Revised Spell Rules
ALLOWABLE SPELLS
All the spells in the PH are allowable in this campaign. Please check with the DM if you are interested in using spells from other sourcebooks. Chances are, they’re fine, but just double-check!
Acquisition of New Spells
A character must acquire those spells in order to learn them. Any of the following is a valid means of acquisition.
For Wizards - New spells must be found in another's spellbook or on a scroll, studied and transcribed into ones own spellbook. They may be also learned from a friendly wizard, mentor, or teacher, and then transcribed into ones own spellbook. Wizards must use the rules for creating spellbooks on page 155 of the PH or they may use the Runecraft skill to create alternate spellbooks. Refer to Appndix III: Runecraft for details about creating alternate spellbooks.
For Sorcerers & Bards - These casters learn new spells by simply harnessing the raw power of magic through their innate ability. Additionally, new spells can be found in a wizard’s spellbook or on a scroll and studied to be added to the caster’s repertoire. This uses the scroll. New spells may also be learned from a friendly sorcerer or bard, mentor, or teacher. Sorcerers & bards start the game with access to all spells
from their list.
For Divine Spellcasters – Divine casters start the game with access to all spells from the appropriate list.
For Druids - Druids start the game with access to all Druid spells from the Druid Spell list.
Counterspelling
Spells and spell-like abilities etc. cannot be counterspelled in this campaign.
Campaign Rules for Spellcasting - Spellpoints
Bards and Sorcerers innately know how to shape magical forces to suit their needs. Clerics, Druids, Paladins, and Rangers are granted knowledge of how to channel the divine power of their god or the power of nature into specific forms. Wizards memorize arcane symbols for creating magical effects. All of these spellcasting classes have a certain number of spells of each level that are known, granted or memorized per day. They can wield magic of each spell level a certain number of times each day before this ability is exhausted. A spellpoint is a measure of how much magical power the caster is able to wield of that level each day. When a caster has used all of her spellpoints of a certain level, her ability to wield that level of magical power has been spent for the day. Used spellpoints regenerate on a daily basis provided the spellcaster prepares for the appropriate amount of time (resting, meditating, praying, or memorizing) as per the Player’s Handbook rules.
The number of spells known, granted, or memorized each day is determined by the charts listed below and modified by Table 1-1: Ability Modifiers and Bonus Spells on page 8 in the Player’s Handbook with regard to the caster’s primary ability modifier (Charisma for Bards and Sorcerers, Intelligence for Wizards, and Wisdom for Clerics, Druids, Paladins, and Rangers). Use the ability modifier (not the “Bonus Spells” number) to determine this. This rule change does not apply to sorcerers and bards, who will use the “Bonus Spells” number to determine extra spells known (this is a change from the official 3.5 rules). Wizard school specialization and the Extra Spell feat can further modify this number.
Base # of Spells Known/Granted/Memorized per Day
Bards- Table 3-5, page 28, Player’s Handbook Rangers- Table 3-13, page 46, Player’s Handbook
Clerics- Table 3-6, page 31, Player’s Handbook Sorcerers- Table 3-17, page 54, Player’s Handbook
Druids- Table 3-8, page 35, Player’s Handbook Wizards- Table 3-20, page 55, Player’s Handbook
Paladins- Table 3-12, page 43, Player’s Handbook
Spellcasters have a certain number of “Spellpoints” that determine how many spells of each level they may cast per day. This number is determined by the spell chart in the Player’s Handbook for each spellcasting class as listed below and modified by the caster’s primary ability modifier (Charisma for Bards and Sorcerers, Intelligence for Wizards, and Wisdom for Clerics, Druids, Paladins, and Rangers).
Base # of Spellpoints per Day
Bards- Table 3-4, page 27, Player’s Handbook Rangers- Table 3-13, page 46, Player’s Handbook
Clerics- Table 3-6, page 31, Player’s Handbook Sorcerers- Table 3-16, page 52, Player’s Handbook
Druids- Table 3-8, page 35, Player’s Handbook Wizards- Table 3-20, page 55, Player’s Handbook
Paladins- Table 3-12, page 43, Player’s Handbook
Bonus Spellpoints The number of spellpoints a character has can be further modified by Feats (ex., Extra Slot, from Tome and Blood), School Specialization (ex. Abjuration School specialists gain one extra abjuration spell per level), Magic Items (certain magic items can increase the number of Spellpoints a caster has) and Other modifiers (all other possibilities not mentioned here). These further modifications are referred to as Bonus Spellpoints. This does not affect the number of spells known, granted, or memorized.
