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“0-level spells cost no spell points to cast. If a spellcaster
is capable of casting 0-level spells, she can cast a number
of 0-level spells each day equal to three + the number of
spell points gained by that class at 1st level.”
A Bard gains no Spell Points at 1st level,
so always has 3 0-level spells per day.
A Wizard gains 2 SP at 1st level,
so always has 5 0-level spells per day.
A Sorcerer gains 3 SP at 1st level,
so always has 6 0-level spells per day.
This is NOT affected by bonus points due to Ability Scores,
as it is “spell points gained by that class”.
On the plus side; you never seem to get fatigue from using Cantrips/Orisons!
The spell point system presented here allows casters to more
freely pick and choose which spells they cast each day.
Every spellcaster has a reserve of spell points based on class
and level (see Table 5–3: Spell Points Per Day). Characters also
gain bonus spell points from a high ability score (just as a normal
spellcaster would gain bonus spells from a high ability score; see
Bonus Spell Points and Bonus Spells, below). These spell points
provide the magical power behind the caster’s spells: She spends
a number of spell points appropriate to the spell’s level to cast
the spell (see Casting Spells, below). Once spent, spell points are
expended until the caster has sufficient time to rest and prepare
new spells (see Preparing Spells, below).
With this variant, spellcasters still prepare spells as normal
(assuming they normally prepare spells). In effect, casters who
prepare spells are setting their list of “spells known” for the day.
They need not prepare multiple copies of the same spell, since
they can cast any combination of their prepared spells each day
(up to the limit of their spell points).
A character who would normally receive bonus spells from a
class feature (such as from wizard specialization or access to a
domain) can instead prepare extra spells of the appropriate levels,
domains, and/or schools. The character doesn’t get any extra
spell points (and thus can’t cast any more spells than normal),
but the added flexibility of being able to use the bonus spell
more than once per day makes up for that.
For class features that grant bonus spells of a non-fixed spell
level (such as the dragon disciple’s bonus spells), the character
instead gains a number of bonus spell points equal to twice
the highest spell level he can cast, minus 1 (minimum 1 point)
each time he gains a bonus spell. This is a fixed value—it
doesn’t increase later as the character gains levels—though
later rewards may be larger as appropriate to the character’s
Characters who cast all their spells spontaneously—such as bards
and sorcerers—don’t have to prepare spells. They can cast any spell
they know by spending the requisite number of spell points.
Characters with the ability to cast a limited number of spells
spontaneously (such as druids, who can spontaneously cast a
summon nature’s ally spell in place of another spell of the same
level) are always treated as having those spells prepared, without
spending any spell slots to do so. Thus, they can cast such spells
any time they have sufficient spell points.
Regaining Spell Points
Spellcasters regain lost spell points whenever they could normally
regain spells. Doing this requires the same amount of rest
and preparation or concentration time as normal for the class.
Without this period of rest and mental preparation, the caster’s
mind isn’t ready to regain its power. Spell points are not divorced
from the body; they are part of it. Using spell points is mentally
tiring, and without the requisite period of rest, they do not regenerate.
Any spell points spent within the last 8 hours count
against a character’s daily limit and aren’t regained.
A character with non-stacking spellcasting ability from multiple
classes (such as a cleric/wizard) has a separate pool of spell points
for each spellcasting class. Such characters may only spend spell
points on spells granted by that class. Bonus spell points from a
high ability score apply to each pool separately, even if the same
ability score is tied to more than one spellcasting class. In the
rare situations when a character has prepared or knows the same
spell in two different slots (such as a druid/ranger preparing delay
poison as both a 2nd-level druid spell and a 1st-level ranger
spell), the character can cast the spell using either pool of spell
points, but the spell is treated as being cast by a caster of the level
of the class from which the spell points are drawn.
When a character would lose a spell slot (such as from gaining
a negative level), he instead loses the number of spell points
required to cast his highest-level spell.
Spells that allow a character to recall or recast a spell don’t
function in this system. (It doesn’t make any sense to have a
spell that gives you more spell points, since you’re either paying
more than you get, getting nothing, or getting more than you
paid.) Items that function similarly can work, but differently—
they restore a number of spell points required to cast a spell of
that level. A pearl of power for 3rd-level spells, for instance, would
restore 5 spell points to a character’s pool of available points
SPELL POINT VARIANT: VITALIZING
In the vitalizing system, spellcasters can potentially cast a great
number of spells in a day, but every spell cast is a potential
burden on the caster’s health and vitality. Reaching for and
directing magical energy is a dangerous and taxing exercise, at
least as difficult as heavy labor or prolonged exertion.
This variant of the spell point system does not change the way
a character prepares spells, casts spells, regains spell points, or
any of the other rules from that system. However, the spellcaster’s
pool of spell points represents a physical, not just mental,
limit on his spellcasting power.
When a spellcaster’s spell point pool falls to half of his maximum
or less, he becomes fatigued.
When his spell points drop to one-quarter of his maximum or
less, he becomes exhausted.
Recovering Spell Points
In the vitalizing system, spellcasters must rest to recover their
spell points and restore their physical well-being. A character’s
spell point total is tied directly to his level of fatigue. If an exhausted
character rests for 1 hour, he becomes fatigued—and
his spell point total rises to one-third of his normal maximum
(round fractions down). A second hour of rest increases the
spellcaster’s spell point total to two-thirds of his maximum. It
takes another 6 hours of rest to replenish the last one-third of
his spell points and shake the physical effects of the spellcasting.
Spells that remove fatigue and exhaustion (such as heal and
restoration) leave the recipient with a spell point total equal to
two-thirds of his normal maximum.
As in the standard rules, a spellcaster must rest for a full 8
hours before preparing a fresh allotment of spells for the day.
Even if an exhausted spellcaster regains his lost energy and
spell points, he can’t change the spells he has prepared without
8 hours of rest.
Mundane Fatigue: If a spellcaster is subjected to some other
effect that would make him fatigued or exhausted, he loses spell
points accordingly. If he becomes fatigued, his spell point total
drops to one-half his normal maximum (round down), and if he
becomes exhausted, his spell point total drops to one-quarter
his normal maximum.
Table 5–3: Spell Points per Day
Level Bard Wizard* Paladin** Sorcerer
1st 0 2 0 3
2nd 0 4 0 5
3rd 1 7 0 8
4th 5 11 0 14
5th 6 16 0 19
6th 9 24 1 29
7th 14 33 1 37
8th 17 44 1 51
9th 22 56 1 63
10th 29 72 4 81
11th 34 88 4 97
12th 41 104 9 115
13th 50 120 9 131
14th 57 136 10 149
15th 67 152 17 165
16th 81 168 20 183
17th 95 184 25 199
18th 113 200 26 217
19th 133 216 41 233
20th 144 232 48 249
~ * Cleric, Druid, Wizard
~ ** Paladin, Ranger