Spell Points

We use the "Spell Point" system from Unearthed Arcana (also found here in the online SRD), with the following modifications:

0 level spells are unrestricted in use as long as you get a full 8 hours sleep at night. Lesser rest limits 0 level spells as outlined in UA and the SRD. A full 8 hours sleep restores you to full Spell Points. For any amount of rest less than this, Spell Points regenerate at 1/10th of your max Spell Points per hour if asleep or 1/20th of your max Spell Points (round up) per hour if awake. Being active does not allow for regeneration of Spell Points.

Modified Vitalizing Variant:
Once your Spell Points equal your caster level or less, you are Fatigued (-2 Dex and Str, can't Run or Charge). You need a full 8 hours sleep to eliminate the Fatigued condition, regardless of current Spell Points.

Once your Spell Points equal 1/2 your caster level or less, you are Exhausted (-6 Str and Dex, move at half speed). One hour of full rest improves your condition to Fatigued and brings your Spell Points up to equal your caster level.

For spells affecting the Fatigued and Exhausted conditions, change it to say "Spells that remove fatigue and exhaustion (such as Heal and Restoration) leave the recipient with a spell point total equal to his caster level +1." The lower amount of spell points back is offset by the lower limits for invoking the Fatigued and Exhausted conditions.

For Reserve Feats, use the following as a guideline:


You channel your magical talent into a blast of fire.

Prerequisite: Ability to cast 2nd-level spells. Knowledge of at least one fire spell that can be cast as a 2rd level (3-point) or higher spell.

Benefit: When you regain your spell points for the day, you may invest spell points into this feat equal to the cost of casting one of your known fire spells (minimum 3 SP). Invested spell points are unavailable for normal use (but see below).

While spell points remain invested in this feat, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage and every 2 Spell Points invested beyond the minimum increases this by 1d6. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to the base caster level when casting fire spells.

Special: You may use spell points invested in this feat as if they were in your reserve, but only to cast fire spells. After using them, you cannot invest more spell points in this feat until you have had a full night's rest.

Example: A 5th level spellcaster knows Fireball, Flaming Sphere and Burning Hands and takes this feat. He chooses to invest 5 spell points in it at the start of the day (reducing his available Spell Points accordingly). For the day, he can fire off 2d6 Fiery Bursts. If, later, his Spell Points run down and he needs a Burning Hands (1pp), he can draw upon his invested reserve points in Fiery Burst to cast it — but this reduces the invested reserve accordingly, to 4, which isn't high enough to get 2d6 any more - he now only has 1d6 Fiery Bursts. If he had used the reserved points to cast Flaming Sphere instead, the reserve would be reduced accordingly to 2. This is below the minimum required to use the feat and so he could no longer use Fiery Burst until he rests and reinvests in the feat.

NOTE: The feat increases the base caster level for fire spells by +1 - this will affect the damage of some spells as well as how many extra Spell Points you would need to spend to increase the effects of your spells.

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