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▶ Spell Points & Casters.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 610 posts
Wed 5 Jun 2019
at 18:29
  • msg #1

▶ Spell Points & Casters

Example Character Spellcasting Information
(Spell Points: 10/10)
(This section can be Private or Public)
 - Level 1, Fixed Magick: Armor (4pts)
 - Level 1, Fixed Magick: Color Spray (4pts)
 - Free Magick: Cantrip (1pts)
 - Free Magick: Cantrip (1pts)


Casting Spells For Greater Effect

Another variant rule available with the spell point system is casting spells for greater than normal effect. By “overcharging” a memorized spell (fixed magick only) with magical energy, a wizard can achieve results as if he were a wizard of much higher level. For example, a 2nd-level wizard is normally limited to a single magic missile when he casts the spell, but with this optional rule he can fire the spell as a 3rd-level character in order to create two missiles with the spell. Naturally, the wizard must devote additional spell points to the spell when he memorizes it. The price is 50% of the spell’s base cost for each additional casting level stored with the spell.

Rarik is a 4th-level mage who wants to gain the extra damage potential of a third magic missile when he casts the spell. Normally, a third missile is gained at 5th level, so Rarik wants to cast the spell as if he were one level higher. A 1st-level spell requires 4 spell points to memorize, but by spending 6 points (50% more than 4), Rarik gains the ability to cast this one spell as if he were actually 5th level. All level-based variables are affected, including range, area of effect, duration, saving throw modifiers, and any other appropriate factors, so Rarik incidentally gains an additional 10 yards of range with his investment.

Later on in his career, Rarik decides that he’d like a fireball with some extra punch. He’s a 5th-level mage now, and the spell costs him 10 spell points. Rarik spends two 50% increments (a grand total of 20 spell points) to cast this fireball as if he were a 7th-level caster. The range increases from 60 to 80 yards, and the damage is 7d6 instead of 5d6.
A character can’t invest more than four additional levels into a spell, which would triple its cost, increasing it by 200% above the normal price. Most wizards find that it’s more efficient to gain extra spells rather than overcharge a single one, but for spells with important breaks in power level based on the caster’s level—like magic missile—one or two steps of increased casting level may be a good idea.
This message was last edited by the GM at 22:50, Thu 06 June 2019.
Ali Ansari
player, 36 posts
Apothecary 1st level
HP 6/6 SP 4/4
Wed 5 Jun 2019
at 18:31
  • msg #2

▶ Spell Points & Casters

Ali Ansari Spellcasting Information
(Spell Points: 13/13)
Stormrider Truesight
player, 125 posts
HP:20/20 SP:8/8
Wed 5 Jun 2019
at 18:31
  • msg #3

▶ Spell Points & Casters

Stormrider Truesight Spellcasting Information
(Spell Points: 16/16)

Cure Light Wounds x 3
Bless
This message was last edited by the player at 03:06, Fri 07 June 2019.
Virius Tesh
player, 129 posts
Suloise Envoy from the
Wizardholme of Urnst
Wed 5 Jun 2019
at 18:32
  • msg #4

▶ Spell Points & Casters

Virius Tesh Spellcasting Information
(Spell Points: 11/11)
This message was last edited by the player at 23:10, Wed 05 June 2019.
Yaotl Chimalma
player, 59 posts
Augur
Wed 5 Jun 2019
at 18:33
  • msg #5

▶ Spell Points & Casters

Yaotl Chimalma Spellcasting Information
(Spell Points: 11/11)
Dungeon Master
GM, 611 posts
Wed 5 Jun 2019
at 18:36
  • msg #6

▶ Spell Points & Casters

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This message was last edited by the GM at 22:50, Thu 06 June 2019.
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