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2013-05-17, 07:47 PM (ISO 8601)
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Comprehensive Spell Points Tables
Comprehensive Spell Points Tables
The Spell Points system was initially introduced in Unearthed Arcana and was included in the OGC. However, it only included the core spellcasting classes in its table of spell point progressions. As a result, anyone that wanted to play a non-OGC spellcasting class with spell points would have to eyeball the calculations for their spell point progression (assuming the GM allowed Spell Points at all).
Luckily, someone figured out how WotC did their calculations:SpoilerOriginally Posted by Chris Waller
Anyway, so I've spent the last couple of hours crunching the numbers. The following is a comprehensive set of tables of the spell point progressions of every spellcasting class in D&D 3.5 that I could get my hands on, including...
- Bard (OGC)
- Standard Cleric (OGC)
- Standard Druid (OGC)
- Paladin (OGC)
- Ranger (OGC)
- Sorcerer (OGC)
- Wizard (OGC)
- Spontaneous Cleric (OGC)
- Spontaneous Druid (OGC)
- Archivist (Heroes of Horror)
- Artificer "Infusion Points" (Eberron Campaign Setting)
- Beguiler (Player's Handbook II)
- Death Master (Dragon Compendium)
- Dread Necromancer (Heroes of Horror)
- Duskblade (Player's Handbook II)
- Favored Soul (Complete Divine)
- Healer (Miniatures Handbook)
- Hexblade (Complete Warrior)
- Jester (Dragon Compendium)
- Mystic Ranger (OGC and Dragon Magazine #336 page 105)
- Nightstalker (Races of Ansalon)
- Savant (Dragon Compendium)
- Sha'ir (Dragon Compendium)
- Shaman (oriental) (Oriental Adventures)
- Shugenja (Complete Divine)
- Sohei (Oriental Adventures)
- Generic Spellcaster (OGC)
- Spellthief (Complete Adventurer)
- Trickster Spellthief (Complete Adventurer and Dragon Magazine #353 page 85)
- Spirit Shaman (Complete Divine)
- Urban Druid (Dragon Compendium)
- Warmage (Complete Arcane)
- Wu Jen (Complete Arcane)
SpoilerBard-Type includes the Bard, Jester, Nightstalker, and Trickster Spellthief.
Wizard-Type includes the Wizard, Standard Cleric, Standard Druid, Death Master, Shaman (oriental), Urban Druid, and Wu Jen.
Paladin-Type includes the Paladin, Ranger, Hexblade, Sohei, and Spellthief.
Sorcerer-Type includes the Sorcerer, Spontaneous Cleric, Spontaneous Druid, Beguiler, Dread Necromancer, Favored Soul, Shugenja, and Warmage.
Level Bard-Type Wizard-Type Paladin-Type Sorcerer-Type 1 2 3 2 0 4 5 3 1 7 8 4 5 11 0 14 5 6 16 0 19 6 9 24 1 29 7 14 33 1 37 8 17 44 1 51 9 22 56 1 63 10 29 75 4 81 11 34 88 4 97 12 41 104 9 115 13 50 120 9 131 14 57 136 10 149 15 67 152 17 165 16 81 168 20 183 17 95 184 25 199 18 113 200 26 217 19 133 216 41 233 20 144 232 48 249
Artificers don't have "Spell Points", but instead have "Infusion Points".
Level Archivist Artificer (Infusion Points) Mystic Ranger Duskblade Healer 1 4 2 2 6 2 6 3 1 3 8 3 11 6 2 4 16 4 16 9 5 5 19 5 26 17 8 11 36 6 34 22 14 15 41 7 49 22 19 21 64 8 61 34 29 25 71 9 82 41 37 35 105 10 98 41 51 44 121 11 114 50 63 54 137 12 130 59 70 62 153 13 146 66 84 77 169 14 162 87 85 89 185 15 178 101 92 103 201 16 194 106 92 118 217 17 210 124 104 137 233 18 226 133 104 153 249 19 242 144 109 179 265 20 258 144 109 200 281
Savant has two columns here because it has separate Spell Point pools for its arcane spells and divine spells.
The calculations for the Sha'ir, Spellcaster, and Spirit Shaman all use the "spontaneous nerf" I added to the methods quote at the top of this post.
Level Savant (arcane) Savant (divine) Sha'ir Spellcaster Spirit Shaman 1 3 3 3 2 5 5 5 3 6 7 10 4 13 12 15 5 0 16 15 26 6 0 29 28 36 7 1 36 36 52 8 1 54 52 67 9 1 64 67 90 10 1 1 80 81 106 11 4 1 94 97 120 12 4 1 110 111 136 13 9 1 124 127 150 14 9 4 140 141 166 15 10 4 154 157 180 16 17 9 170 171 196 17 20 9 184 187 210 18 25 10 200 201 226 19 26 17 216 217 242 20 41 20 232 233 258
My Reasoning for each Class
Spoiler
- Spontaneous Druid has the same spell slots as a Standard Druid, but is a spontaneous caster, so it's essentially-identical to the Sorcerer.
