HOUSE RULE SPELL POINT SYSTEM 1.4
FOR
DUNGEONS & DRAGONS 3RD EDITION

by
Jerry Davis
19 September 2002

Introduction

The magic system presented in the core rules of Dungeons & Dragons is a fixed spell-slot system called the Vancian system, since it is supposedly based on how Jack Vance portrayed the workings of magic in his Dying Earth series of novels. I cannot speak to how faithful the D&D magic system is to those novels, but I can give my opinion of the D&D system itself: it is an extremely poor system that makes no sense and needs to be extensively modified at least, if not scrapped and replaced outright The 3rd Edition has implemented some minor fixes in an attempt to redress the problems that were even worse in previously editions, but overall they are a half-hearted effort that fails to truly address them.

The Problems

The three primary problems are fixed spell slots, spell preparation, and the weakness of beginning wizards.

Fixed spell slots I find objectionable both on a rational/theoretical and on a practical basis. D&D implements a fixed spell slot system in which a caster at any given level is capable of casting only a fixed number of spells of each spell level. For example, a 7th-level wizard is allowed to cast four 1st-level spells, three 2nd- level spells, two 3rd-level spells, and one 4th-level spell. Now, I can easily see the rational justification for limiting the number of the highest-level (i.e. most complex and powerful) spells that a caster can cast, as these represent the newest and latest things the wizard has learned and he is not yet as familiar with them as he is with the lower-level spells he has known for a long time. However, a 7th-level wizard has known most of his 1st- and 2nd-level spells for a long time, and there is no logic or reason whatsoever why she should be restricted to only four 1st and three 2nd.

To be fair, the 3rd Edition core rules do state that a lower-level spell can be prepared in a higher-level spell slot (and this is a great improvement over 2nd Edition which made no such allowance), but it is a one-for-one exchange that does not take relative spell power or complexity into account at all. If a 2nd-level spell is twice as powerful or complex as a 1st-level spell (which is the only meaningful interpretation of numerical spell levels; absent this interpretation the number is purely arbitrary and there is no point to assigning numerical levels at all), then a wizard ought to be able to achieve more than a one-to-one correspondence between spells slots. Even if the correspondence isn't strictly by spell level (e.g. three 1st-level spells in one 3rd-level slot), it should still have some proportion dependent on relative spell level, have some relationship or progression that governs the exchange. In the core rules, spell level doesn't matter -- there is a one-to-one exchange from any lower-level to any higher-level slot -- and this has very illogical and unreasonable implications.

Practically speaking, the fixed number of spell slots for each spell level limits the flexibility of a wizard. There may be days where a wizard might expect to need to cast a couple more higher level spells at the expense of several lower level ones, or several more lower level spells at the expense of a higher one. The core rule about lower-level spells in higher-level slots partially redresses this lack of flexibility, but not sufficiently for my taste.

While I don't object to spell preparation in principle, how it is implemented in the core D&D system poses a serious practical problem. The D&D implementation of it makes any class that uses spell preparation extremely inflexible. The caster prepares spells in the morning, then is stuck with those spells until he casts them. Once a spell is prepared, that spell slot is taken until it is cast, even if the spell turns out to be utterly useless for whatever situation the wizard finds himself in. This limitation makes a wizard (especially one at low levels) effectively useless in any dungeon-delving adventure. In any dangerous situation, it is necessary for one to be able to adapt to unexpected or quickly-changing situations simply in order to survive. The U.S. Marines have a slogan that embodies this concept -- "improvise, adapt, overcome" -- but whatever you call it, it is necessary in order to survive dangerous situations. A wizard needs to be more dynamic in his spell selections simply in order to survive as an adventurer, and that's a fact.

This inflexibility in 2nd Edition AD&D was most severe, and actually crippling to a mage. Once again, in 3rd Edition an attempt was made to redress this flaw in a couple of ways. Now, by the core rules, a wizard does not have to prepare all of his spells in the morning. He can leave spell slots unprepared, then later in the day spend time to prepare them as the need arises. This is not spontaneous or on-the-fly casting, because it requires over 15 minutes (depending on caster level and spell level) to do, but it at least allows some limited flexibility to the wizard. In my opinion, though, this does not provide nearly enough.

