Variant Rule Spell Points
Variant Rule Spell Points
Compiled by Zeke
This particular rule in spell casting is found in the DMG (p. 288), where instead
of using Spell Slots as a resource in casting spells (giving you a number of times
to cast spells at a certain level), it instead gives you a resource pool called
Spell Points to spend on which spell to cast and at which level of power. With this
rule, casters are given flexibility at the cost of greater complexity.
There are rules for this setup that will help explain the features of this system:
- Each spell has a point cost according to level. Whenever a spell is required to
be cast at that level, you expend a number of Spell Points to do so and you can’t
reduce your spell point total to less than 0. At a long rest, you regain all your
spell points, while other class abilities may allow you to regain a certain amount
during a short rest or so (more on that later). The level and spell point costs are
as follows:
- As you level up on a spellcasting class, your spell point pool increases and
along with it, you also gain access to higher spell levels. The following table
shows the progression of each class.
- In terms of casting spells at levels 6-9, there are two things to consider. Aside
from having the amount of spell points needed to cast these spells (as shown in the
spell point cost table), these spells are only possible to cast ONCE per long rest
(as they would have normally with spell slots, or for better reference, the
Warlock’s Mystic Arcanum where spells of these levels are cast once). Aside from
balance reasons on the crunch side, the fluff to explain this is that casting
spells of such magnitude is too taxing for the body.
Now that the general rules are explained, let’s take note of the abilities that get
affected for the spell casters and how they would behave with this system.
- Natural Recovery (Druid, Circle of the Land), Arcane Recovery (Wizard)
This particular ability allows the Wizard or the Druid to regain expended
spell slots. These spell slots have a combined total equal to or less than half
your class level (rounded up). Also, the highest spell slot you can recover is
level 5. Since we are using Spell Points, I’ve decided to make a chart as to how
this would work out.
Optional Rule: Sorcery Points added into the Spell Point pool.
This optional rule is to make things easier for Sorcerers but it eliminates
the need to use Flexible Casting. Again, like how the Spell Point system was made
in general, this optional rule is meant to increase flexibility but at the cost of
complexity. The details on this rule is basically this. Starting at Level 2, the
sorcerer gains a bonus to his spell point pool equal to his sorcerer level and
these are usable for both casting spells and utilizing Metamagic and other Sorcerer
abilities. The result of this is shown on the following table.
This sorcery-spell point combination rule can affect certain abilities when used.
Sorcerous Restoration, at Level 20, will allow you to regain 4 expended points
whenever you finish a short rest. As for the Wild Magic Surge that allows you to
regain all expended sorcery points, you will end up regaining a certain amount of
points equal to your Sorcerer Level.
The Spell Point system is optional for use. You may opt to use this rule when you
feel like giving spellcasters a different feel (if in case magic operates
differently for your game), or if you want to try something different while being
completely familiar with the rules.