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FAQ/Errata Can I use a metamagic rod to alter a spell-like ability? No. Metamagic rods allow you to apply a metamagic feat to a spell, and metamagic feats do not work on spelllike abilities.
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As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities. Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal). Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat. For a spell with a longer casting time, it takes an extra full-round action to cast the spell. Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action. Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity. Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify. Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell. Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands
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apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell. Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
Feat Descriptions
Metamagic Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details. The following format is used for all feat descriptions. Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does. Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite. Benefit: What the feat enables the character (you in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. Special: Additional unusual facts about the feat.
Metamagic Feats
Feat Name Bouncing Spell Burning Spell Concussive Spell Dazing Spell Disruptive Spell Echoing Spell Ectoplasmic Spell Elemental Spell Empower Spell Category/Type Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Level Prerequisites Increase +1 +2 +2 +3 +1 +3 +1 Benefit You can direct a failed spell against a different target. Spell with the acid or fire descriptor deals extra damage the next round. Spell with the sonic descriptor gains a debilitating concussive effect. You can daze creatures with the power of your spells. Your magical energies cling to enemies, interfering with their spellcasting. Cast a spell a second time. Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. You can manipulate the elemental nature of your spells. Increase spell variables by 50% Source APG UM UM APG APG UM APG
Metamagic Metamagic
+1 +2
APG CRB
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Enlarge Spell Extend Spell Flaring Spell Focused Spell Heighten Spell Intensified Spell Jinxed Spell
+1 +1 +1 +1
Double spell range Double spell duration Spell with the fire, light, or electricity descriptor dazzles creatures it affects. When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. Treat spell as a higher level Increase maximum damage dice by 5 levels A creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx.
Special +1 +1
Any two metamagic feats, Halfling Jinx trait. Spellcraft 10 ranks Tenebrous Spell, Umbral Spell. -
Lingering Spell Maximize Spell Merciful Spell Persistent Spell Piercing Spell Quicken Spell Reach Spell Rime Spell Selective Spell Shadow Grasp Sickening Spell Silent Spell Still Spell
Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic Metamagic
+1 +3 +0 +2 +1 +4 Special +1 +1 +1
Instantaneous area effect spell lasts for 1 round Maximize spell variables Spell inflicts nonlethal damage instead of lethal Creatures who saved against a spell must save again Affected spell treats creatures with SR as having an SR of 5 lower. Cast spell as a swift action Increase spell range to higher range category Spell with the cold descriptor also entangles creatures if the spell damages them. Exclude targets from an area effect spell Entangle creatures with spells you cast that have the darkness descriptor. Sicken creature with spell damage Cast spell without verbal components Cast spell without somatic components
+2 +1 +1
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Thanatopic Spell
Metamagic
+2
Knowledge (religion) 6 ranks, Spell Focus (necromancy) Spell Focus (illusion), gnome Knowledge (religion) 6 ranks, Spell Focus (necromancy) Tenebrous Spell -
Affected spells death effects, energy drain, and negative levels affect undead
UM
Metamagic Metamagic
+0 +1
Spells you cast in dim light or darkness are harder to resist or dispel. Cause a target to believe your illusion is a threat. Change a mind-affecting spell so it can affect undead, but not living creatures.
ISM GoG
Metamagic
+2
UM
+2 +1 +2
Deafen creature with spell damage Spell with the force descriptor knocks targets prone. Spell gains the darkness descriptor and target of the spell radiates darkness in 10-foot radius while the spell is in effect. Double spell area
APG UM ISM
Metamagic
+3
CRB
or fire, as determined by the spells descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. Level Increase: +2 (a burning spell uses up a slot two levels higher than the spells actual level.)
spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. Level Increase: +3 (an echoing spell uses up a spell slot three levels higher than the spells actual level.)
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
casting time that is not more than 1 full-round action, without increasing the spell's casting time.