I expect that many D&D players in the past have complained loudly about this severe inflexibility, and very often made house rules to offset it, because the 3rd Edition tries to address it with a radical new method as well -- they introduced a new character class, the sorcerer. The sorcerer is also an arcane spellcaster, but he does not require a spell book nor does he prepare his spells. The sorcerer still has a fixed distribution of spell slots (thus maintaining a core of Vancian spell mechanics), but he may cast whatever spells he knows on the fly. If he knows a spell and needs to cast it, he can without any prior preparation or study. The sorcerer is also given a larger number of spell slots per day. He pays for this with a severe limit on the number of spells of each level he may learn.

This sorcerous attempt also fails, and fails miserably. It was a misbegotten idea to start with. Instead of properly fixing the wizard by discarding the awful Vancian magic system, they simply tinkered mildly with the wizard and made a new core character class that tried to address the flexibility concerns while still keeping a core Vancian spell slot mechanic. A new class wasn't needed; a proper fix to the existing class was.

Another weakness of standard spellcasters is their excessive weakness at first level. Casters, quite frankly, have too few spells at very low level. They are basically useless as adventurers. This was most egregious in 2nd Edition casters, who at 1st level had one and only one first level spell. This was base idiocy. A typical adventuring group that delves into dungeons to fight monsters should typically have anywhere from five to ten encounters per day, perhaps more if the individual encounters are not themselves too stressful. A 2nd Edition 1st-level wizard was a one-shot wonder who was completely useless to his party for 80% or more of the time. This poor sod was dead-weight most of the time, not carrying his fair share of the load. Once his one shot was gone, the best he could contribute was to be a porter for the party and not even a very good one because most players who play wizards put a lower rolled score in strength.

No adventurer in his right mind would ever ask such a 1st-level wizard to accompany him into a dungeon, so few wizards would ever get past first level. Any adventurer asking such a one-shot wonder into a dangerous dungeon with him would be a fool and idiot. Realistically and in common sense, casters would have to get experience through researching in the lab, and by the time they got enough experience (i.e. advanced enough levels) to be useful in a dungeon they'd be too old to adventure. Clerics in 2nd Edition, at least got a few extra spells if they had high Wisdom scores, but not nearly enough to redress this problem.

I suppose one could try to justify this by saying that the casters (being educated and literate by necessity), would be the ones keeping the logs and journals and drawing the maps for the party as they go, but this is not a sufficient justification; this is just role-playing to make up a game system disadvantage. Sean Reynolds is fond of saying that a game system advantage should not be balanced by a role-playing disadvantage, and the same goes for the reverse: a game system disadvantage should not be balanced by a role-playing advantage.

As with the other problems, the 3rd Edition made a half-hearted and woefully insufficient attempt to redress this problem. Now, all casters get bonus spell slots based on their primary ability scores rather than just the clerics. Now, a 1st-level wizard with an intelligence between 12 and 19 will get a whole two 1st-level spells per day rather than just one. This attempt to redress the problem is simply weak, lame and pathetic.

The Solution

Well, now that I have expressed in detail the deficiencies of the core rules spellcasting system, what can be done about it? The answer is simple: we "Rule 0" it, or devise a house rule to fix or replace it. The details of the answer are less simple.

Obviously, since one of the major flaws I see with the core rules system is lack of flexibility, the best solution is to discard the Vancian-style fixed spell slot system and replace it with a spell point system. For consistency's sake, I will do this for all spellcasting classes and give them all a common and consistent mechanic. The trick is in doing this while still maintaining sufficient distinction between these classes to keep them all viable. Ideally, I'd prefer to discard the sorcerer class entirely, but as I want to keep my system as compatible with 3rd Edition D&D as possible, I will not do this. First, then, I will present a common spell point mechanic for all classes. Then, after that, I will present the differences between the spellcasting classes.