- Spontaneous Cleric has the same spell slots as a Standard Cleric, but is a spontaneous caster, so it's essentially-identical to the Sorcerer.
- Archivist was calculated using the Wizard method.
- Artificer Infusion Points were calculated using the Bard method.
- Beguiler has a near-identical spell slot layout to the Sorcerer.
- Death Master has an identical spell slot layout to the Wizard.
- Dread Necromancer has an identical spell slot layout to the Sorcerer.
- Duskblade was calculated using the Paladin method because Duskblades get access to a new spell level every ~4 levels.
- Favored Soul has an identical spell slot layout to the Sorcerer.
- Jester has an identical spell slot layout to the Bard.
- Healer was calculated using the Cleric method.
- Hexblade has an identical spell slot layout to the Paladin.
- Savant (both lists) was calculated using the Ranger method because Rangers get access to a new spell level every ~4 levels.
- Mystic Ranger was calculated using the Bard method (despite only having up to 5th-level spells).
- Nightstalker has an identical spell slot layout to the Bard.
- Sha'ir was calculated using the Sorcerer method but the kicker is a nerf instead.
- Shaman (oriental) has an identical spell slot layout to the Cleric.
- Shugenja has an identical spell slot layout to the Sorcerer.
- Sohei has an identical spell slot layout to the Paladin.
- Spellcaster was calculated using the Sorcerer method but the kicker is a nerf instead.
- Spellthief has an identical spell slot layout to the Paladin.
- Trickster Spellthief has an identical spell slot layout to the Bard.
- Spirit Shaman was calculated using the Sorcerer method but the kicker is a nerf instead.
- Urban Druid has an identical spell slot layout to the Druid.
- Warmage has a near-identical spell slot layout to the Sorcerer.
- Wu Jen has an identical spell slot layout to the Wizard.
Bonus Spell Points
For convenience, here's the bonus spell points table so you don't have to cross-reference it in the OGC while you're looking at this page:
SpoilerTo determine your number of bonus spell points gained from a high ability score, first find the row for the character’s ability score. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).
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 spell 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.
Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 12-13 1 1 1 1 1 1 1 1 1 14-15 1 4 4 4 4 4 4 4 4 16-17 1 4 9 9 9 9 9 9 9 18-19 1 4 9 16 16 16 16 16 16 20-21 2 5 10 17 26 26 26 26 26 22-23 2 8 13 20 29 40 40 40 40 24-25 2 8 18 25 34 45 58 58 58 26-27 2 8 18 32 41 52 65 80 80 28-29 3 9 19 33 51 62 75 90 107 30-31 3 12 22 36 54 76 89 104 121 32-33 3 12 24 38 56 78 104 119 136 34-35 3 12 27 48 66 88 114 144 161 36-37 4 13 28 49 76 98 124 154 188 38-39 4 16 31 52 77 110 136 166 200 40-41 4 16 36 57 84 117 156 186 220 42-43 4 16 36 64 91 124 163 208 242 44-45 5 17 37 65 101 134 173 218 269 46-47 5 20 40 68 104 148 187 232 283 48-49 5 20 45 73 109 153 205 250 301 50-51 5 20 45 80 116 160 212 272 323
Regardless of these findings, the Spell Points system as-written is thoroughly broken. As-written it's ambiguous, blatantly favors prepared-type casters, royally screws-over spontaneous-type casters, and generally makes spellcasting even more hopelessly overpowered compared to mundanes.
I mean, it's great if you want to run an all-casters game (and there's ways to run an all-caster party well), but otherwise Spell Points as-is don't help all that much. Then again, it's worth noting that many videogame RPGs dating back to the SNES era ran all-caster parties in some fashion even if some of the characters were initially mundane-flavored such as Crono (Chrono Trigger) or Bartz (Final Fantasy 5). It's not an entirely-foreign concept to have a party like that, especially if you include the martial spellcasters and are careful to limit the power-creep non-martial casters live for.
Personally, in my regular game I run, I've implemented a blanket change to the Spell Points system by making specific edits to the "Regaining Spell Points" and "Vitalizing" sections such that they actually make sense and give pure-spontaneous casters an edge again. Additionally, I added a new mechanic called "Spell Point Burn" that helps reign-in over-spending your Spell Points while at the same time allowing the creation of "Mana Potions". However, in response to those changes I've had to make small alterations to the psionics rules and the meldshaping rules, and I've had to allow pure-mundanes to gestalt by default to help bring spellcasters-in-general back into their former uneasy balance... so it got really complicated really fast. On the flip-side though, all encounters the party faces now start at "APL+2" and "all-day buffs" (such as Mage Armor) recover their Spell Point cost so fast that they've unintentionally become dedicated all-day buffs without need for "persisting" tricks. Take from that what you will.Last edited by Maginomicon; 2015-08-08 at 12:34 PM. Reason: Added Nightstalker
The Real Alignments Handbook, Save Points & Strife
4e-Like Passives for 3.5e, Comprehensive Spell Points Tables, Line-of-Sight vs Line-of-Effect
Rule #1 for conversing with me: As soon as you use all-caps for an entire statement or clause, you lose.