Benefit: When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spells DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creatures spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat. Level Increase: +1 (a shadow grasp spell uses up a slot one level higher than the spells actual level.) Shadowcasting Protection from the dark times of Earthfall was but one of Zon-Kuthon's gifts to the terrified people of Nidal. To ensure the grip of his Umbral Court would remain forever unbroken, the Midnight Lord bequeathed to his mortal servants the secrets of blending shadow and magic. Though most shadowcasters practice wizardry (and indeed, wizards can choose the shadowcaster archetype if they wish to fully embrace this style of magic), Zon-Kuthon's gifts can be used by any spellcasting tradition. Beyond the borders of Nidal, cabals practicing shadow magic haunt the fringes of Galt and Taldor, some in service of the Midnight Lord, and others serving only their own lust for power.
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Though most shadowcasters practice wizardry (and indeed, wizards can choose the shadowcaster archetype if they wish to fully embrace this style of magic), Zon-Kuthon's gifts can be used by any spellcasting tradition. Beyond the borders of Nidal, cabals practicing shadow magic haunt the fringes of Galt and Taldor, some in service of the Midnight Lord, and others serving only their own lust for power.
level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. Level Increase: +2 (a thundering spell uses up a spell slot two levels higher than the spells actual level.) Spells that do not inflict damage do not benefit from this feat.
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Feats
Sean K. Reynolds Games > Metamagic Feats - 3rd Party - Sean K. Reynolds Games
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Ancient Kingdoms: Mesopotamia Copyright 2004, Necromancer Games, Inc.; Author Morten Braten.
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Advanced Feats: The Witch's Brew
Advanced Feats: The Witch's Brew. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights reserved.
Your spells can affect more targets. Benefit: A spell that normally affects a single target now affects 1 target /caster level, no two of which can be more than 30 ft. apart. A mass effect spell uses up a spell slot 4 levels higher than the spells actual level. Special: If used with a touch spell, all targets must be in physical contact with one another. This feat does not work on spells with a range of personal."
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Advanced Feats: The Witch's Brew
Advanced Feats: The Witch's Brew. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights reserved.
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One ram or siege tower Section 15: Copyright Notice - Advanced Feats: Visions of the Oracle
+3
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Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Feats 101 Feats 101. Copyright 2009, Steven D. Russell.
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Feats 101 Feats 101. Copyright 2009, Steven D. Russell.
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Feats 101 Feats 101. Copyright 2009, Steven D. Russell.
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Feats 101 Feats 101. Copyright 2009, Steven D. Russell.
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Feats 101 Feats 101. Copyright 2009, Steven D. Russell.
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - Feats 101 Feats 101. Copyright 2009, Steven D. Russell.
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
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The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
defensive prayer gives its targets a +2 luck bonus to saving throws. A defensive spell uses up a spell slot one level higher than the spells actual level.
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
You can prepare lower-level versions of spells with shorter durations. Benefit: Only spells that have a duration of at least one minute (10 rounds) when you cast them can be cast as fleeting spells. A fleeting spell has a duration of one round per 5 caster levels or fraction thereof (minimum one round). Fleeting spells cannot also have metamagic feats added that increase their duration or save DC. A fleeting spell uses up a spell slot one level lower than the spells actual level (minimum 1st level). Unlike most metamagic feats, a spell prepared as a fleeting spell calculates its save DC using the new, lower spell level. Example: Davor is a 9th level halforc wizard with an 18 Intelligence. He prepares a fleeting hold person as a 1st level spell. When he casts the spell, it has a duration of 2 rounds, and a save DC of 15 (10 +1 modified spell level +4 Intelligence modifier). If Davor had prepared a fleeting quickened hold person as a 5th level spell, he would still calculate its save DC as a 1st level spell.
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
you cast an inherent spell, it becomes a spell-like ability for you for 24 hours. The casting time of the spell-like ability is 1 standard action or the spells normal casting time (whichever is greater), and there is no limit to how often you can use the spell-like ability. If the inherent spell has a focus, you must have the focus in your possession to use the spell-like ability (though you do not need to be holding it). If the inherent spell has a costly material component (see the spell description) you use an item worth 50 times that cost when you cast the inherent spell. An inherent spell uses up a spell slot eight levels higher than the spells actual level.
