ADMC

 

SpellSystem

Page history last edited by Ville Makkonen 2 yrs ago

Number of spell points

 

Every spellcaster has a reserve of magic points based on class and level. Characters also gain bonus magic points from a high Wisdom score (just as a normal D&D spellcaster would gain bonus spells). These magic points provide the magical power behind the caster's spells: he spends a number of magic points appropriate to the spell's level to cast the spell. Once spent, magic points are expended until the caster has sufficient time to rest.

 

Any spellcaster who would normally receive bonus spells for a high ability score receives bonus magic points instead. In effect, the character can simply cast more of his spells each day. To determine the number of bonus magic points gained from a high Wisdom score, first find the row for the character's Wisdom score on the table.

 

Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn't 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 magic 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.

 

When a character would lose a spell slot (such as from gaining a negative level), he instead loses half as many magic points as is required to cast his highest-level spell.

 

Resisting the spells (save DCs)

 

The saving throw DC for resisting the character's spells is calculated as follows: MP cost / 2 (round up) + Charisma modifier. This is equal to the standard D&D system, i.e. spell level + Charisma modifier. The only difference is that instead of the spell level of the individual spell, we use the MP cost of the prepared spell slot.

 

Preparing spells

 

Spellcasters have spell slots for preparing their spells. At first level, the character has four such slots, and thereafter gains another slot every even level. Instead of preparing individual spells (like in the normal D&D spell system), he prepares a spell package to a spell slot, and determines the power level (MP cost, or spell level) for the spells cast from this slot and package. The caster can cast any spell in the package up to the given power (MP cost) level, but he always has to pay the same MP cost, even if the effect is less powerful. The maximum power level (MP cost) is equal to the character's MR. As a positive effect, the saving throw DC of the spells cast from the slot are determined by the MP cost, not the effect itself.

 

Example: the character prepares Control Creature package to one of his spell slots, at 9MP cost. This means that he can cast five spells from the slot: Command, Animal Messenger, Dominate Animal, Greater Command and Dominate Person. He cannot cast Dominate Monster, as its power level is higher than 9MP. All spells cast from this slot cost 9MP, even if the caster only casts a Command. However, the save DC to resist the spell is determined as a 9MP (5 level) spell, not as a 1MP (1 level) spell.

 

Flexible spell slots

 

Adept class gains flexible spell slots as bonus slots. These slots work slightly differently than normal spell slots. The character only needs to assign a spell package for these flexible slots. He does not need to determine the power level. Instead, he can cast any spell in the package (up to his normal MR, or spell level limit) at its normal MP cost. Furthermore, he can spend more MPs on a simple, cheap effect, in order to raise the save DC against the spell.

 

Example: the character prepares Charm Creature to one of his flexible slots. He can now cast four spells freely from this slot: Charm Animal, Charm Person, Charm Monster and Mass Charm Monster, all at their normal MP costs. Furthermore, is he so wishes, he can pay 5MP to cast Charm Person and thus increase the save DC for the spell by 2.

 

Casting Spells

 

Each spell costs a certain number of magic points to cast, determined by the spell slot used to prepare the spell, or, if using a flexible slot, by the spell level of the spell itself. The higher the level of the spell, the more points it costs.

 

In the magic point system, casters need not specially prepare metamagic versions of their spells - they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell's casting time.

 

An additional magic point cost applies to any spell cast with a metamagic feat. The character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell's effective level above what he is capable of casting, he can't cast the spell in that way.

 

Spells that allow a character to recall or recast a spell don't function.

 

 

Losing and Regaining Spell Points

 

Every caster has a set amount of "free" magic points before he becomes fatigued, that only depends on his character level and Constitution modifier. Similarly, a limit exists of magic points usable before the character becomes exhausted. Bonus spell points do not affect these limits, so a caster with a large amount of magic points becomes fatigued with more points remaining than another caster with fewer maximum magic points. Also, classes that gain fewer magic points (lower MR rating) do not become fatigued as easily. If points before fatigue or exhaustion are greater than the character's maximum magic points, he never becomes fatigued or exhausted by using magic points. However, if the character's full magic points are 50 or more, he becomes fatigued after spending all points. Similarly, if his full magic points are 100 or more, he becomes exhausted after spending all points.

 

Level + Con modifier-4-3-2-1012345678910111213141516171819202122232425
Pts before fatigue1 1 1 1 1 2 3 5 8 12 16 21 27 34 41 48 55 62 69 76 83 90 97 104 111 118 125 132 139 146
Pts before exhaustion1 1 1 2 2 3 5 8 12 17 22 28 36 45 55 65 75 85 95 105 115 125 135 145 155 165 175 185 195 205

 

A character regains magic points by resting. In order to regain full magic points, the character must rest for a full 8 hours. If this rest is interrupted, no points are regained and the character has to start the resting period from the beginning. If the character is exhausted, he cannot begin resting to regain magic points. Instead, the exhaustion must be removed first. If the character is fatigued from spell casting, he can start the 8-hour resting period. If the character is fatigued due to mundane reasons (extertion, thirst, hunger, etc.), he cannot rest to regain magic points. Fatigue or exhaustion due to these other reasons do not reduce magic points, though.

 

The character can regain magic points only after the duration of the spell that spent them has ended, or 24 hours have passed since the casting of the spell. For example, if a character has a Magic Vestment spell still active, he cannot regain these five magic points until the spell ends.

 

Exhaustion due to spell casting is removed by 1 hour of rest, exactly as mundane exhaustion. Fatigue from spell casting, on the other hand, only requires 2 hours of rest to be removed (mundane fatigue requires 8 hours). However, if the character again spends magic points, his condition will immediately change to that determined by his current number of magic points.

 

Spells that remove fatigue (heal, restoration) do not restore magic points or dispel fatigue caused by spellcasting. If the character's magic points are below the fatigue level, these spells do not remove the condition until the condition is removed by resting.

 

Note that even though the character can regain more magic points during the day, he can change the prepared spells only once per day. The caster must choose a time when to prepare spells (if he prepares them) and spend 1 hour in study or meditation. He cannot be fatigued during this time.

 

A desperate (and most probably exhausted) character can attempt to cast a spell that costs more magic points than he has left. He must make a Concentration check with DC 15 + spell level + number of magic points missing from needed amount. If the check fails, the character is unable to find enough reserves to cast the spell. If the check succeeds, the caster must immediately pay for the missing magic points by taking an equal amount of both lethal and non-lethal damage.

 

There is one feat that will quicken the character's magic point recovery.

 

Rapid recovery

Prerequisite: spell casting ability

Benefit: this feat enables you to regain magic points faster than normal. You regain your maximum magic points after resting for 6 hours (normal 8 hours). Furthermore, you can rest to gain magic points even when you are exhausted from spell casting. After resting for 1h, you always have a minimum of con % of your maximum magic points (round up). For example, a spell caster with a constitution score of 16 and 31 magic points will have a minimum of 5 magic points after having rested for 1 hour. If the character already has more than 5 points, he still will not gain any points before resting for the full 6 hours.

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