Total Spell Points = # of spells from Spell table + Ability Modifier + Bonus Spell Points (if any)
SPELLCASTING EXAMPLES
WIZARD BASE EXAMPLE: Tallis the 5th level wizard has a 16 intelligence. Table 3-20 shows he knows 4 0-level spells, 3 1st-level spells, 2 2nd-level spells, and 1 3rd-level spell. His 16 intelligence gives him a +3 modifier to the number of spells he can memorize and cast each day, so Tallis can memorize 7 0-level spells, 6 1st-level spells, 5 2nd-level spells, and 4 3rd-level spells each day. He also has the same number of spellpoints for each level. Tallis has memorized Sleep, Shocking Grasp, Shield, Chill Touch, Silent Image, and Spider Climb from his spellbook. Since he has 6 1st level spellpoints, he can cast one of these first level spells 6 times per day or a combination of these memorized spells totaling 6 (6 Sleep spells, 1 of each spell he has memorized, or 2 Sleep spells, 2 Shocking Grasp and 1 Shield and 1 Spider Climb, for instance).
FEAT EXAMPLE: If Tallis took the Extra Slot Feat, he would gain one Spellpoint in whatever level spell he took that feat. If he took the Extra Spell Feat, he would be able to memorize one extra spell for that level.
SCHOOL SPECIALIZATION EXAMPLE: If Tallis was a Transmuter (Transmutation School specialist), he adds 1 memorized Transmutation spell per level and 1 Spellpoint per level that may only be used for a transmutation spell.
MAGIC ITEM EXAMPLE: During the course of adventuring, Tallis finds a +1 Amulet of Spellpower which adds +1 to his Spellpoints of each spell level he can cast.
OTHER EXAMPLES: During the course of adventuring, he is cursed and loses 2 Spellpoints per level. Tallis is a gnome, so he gets 3 bonus 0-Level Spellpoints, but they may only be used for his racial cantrips (Dancing Lights, Ghost Sound, and Prestidigitation).
SORCERER BASE EXAMPLE: Eldon the 5th level sorcerer has a 16 charisma. Table 3-17 shows he knows 6 0-level spells, 4 1st-level spells, and 2 2nd-level spells. His 16 charisma gives him 1 bonus spell
known for 1st and 2nd level spells, so he knows 6 0-level spells, 5 1st-level spells, and 3 2nd-level spells. Table 3-16 shows he can cast 6 0-level spells, 6 1st-level spells, and 4 2nd-level spells each day. Eldon’s 16 charisma gives him a +3 modifier to the number of spells he can cast each day, so Eldon has 9 0-level spellpoints, 9 1st-level spellpoints, 7 2nd-level spellpoints each day. Eldon knows Sleep, Shocking Grasp, Shield, Chill Touch, and Spider Climb for 1st level spells. Since he has 9 1st level spellpoints, he can cast one of these first level spells 9 times per day or a combination of these memorized spells totaling 9 (9 Sleep spells or 3 Sleep spells, 3 Shocking Grasp and 2 Shield and 1 Spider Climb, for instance).
Spellpoints and Feats
Once a spellcaster gains a metamagic feat, he may use that feat with any spell he knows or has memorized. When the feat is used, subtract the appropriate number of spellpoints from the spellcaster’s total according to the following chart. This replaces having to use a spell slot of another level to power the spell. At the time of the casting, casters may also choose which and how many metamagic feats will be applied to the spell. No casting time penalty is associated with the use of metamagic feats. Spellcasters may not "drop" a higher-level spell slot to cast a lower-level spell, however a similar effect can be created through the use of metamagic feats (Heighten Spell).