Other Products from this Publisher If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
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If you like this product, please check out what else they have available! You can visit their section of the Paizo store by clicking here. Section 15: Copyright Notice - The Genius Guide To: Feats of Metamagic The Genius Guide To: Feats of Metamagic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
The following Metamagic feats are from www.pathfinderdb.com and are all fan created.
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The spellcaster can apply the effectsof this feat to a spell more than once, each time increasing the spell's level by an additional +2.
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Benefit A spell with a target of "one creature" instead gains a target of "one creature/level, no two of which can be more than 30 ft. apart". Any subtype restrictions on creatures (such as humanoids only) still apply. If the spell has a range of "touch", it instead gains a range of "close" (25 ft. + 5 ft./2 levels). A mass spell uses up a spell slot four levels higher than the spell's actual level. Author's Note: Based on the typical differences between spells and their "mass" versions.
Metamage (Metamagic)
August 27, 2009
This feat combines the list of separate spell-affecting metamagic feats into one basic feat. Prerequisite Ability to cast spells, Arcane or Divine. Benefit This feat allows a spellcaster to customize his spells by combining any of the various metamagic feats. The spell must be memorized or prayed for at the adjusted level and cannot be changed once selected. Normal Without this or other metamagic feats, the spellcaster cannot alter the characteristics of his spells. Author's Note: I came up with this feat as a way of consolidating the many metamagic feats available in order to give spellcasters more flexibility in their casting, much like Pathfinder combined related skills into new, singular skills.
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always has the final say as to which modifications can be made to a spell. Author's Note: I created these flip-side versions of the metamagic feats in order to give spellcasters more control over the effects of their spells. Not only does it enable more strategic use of spells, but it increases individuality and unpredictability amongst spellcasters (NPCs can use these reductions, too!).
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Prerequisites Ability to channel energy Benefit A spell modified with this metamagic feat affects all targets of the spell as if you had used channel energy on them. You must spend one of your daily uses of channel energy when casting a spell modified with this feat. Any saves to resist channeling from this feat uses the spells DC. A Spell channeled spell takes up a slot 2 levels higher than normal.
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Benefit A spellcaster who prepares spells ahead of time (does not normally cast spontaneously) can spontaneously alter a previously prepared spell with metamagic enhancements and reductions at the time of casting. Only spells specified in the spellcaster
From http://esotera.wildspace.com
Spell Points
Posted July 3rd, 2011 by Arazyr
Spell Points
The spell point system presented here allows casters to more freely pick and choose which spells they cast each day. Table: Spell Points per Day Level Bard Cleric, Druid, Wizard 1st 2nd 3rd 4th 5th 6th 1 2 3 6 10 13 1 2 5 9 14 22
Paladin, Ranger 0 0 0 0 1 1
Sorcerer 3 4 5 15 18 36
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7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
1 4 5 5 10 13 14 21 26 29 30 37 42 52
44 70 82 116 132 174 194 244 268 326 354 420 452 486
Every spellcaster has a reserve of spell points based on class and level (see Table: 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).
Preparing Spells
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. For example, Mary the 4th-level wizard would prepare four 0-level spells, three 1st-level spells, and two 2nd-level spells. She would not gain bonus spells to prepare from having a high Intelligence. These spells
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make up her entire list of spells that she can cast during the day, though she can cast any combination of them, as long as she has sufficient spell points.
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18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35 36-37 38-39 40-41 42-43 44-45 46-47 48-49 50-51
1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5
4 5 8 8 8 9 12 12 12 13 16 16 16 17 20 20 20
9 10 13 18 18 19 22 24 27 28 31 36 36 37 40 45 45
16 17 20 25 32 33 36 38 48 49 52 57 64 65 68 73 80
16 26 40 58 65 75 89 104 114 124 136 156 163 173 187 205 212
16 26 40 58 80 90 104 119 144 154 166 186 208 218 232 250 272
16 26 40 58 80 107 121 136 161 188 200 220 242 269 283 301 323
For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that she can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast. For example, if Mary were an evoker, she could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, she can use that spell just like any of her other spells, casting it as often as she has spell points.