Please note that a spell point system does not imply spontaneous casting; that is an assumption many make and it isn't necessarily so. I am proposing a spell point system that can still require spell preparation for some classes; having a spell point system rather than fixed slots simply a prepared spellcaster more flexibility in his choice of spells to prepare.

The Spell Point System

In general, for a spell point system there are five main numbers that have to be generated. First, how many spell points will it take to cast a given spell? Second, how many spell points per day is a spellcaster of a given level and ability able to cast? Third, what is the most powerful or complex spell a caster of a given level and ability can know? Fourth, what is the maximum spell level that can be cast by any caster regardless of level? Fifth, what is the limit of how many spells a caster of a given level and ability can know?

At first glance, the first formulation - how many spell points will it take to cast a given spell - appears trivial. A spell could take a number of spell points equal to the spell level, and cantrips and orisons (0 level spells) would take 1/2 of a spell point. There are a couple of problems with this, though. The first is that we have to track fractional spell points. I would prefer not to do this, even with the precedent of skill ranks to show the way.

Second, there is an issue of balance. Ideally, one would think that a 9th-level spell should be equivalent in power to three 3rd-level spells or nine 1st-level spells, or that a 3rd-level spell should be equivalent to three 1st-level spells. Unfortunately, this is not the case. Spells are often not balanced level-wise, and even if they were on a spell-for-spell basis (e.g. any given 3rd-level spell is three times more powerful than any given 1st-level spell), several lower-level spells when combined may not equal a single higher-level spell of equivalent spell levels. One factor in this is saving throws. One spell need only be saved against once, but multiple spells need to be saved against several times. Suppose, just for discussion, there is a 35% chance of saving from a 3rd level spell and a 45% chance of saving from each of three 1st-level spells. The chance of saving from all three of those spells is only about 9.1% chance, so three 1st-level spells have the potential to do greater harm than one 3rd level spell. Another aspect that affects balance is that some spells have an increasing effect that is dependent upon the caster level (and independent of the spell level), while other spells do not. For example, the 3rd-level spell fireball deals 1d6 points of damage per caster level and varies in range according to the caster level, whereas the gust of wind spell is also 3rd-level, but varies only in range and not in effect. Thus, the fireball grows more powerful as the caster gains levels whereas the gust of wind does not, depsite the fact they both remain 3rd-level spells.

There is a simple mechanic that will soften (but not eliminate) this imbalance yet still give a proportional scaling to the number of spells of different levels that could be cast. The spell point cost for a spell should be 1 + the level of the spell. A cantrip or orison would cost 1 spell point, a 1st-level spell would cost 2 spell points, a 2nd-level spell would cost 3 points, and a 9th-level spell would cost 10 spell points. This significantly reduces the number of lower level spells that could take the place of a higher level spell. Five 1st-level spells could be cast in place of one 9th-level spell, rather than a 9:1 ratio. Two 1st-level spells could be cast in place of one 3rd-level spell, rather than a 3:1 ratio. This also avoids having to track fractional spell points since spells of every spell level, even cantrips and orisons, take a whole number of spell points.

So, we have our first equation:

(1)    Spell Point Cost = 1 + Spell Level

In tabular form, we would have this:

       Spell Level:        0   1   2   3   4   5   6   7   8   9
       Spell Point Cost:   1   2   3   4   5   6   7   8   9  10

Second, how many spell points should a caster have? Before we can decide this, let's analyze what qualities we want in the system. We use these qualities as criteria for determining the spell points. Here are the criteria I use:

