Magic in Reeshugan
Instead of the Vancian “spells-per-day” that the core D&D 3.5 uses, we have decided to use a variant of a variant found in the Unearthed Arcana.
All spellcasters, with the exception of the Factotum class, are considered spontaneous casters with the Eschew Materials feat. The Factotum is not technically a spellcaster and as such requires spell components in order to “cast” the spells.
Actual spellcasters will have a reserve of Spell Points to draw from, based on class and level. Bonus spell points become available from high ability scores (As additional spells per day would be.) The spell points provide the magical power behind the caster’s spells. You spend a number of points appropriate to the spell’s level in order to cast. Once spent, the points are expended until the caster has time to rest and replenish. Unlike the variant listed in the book, prep time doesn’t factor into casting. As far as the spells known by the characters at the beginning of the game; the character will start with the recommended spells plus 1d4 additional spells if applicable.
- Group 1
- Group 2
- Spirit Shaman
- Group 3
- Favored Soul
- Group 4
- Wu Jen
- Spell Points per Day -
|Level||Group 1||Group 2||Group 3||Group 4|
In order to determine the number of additional points gained from an ability score, you find the row for your spell-casting ability score (Wis, Int, or Cha) and then find the column containing the highest level of spell that you can cast. At the intersection, you find your additional points. This number can go up by level or ability increase, so be mindful. Also of note, the additional points are for permanent increases only. Buffs will not allow additional spell points.
- Bonus Spell Points (by Maximum Spell Level) -
Casters require 8 hours of rest to regain spell points. Casting spells is tiring on a mental level, the points reflect the body’s inner reserves of magical power. When it runs dry (and here comes the variant of the variant) spells will begin to use up HP. The HP lost will be double that of the spell point cost for the spell.
- Spell Point Cost -
|Spell Level||Spell Point Cost|
- 0-level spells don’t cost spell points to cast. 0-Level spells can be cast a number of times per day equal to Three + the number of spell points your class would receive at first level.
Spellcasters use their full normal caster level for determining effects of their spells. However, spells that deal a number of dice of damage based on caster level do so as if cast by a character of the minimum level of the class capable of casting the spell. If the damage is partially based on caster level, but doesn’t deal damage dice based on caster level, the damage is calculated using the caster’s normal level. (Unearthed Arcana p.155 for further clarification.)
A character can pay additional spell points to increase the damage dice from their spells. Every additional point spent at the time of casting increases the spell’s effective caster level by 1 for the purposes of dealing damage. The damage-dealing spell’s caster level can’t increase the level of the spell above the normal maximum allowed by the spell.
- Metamagic -
Simply put, to use a metamagic effect on a spell you would pay the spell point cost for the spell as if the spell were one level higher. Example: If you are capable of casting 4th-level spells; You could Empower a 2nd-level spell, or Still a 3rd-level spell, or Empower and Still a 1st-level spell. You could not Empower a 3-rd level spell or Still a 4-th level spell (since doing either would bump the spell’s effective level to level 5, which is above what you could cast in this scenario.) Caster level for damage-dealing is not changed by metamagic effects, even if the effect raises the minimum caster level for the spell. Unless, of course, you pay additional spell points to raise the damage.
Example A quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.
- Miscellaneous Issues -
- When you lose a spell slot, from a negative level or some such, you instead lose the number of spell points required to cast your highest-level spell.
- Spells or feats that would allow you to recall or recast a spell don’t function in this variant. Items that would have this effect instead restore a number of spell points needed to cast a spell of that level.
- Just like with HP you cannot have more than your maximum of spell points. The excess arcane energy burns off.
- If a spellcaster overcasts, that is, runs out of Spell points and starts spending HP to cast, the HP must be replenished first, before the Spell Points will begin to recharge.
- Multiclass casters will have separate pools of Spell Points to draw from. The spell points for each pool may only be expended on spells that the corresponding class would know.