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Another example: At 1st level, John the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points. For class features that grant bonus spells of a nonfixed spell level (such as the X'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 valueit doesn't increase later as the character gains levelsthough later rewards may be larger as appropriate to the character's spellcasting ability. For example, a 4th-level fighter/4th-level sorcerer who gains a level of X gets a bonus spell. Since the character is capable of casting 2nd-level spells, she receives 3 bonus spell points (2 x 2 = 4, 4 - 1 = 3).
Spontaneous Spellcasting
Characters who cast all their spells spontaneouslysuch as bards and sorcerersdon'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. Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.
Casting Spells
Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell's cost. Table: Spell Point Costs Spell Level 1st 2nd
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5 7 9 11 13 15 17
0-level spells cost no spell points to cast, and continue to function as described in the appropriate class' Orisons or Cantrips class feature. 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. For example, a fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. 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 caster level above her own caster level, or above the normal maximum allowed by the spell. For every two extra dice of damage, the spell's save DC (if any) increases by 1. For example, even at 7th level, Mary's lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless she spends extra spell points. If she spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, and increases the save DC to 17 (10 + 3rd level spell + 3 Int bonus + 1 damage dice increase), but she can't spend more points than this, since her caster level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. This would also increase the save DC to 18.
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Similarly, her magic missile spell only shoots one missile unless she spends extra points. An extra 2 spell points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional spell points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra spell points, granting her five missiles (just like a 9th-level caster).
Multiclass Spellcasters
A character with nonstacking 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
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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. For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.
Miscellaneous Issues
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 differentlythey 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 when activated.
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If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth. All text in the shaded box above is Open Game Content, as defined in Section 1d of the Open Game License Version 1.0a. Login to post comments Printer-friendly version
Comments
Conversion Notes
You may note that I changed the values for more classes than those that actually changed their spell progressions. I did an analysis and found that the "primary" spellcasters (cleric, druid, sorcerer and wizard) tables did not directly correspond to their "Spells By Level" tables, where the others (bard, paladin & ranger) did. So I changed the primaries to do so as well. Basically, this means that the primary spellcasters get fewer spell points at low levels (than in the 3.5 Spell Points system) and more at higher level. I'm not necessarily in love with this change, though, so if you use this conversion, let me know how it works out and if it works better or worse than the previous version.
From www.d20srd.org
Spell Points
Table: Spell Points per Day Cleric, Druid, Paladin, Level Bard Wizard Ranger Sorcerer 1st 0 2 0 3 2nd 0 4 0 5 3rd 1 7 0 8 Page 52 of 65
4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
0 0 1 1 1 1 4 4 9 9 10 17 20 25 26 41 48
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: 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 casters spells: He spends a number of spell points appropriate to the spells 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). Metagame Analysis: Spell Points The spell point system dramatically expands the versatility of a spellcaster. Since hes no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In effect, spell points make all classes work more like the sorcerer, and make the sorcerer (or bard) work even more like the sorcerer. In general, spellcasters become more powerfulthough they arent capable of casting any spell they couldnt cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level cleric needs to cast heal a dozen times during an adventure, he can do that (though not much else). One balancing factor is the cost for casters to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didnt have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.
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If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from casters, and so forth.
Preparing Spells
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). For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day. To determine the number of bonus spell points gained from a high ability score, first find the row for the characters ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the characters class (Wisdom for clerics and druids, Intelligence for wizards, and so forth). Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesnt have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes. For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflaks Intelligence were increased to 20 because of a foxs cunning spell or a headband of intellect +4, he wouldnt gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25. 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 doesnt get any extra spell points (and thus cant 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 instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast. For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points. Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points. For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciples 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 valueit doesnt increase later as the character gains levels though later rewards may be larger as appropriate to the characters spellcasting ability. Page 55 of 65
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 2 = 4, 4 - 1 = 3).
Spontaneous Spellcasting
Characters who cast all their spells spontaneouslysuch as bards and sorcerersdont 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 natures 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. Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.
Casting Spells
Table: Spell Point Costs Spell Level Spell Point Cost
1. 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he 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.
