Spell Points Gained
1st|1/5
2nd|1/4
3rd|1/3
4th|1/2
5th|1
6th|2
7th|3
8th|4
9th|5[/table]

As with all other investiture options, if the item familiar is lost or destroyed, so is the invested spell energy.


SPELL POINTS
Casting SpellsEach spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs.

{table]Spell Level|Spell Point Cost
1st|1
2nd|3
3rd|5
4th|7
5th|9
6th|11
7th|13
8th|15
9th|17[/table]

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, searing light, or lightning 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.
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s


What would balance this system out enough so that my DM would accept it?