From: slgmj@cc.usu.edu
Newsgroups: rec.games.frp.dnd
Subject: A Viable spell point system.
Date: 12 Oct 92 17:48:09 MDT
Organization: Utah State University

One DM of mine actually had an awesome system for spell points. it not only 
 helped expand a mage's usefulness and flexibility, it also gave them a boost
 at low levels and kept them from becoming GODS at higher levels.

  The system works like this:

    For every level of experience, the mage gets spell points equal to:

	INT/10
       + 1d10/10
       + 1.0 (For straight class mages only)

       + 1.0 (for wild mages only)

     This gives more intelligent mages an advantage and also gives straight
  mages (referring to class, not prerference :-)  ) an advantage of 
  greater power than bards or multi-class mages.  

   Now, as for the spells-you-practice-more-than-others:

	Consult the Spell Progression table in the PHB. However many spells 
   the table says the mage can memorize each day, is the number of 
   profficient spells he/she has. (i.e. at first level, he/she is really good
   at 1 1st level spell; at third level, he/she is really good at 2 1st level
   spells and 1 2nd level spell)    

	The point cost to cast a spell is equal to 

	   1 X the level of the spell IF it is a profficient spell.
	   2 X the level of the spell for all others.

	(Rings of Wizardry HALVE all point costs for the levels they cover)


   EXAMPLES:   

	Kerron is a 1st level mage with an INT of 16.  His profficient spell
       		is Magic Missile.   At first level he has 2.8 spell points.
	 
		16/10   =   1.6
 (d10 roll of 2) 2/10   =    .2
 (Bonus for Mage)       =   1.0
===================================
  total points at 1st   =   2.8

	Now, every day, Kerron can cast
		A: His profficient spell twice. (1 point each time)
		B: Any other first level spell once (2 spell points)


	If Kerron goes up 1 level, he recieves:

		1 more profficient spell
		2.6 more spell points (his INT/10 + bonus for a straight mage)
		and 1d10/10 more spell points.


Oops: forgot one rule:  A MAGE CAN ONLY CAST SPELLS OF A LEVEL ALLOWED TO
	HIM/HER BY THE SPELL PROGRESSION CHART IN THE PHB!!!

  As you can see, this system slows down a mages climb in power once they
      reach higher levels.   For example:

	Syndactyly Sabertooth is a Mage of 9th level.  He has an INT of 18
	   and is a straight class mage.  He has been very lucky with his 
	   d10 rolls (aren't PC's always???)  and has scored: 9,7,5,8,10,9,6,4,
 	   and 10.  His spell points at 9th level = 32.0

		INT/10   1.8 X 9 = 16.2
	 	(D10 rolls)      =  6.8
		1pt / level      =  9.0
         =====================================
		total at 9th     = 32.0

	At 9th level he can cast 5th level spells. His profficient 5th level 
 		spell costs 5 spell points to cast. However, his NONPROFFICIENT
		5th level spells cost 10 points to cast! 
	Since he can only gain 2.9-3.8 points per level, he won't be 
		all-powerful by the time he hits tenth or so. Make no mistake
		though... a ninth level MU is nothing to mess with!


 IMHO, this is the most reasonable system I've come across yet for mages. It
	gives the flexibility to use their entire reptoire of spells instead
	of having to memorize all the combat spells they can "Just in case..."
	and not being of any use except in a fight.  It also makes first level
	MU's a bit more survivable. (Up to 3 spells a day) Since it takes
	8 hours of rest to completely recover all spell points (like in an 
	already mentioned system) it still forces the mage to get their rest
	time in. 

  This system is the BrainChild of Chellie R (Tillotson) Young, and I claim
    no credit for its creation.


							- Rick Mowery
							  SLGMJ@CC.USU.EDU

	
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