01 1 3 5 7 Page 56 of 65
Table: Spell Point Costs Spell Level Spell Point Cost 5th 9 6th 11 7th 13 8th 15 9th 17 Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spells cost. 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 dont deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcasters normal caster level to determine damage. Use the characters normal caster level for all other effects, including range and duration. For example, a fireball deals a number of dice of damage based on the casters level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. 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 spells effective caster level by 1 for purposes of dealing damage. A character cant increase a damage-dealing spells caster level above his own caster level, or above the normal maximum allowed by the spell. For example, even at 7th level, Boredflaks lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he cant spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).
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Multiclass Spellcasters
A character with nonstacking 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 Page 58 of 65
same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2ndlevel 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. For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.
Miscellaneous Issues
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 dont function in this system. (It doesnt make any sense to have a spell that gives you more spell points, since youre 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 characters pool of available points when activated.
After the fight, he spontaneously casts cure light wounds on Kroh, spending his last spell point. Not only has he exhausted his spells for the day, but he has exhausted his body as well.
From www.dungeons.wikia.com
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History
Created By Surgo and Lord Blackfang Date Created:2006 and 2009 Complete Status: Editing: No mechanical changes; post math issues on talk page Rating: This is a featured article!
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Contents
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Introduction
Edit
This system was originally created by Lord Blackfang on the Wizards boards in 2006. I updated it and modified it for better playability. This is meant to completely replace the Spell Points variant found in Unearthed Arcana, which is a broken piece of trash. Many attempts have been made to produce a good point-based casting system, and every one of them has failed miserably, all because of the same basic design flaw: a linear - or even exponential - increase of casting cost for higher-level spells. It may seem like common sense because everybody's doing it, but in this case, everybody's wrong. Increasing spell cost with level required casters to have absurd amounts of spell points at high levels, which in turn allows them to cast their most powerful spells way too often at the expense of lower-level spells. This can be fixed partially by charging casters for augmentation (like in the Expanded Psionics Handbook), but it requires an unreasonable amount of work and makes the system incompatible with additional material. So what is the solution, you ask? Quite simple, really. Instead of making casting cost go up with spell level, make it go down with caster level. Yeah, that's the entire system in a nutshell.
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Terminology
Edit
Mana: You have a pool of this. Casting spells drains from the pool. Strain Tolerance: This is mana by a different name. Instead of counting mana down, casters accumulate strain points, and have a limit on how many they can accumulate. This is a purely cosmetic change -- people, generally, have an easier and faster time using addition (counting strain up from 0 to an upper bound) than subtraction (counting mana down to 0 from a pool) -this can easily be inverted with no mechanical change. Mana/Strain Cost: This table shows us the mana or strain cost (the costs are identical) of each spell. As you can see, the cost increases slightly with spell level (duh) but decreases with caster level - this is the most important feature of the system, the concept that finally made mana-based casting a real and balanced option.
The Rules
Edit
From here on out, the rules are described in terms of strain instead of mana, due to addition being a faster mental process than subtraction. All rules that are not specified (such as the difficulty classes of spells) are the same as in the core rules.
Strain Tolerance
Edit
Your strain tolerance is equal to your primary casting stat (the actual stat, not the stat modifier). For classes that have more than one casting stat (such as the Favored Soul), your strain tolerance is equal to the stat that would normally grant you bonus spells per day. You also gain additional Strain Tolerance equal to your level in spellcasting classes and prestige classes that add to your caster level.
