View Full Version : New augmentable Spell Point Magic System

2013-06-08, 03:40 AM
Since I am not a fan of spell slots and psionics comes with a lot of unique flavor, I decided to create a magic system that combines the best from both.

In this version, it is meant for campaigns with a level range of 1st to 10th, so there are only 1st to 4th level spells and augmentation options are usually limited to what can be done by a 10th level spellcaster. It's made for my Ancient Lands (http://www.giantitp.com/forums/showthread.php?t=257661) Pathfinder setting, but should easily work with about any other setting as well.

The system is intended for two spellcasting classes that can either replace or complement the normal spellcasters.
The Adept is basically a wizard with no arcane bond and arcane school.
The Shaman is pretty much an oracle without curse and no bonus spells (but revelations) from mysteries.
Both classes share the same spell list.

Spells known and spell points per day work just as with a psion (http://www.d20pfsrd.com/psionics-unleashed/classes/psion) for both classes.

Since it's a 25 page document, I won't format everything for this forum, but this pdf version should be perfectly serviceable.

Augmentable Spell Point Magic System (http://barbaripedia.eu/downloads/Spell_Point_Magic.pdf)

The idea is to have a magic system in which spells are very versatile but correspondingly relatively few in number. The whole system has just over 60 spells as of now, of which a 10th level caster knows 21. (Or a bit more with the Expanded Knowledge feat.)
One of the main ways to achive this is augmentation. A spell only improves in duration and range as a caster gains additional levels, but the primary effect is based on the number of spell points used to cast the spell. A spell with augmentation options can be cast with more spell points to improve its effects. The maximum number of spell points that can be spend to cast a spell is equal to the characters caster level.

The first part of the document is basically the standard spellcasting rules with minor editing changes and people familiar with magic in Planescape might not really need to read it, and those who known psionics won't find anything new there. The meat is in the second part, where all the individual spells are described.

Any types of comments are welcome, but anything regarding the effects of the spells or ideas for additional spells that should be added to the list, are what I am particularly looking for.