METAMAGIC FEAT - SPELLPOINT COST - PREREQUISITE
Empower Spell - 2 -
Enlarge Spell - 1 -
Extend Spell - 1 -
Heighten Spell - 0 (1 point of spell’s heightened level) -
Maximize Spell - 3 -
Quicken Spell - 4 -
Silent Spell - 1 -
Still Spell - 1 -
Reach Spell - 1 -
Sacred Spell - 2 -
Chain Spell - 3 - one other metamagic feat
Cooperative Spell - 0 - one other metamagic feat
Delay Spell 3 one other metamagic feat
Energy Admixture - 4 - one other metamagic feat, Energy Substitution, 5 ranks in Energy Substitution 0 one other metamagic feat, 5 ranks in Knowledge (Arcana)
Eschew Materials - 0 - one other metamagic feat
Persistent Spell - 4 - one other metamagic feat
Repeat Spell - 3 - one other metamagic feat, Extend Spell
Sanctum Spell - 0 (or 1 point of the next higher level if the spell is cast in your sanctum) one other metamagic feat
Sculp Spell - 1 - one other metamagic feat
Split Ray - 0 - one other metamagic feat
Subdual Substitution - 0 - one other metamagic feat, 5 ranks in Knowledge (Arcana)
Twin Spell - 4 - one other metamagic feat
Widen Spell - 3 - one other metamagic feat
OVERCASTING OF SPELLS
Spellcasters sometimes run into situations where they desperately need to cast a spell of a certain level but they have already expended their allotment of spellpoints for that level. DM’s may allow “overcasting” of spells, but not without consequences. The DC to successfully overcast a spell = DC 18 + Spell Level. The only modifier that the character may add to this roll is his/her Primary Spellcasting Ability Score Modifier (Charisma for Bards and Sorcerers, Intelligence for Wizards, and Wisdom for Clerics, Druids, Paladins, and Rangers). Each time a caster tries to overcast the same level spell, the DC for overcasting a spell of that level increases by 1, even if the casting was successful. Overcasting is a dangerous choice, as failure results in a temporary loss of Constitution points equal to the level of the spell being overcast and is dazed for a number of rounds equal to the spell being overcast (no save, not curable by magical or other means).
Example 1: A 1st level wizard with a 16 INT wishes to overcast a magic missile spell. The DC to accomplish this is 19 and the character gets a +3 to her roll. Failure results in a temporary loss of 1 point of Constitution (healed normally) and is dazed for 1 round.
Example 2: A 20th level wizard with a 21 INT wishes to overcast a magic missile spell. The DC to accomplish this is 19 and the character gets a +5 to her roll. Failure results in a temporary loss of 1 point of Constitution (healed normally) and is dazed for 1 round.
Example 3: A 12th level wizard with a 19 INT wishes to overcast a teleport spell. The DC to accomplish this is 23 and the character gets a +4 to her roll. Failure results in a temporary loss of 5 points of Constitution (healed normally) and is dazed for a 5 rounds.
Example 4: A 20th level wizard with a 21 INT wishes to overcast a wish spell. The DC to accomplish this is 27 and the character gets a +5 to her roll. Failure results in a temporary loss of 9 points of Constitution (healed normally) and is dazed for 9 rounds. Impossible for most characters, but a great gold wyrm or a deity might do it!
[AUTHOR’S NOTE - SPELLPOINTS]
Many players of D&D including myself have long felt that arcane spellcasters are under-powered, especially at the lower levels. This system of spellpoints is my endeavor to level the playing field. I also encourage players of Wizard and Sorcerer characters to take extra time and careful thought to prepare for adventuring. I encourage running solo or small-group sessions prior to large-group play time to allow them to create scrolls, create other magic items, and equip themselves (either by shopping or through alchemy checks) with items which will enable them to contribute when it comes time for combat.
This system may seem unbalancing at first, considering that a 20th level Wizard with a 21 Intelligence, +3 Amulet of Spellpower and a +3 Spellring of Protection has the ability to cast fireball upwards of 10 times before exhausting his 3rd level spellpoints. But when you take into account that his foes may have spell resistance, damage resistance, magical protections, and a whopping number of hit points, it’s really not so bad. And the creature may still save for half damage! Add to this the idea that the same wizard will likely use metamagic feats against his toughest foes, and these spellpoints get chewed up rather quickly! Against a particularly tough foe the wizard may employ Maximize Spell and Energy Admixture to beat that creature’s fire resistance - an additional 7 spellpoints - for a total of 8, are quickly used up.