Casting a Spell
Edit
When a mana-based spellcaster casts a spell, she has to channel a portion of the mana she is using through her own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a mage can cast without resting. Every spell has a Strain Cost, which depends on the level of the spell and the level of the spellcaster, as shown on the tables below. At high class levels, some spells have no Strain Cost, and this is fine - a powerful spellcaster can cast basic spells all day long. Whenever a spellcaster casts a spell, she suffers Strain equal to the spell's Strain Cost. As she casts more spells, the Strain accumulates. As long as the total Strain a spellcaster has accumulated is lower than her Strain Tolerance, a spellcaster suffers no ill effect. Continuing to
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cast spells once her Strain is over her Tolerance, however, is extremely taxing on a spellcaster's body and mind. As soon as a spellcaster's total Strain exceeds her Tolerance, she becomes fatigued (even if she is normally immune to this condition; this is fatigue of the mind, not the body). If a fatigued spellcaster wishes to cast another spell, she must first make a Fortitude save with a DC equal to (20 + the spell's level + the amount of Strain she has over her Tolerance). If the save is successful, the spellcaster casts the spell as normal. If the save is failed, the spell fizzles with no effect and the spellcaster becomes exhausted (even if she is normally immune to this condition). An exhausted spellcaster may not cast any more spells. A spellcaster ceases to be exhausted after an hour of complete rest. (Note: The DC on the Fortitude save can and should be changed based on specific classes -- I'd imagine Sorcerers would have lower saves, for example.) If the spell is cast by a class that would normally ready spells every day, the "readied spell" is not forgotten and can be cast again, as long as the spellcaster has the available Strain to do so. The advantage that mana-based Sorcerers should have over mana-based Wizards is amount of Strain available.
Recovering Strain
Edit
A spellcaster loses Strain equal to her character level, minimum 1 (but never more than her casting stat modifier) per hour if she does not cast spells, fight, run, or otherwise exert herself. A spellcaster who is fatigued due to excess Strain ceases to be fatigued as soon as her total Strain is no longer over her Tolerance. However, a spellcaster does not recover Strain while exhausted. A spellcaster recovers from Strain much faster when she rests. A full 8 hours of rest completely removes all Strain.
Edit
The Mage is what we're now calling the Wizard under this variant. They ready spells each day in the same fashion as their Wizard cousins, but cast from Strain/Mana instead. As noted under Casting a Spell, they do not lose prepared spells once they cast them -- instead, their spells are limited by their available Strain. Table: Mage Strain Costs Strain Cost Level th st nd rd th th th th th th 0 1 2 3 4 5 6 7 8 9 1st 3 7 2nd 3 6 3rd 2 6 8 4th 2 5 7 5th 1 5 7 8
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6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
1 1 0 0 0 0 0 0 0 0 0 0 0 0 0
4 4 3 3 2 2 1 1 1 0 0 0 0 0 0
6 5 4 4 3 3 2 2 1 1 0 0 0 0 0
7 7 6 5 4 4 3 3 2 2 1 1 1 0 0
8 8 7 7 6 5 5 4 4 3 3 2 2 1
8 8 7 7 6 5 5 4 4 3 3 2
8 8 7 7 6 5 5 4 4 3
9 9 8 8 7 6 6 5
9 9 8 8 7 6
9 9 8 8
(Special note: feats like Versatile Spellcaster (RDr) would not allow you to sacrifice level 3 castings for level 4 castings at level 20, because such feats explicitly deal in spell slots and this variant does away with such a concept.)
Edit
The Sorcerer has an identical table to the Mage. However, he has far more limited spells known than the Mage does. To make up for this limitation, the Sorcerer multiplies his casting stat by 1.5 when calculating his Strain Tolerance. Thus, the Sorcerer can cast more of his limited spell selection than the Mage can cast of her much wider spell selection.
Edit
This system has been designed so that the recovery mechanic can very easily be changed to suit your needs of your game. As written here, the system covers fatigue-based casting, recharge magic and, finally, a full recovery on rest for those who still believe in the 4-encounter work day. I expect most people to use the system exactly as written, but it has been engineered to be easy to add and remove these or other components to provide the recovery mechanic you want for your own game. For an example let's say you don't like the recharge component as written, which allows you to recharge more strain and cast more of your higher-level spells as your caster level goes up. I believe this to be a good feature, but some will dislike the power curve it introduces to mages. To change this to better suit your needs, you can remove the current recharge mechanic and replace it with the following: You recover one-quarter your total strain every hour (but never more than
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your casting stat modifier). This divorces caster level from recovery and thus guarantees that a high-level spellcaster can't cast more of his top-level spells in a day than a low-level spellcaster can.
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