Rule #2 for conversing with me: RAW-tards and other close-minded folks automatically lose.
If you're complaining about the OP's premise, please... stop, as you're probably not helping.
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2013-06-23, 09:14 PM (ISO 8601)
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Re: Comprehensive Spell Points Tables
I've added the following classes to the list:
- Mystic Ranger (Dragon Magazine #336 page 105): A variant ranger that gets spell access at 1st level (through orisons but gets higher-level spells starting at 2nd level) as well as gaining a few 5th-level spells.
- Trickster Spellthief (Dragon Magazine #353 page 85): A variant spellthief that gets a bard's spellcasting progression and access to the bard spell list.
The Real Alignments Handbook, Save Points & Strife
4e-Like Passives for 3.5e, Comprehensive Spell Points Tables, Line-of-Sight vs Line-of-Effect
Rule #1 for conversing with me: As soon as you use all-caps for an entire statement or clause, you lose.
Rule #2 for conversing with me: RAW-tards and other close-minded folks automatically lose.
If you're complaining about the OP's premise, please... stop, as you're probably not helping.
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2013-08-25, 12:45 PM (ISO 8601)
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- Aug 2013
Re: Comprehensive Spell Points Tables
I just have one problem with this.
Isn't the sorcerer supposed to have ~50% more casting reserves than a wizard? The level 20 versions of both only give the Sorcerer 1 more level 9 spell. That makes them even more hosed than usual compared to wizards. I'd love to use spell points myself, but I prefer having viable options without one being strictly better than the other, at least not to the point of ridiculousness like this.
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2013-08-25, 12:49 PM (ISO 8601)
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Re: Comprehensive Spell Points Tables
The Real Alignments Handbook, Save Points & Strife
4e-Like Passives for 3.5e, Comprehensive Spell Points Tables, Line-of-Sight vs Line-of-Effect
Rule #1 for conversing with me: As soon as you use all-caps for an entire statement or clause, you lose.
Rule #2 for conversing with me: RAW-tards and other close-minded folks automatically lose.
If you're complaining about the OP's premise, please... stop, as you're probably not helping.
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2013-08-25, 02:41 PM (ISO 8601)
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- Aug 2013
Re: Comprehensive Spell Points Tables
Any chance you'll give it here? The only real idea I got is some sort of SP regen thing that can give a caster a certain percentage of their max back over a given amount of downtime (no SP regen mid-combat or anything comparably stressful, reduced regen for active states like marching, full for relaxing but not sleeping).
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2013-08-25, 02:59 PM (ISO 8601)
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Re: Comprehensive Spell Points Tables
Another quick fix would be to make spell points work like power points in psionics: the value to cast a power as listed is to cast it at minimum caster level (5 for a fireball, for instance), and then each additional spell point spent increases the caster level of the cast spell by 1, to a maximum of the caster's effective caster level (so including things like orange prism ioun stones). Works fine for psionics, probably work service for spells.
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d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2013-08-25, 03:36 PM (ISO 8601)
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Re: Comprehensive Spell Points Tables
This only works if the spells have costs equivalent to their power and/or usefulness. Otherwise, blasty spells get even more hosed than they are already, and you only have to pay enough to summon something for ~10 rounds, just for a quick and dirty example. If you want to do it, you'd have to retool the entire magic system, and laser-nerf several things from the books also (or make the only spells that exist ones that you've already touched up or are made by players in-game). It's an ambitious undertaking, and one not to be done half-assed.
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2013-08-25, 04:08 PM (ISO 8601)
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Re: Comprehensive Spell Points Tables
I'd be happy to give it in PM. It's just rather long. Basically, like I talk about at the end of the OP, every energy subsystem has its own short-term recovery method appropriate to their tier. On top of this, it only works out if you run games such that the 15min workday is prevented by putting modules and scenarios on a timer (2 days before the BBEG sacrifices the princess, for example).
The basic gist of my fix can be found by going to the "Energy Systems" section of this "cheat sheet" document. Like I said, it's more complex than just that, and I'd prefer to give the link to the campaign setting document that contains the full details in PM, so PM me if you want to see that. On top of that I make certain "overpowered" spells use spell-point-powered incantations so that they can't be used in-combat at all.Last edited by Maginomicon; 2013-08-25 at 04:13 PM.
The Real Alignments Handbook, Save Points & Strife
4e-Like Passives for 3.5e, Comprehensive Spell Points Tables, Line-of-Sight vs Line-of-Effect
Rule #1 for conversing with me: As soon as you use all-caps for an entire statement or clause, you lose.
Rule #2 for conversing with me: RAW-tards and other close-minded folks automatically lose.
If you're complaining about the OP's premise, please... stop, as you're probably not helping.