  1. A caster of a given level with a high primary ability score (e.g. Intelligence for wizards, Wisdom for clerics) should have more spell points than a cleric of the same level with a lower primary ability score.
  2. A caster should increase his number of daily spell points each time he gains a new level by enough to gain at least one additional spell per day (even if just a cantrip/orison), no matter what his primary ability score is.
  3. The method of determining the spell points should be strictly mathematical, and be a single equation that is valid for all cases and has no exceptions, special cases, or rules for interpreting the number that cannot be expressed within the equation.
  4. If the character cannot be a caster (e.g. has a value for his primary ability score of less than 10), the formula should always return less than or equal to 0 no matter what the level and intelligence are.
  5. A first-level caster with a primary ability score reasonably greater than the minimum (say, 14 or greater) should have several spell points.
  6. The caster level should be a greater influence on the total number of spell points than the primary ability score. While an increase in either level or ability should increase the number of spell points, increasing the caster level by one should grant more of a spell point increase than increasing the primary ability score by one.
  7. As a caster increases in levels, the number of spell points he gets should increase more than simply linearly. Thus, a person going from 19th to 20th level should gain more spell points than one going from 5th to 6th levels, even if the difference is not much. This means the equation cannot be a linear equation; it must be at least quadratic.
  8. The total number of spell points towards the higher caster levels should not come near to equaling the total number of spell levels the caster could cast using the core rules. For example, a 20th level wizard has spell slots for a total of 36 spells equaling 180 spell levels. With the spell point system we would not wish a caster to cast as many as 18 9th level spells or 90 first level spells, so we do not wish the spell point equation to duplicate the total number of spell levels available in all slots of the core rules magic system
It's not easy to find a single equation that will meet all of these qualifications, but through experimentation, I have derived one.

To start with, calculate the following value:

(2)    A = Primary Ability Score - 10

Note that if you divide A by 2 then round the result down to the next lower integer, this is exactly equal to the Ability Score Modifier. We don't actually take this step of dividing by 2, I just mention this as a point of interest. This value for A helps to satisfy criteria (a) and (e).

Next, calculate the following and do round it down.:

(3)    B = (Primary Ability Score + 10) / 20, round down

This value has no meaning from the core rules, but was needed so that I could force the equation to satisfy criterion (d). B will have a value of 0 for all ability scores from 1 to 9, a value of 1 for all ability scores from 10 through 29, a value of 2 for all ability scores from 30 through 49, and so on. This value amounts to a quantum jump in spellcasting ability, which I have taken to calling the Mana Quantum. The quantum transition that occurs between an ability score of 9 and 10 makes the difference between being incapable of casting any spells, and being a potential spellcaster. This is equivalent to the rule for all spellcasting classes that a spellcaster must have a primary ability score of 10 + spell level to be able to cast that spell. There is no canon equivalent to the second quantum transition from an ability score of 29 to 30. I am considering this quantum jump to mark the difference between mortal power and godly power.

Then, use these values in the following equation to determine the number of spell points:

(4)    SP = (C2*(Lvl-C1)2 + C3*(Lvl-C1) + C4 + A) * B, round down

The values C1 through C4 are constants that have fixed values for a given class, but each spellcasting class has its own set of values.

C1 is the first class level at which spells can be cast. Wizards, sorcerers, clerics and druids all learn their first cantrips or orisons during their training, so this qualifies as 0th-level. Bards can cast cantrips at 1st-level. Paladins and Rangers in the core rules do not have orisons (although I see no reason why they couldn't), and do not get their 1st-level spells until they are 4th-level in their class, so for them C1 is 4.

C2 is the factor by which the number of spell points grows non-linearly, and implements criterion (g). If this value is 0, then the growth in spell points becomes strictly linear. The greater this value is the more spell points the caster will accumulate as he increases in level.

C3 is the linear slope of how fast casters gain points per level versus points per primary ability score (disregarding the non-linearity). This implements criterion (f), and should be greater than one to satisfy the criteria. If C1 is 1, then an increase in 1 level will increase the spell points by the same amount as an increase of 1 in the primary ability score would. If C1 is 2, then caster level has twice the effect on spell points as ability score (not counting the non-linear factor, of course). Requiring C1 to be not less than 1 also satisfies criterion (b).

C4 is a constant that serves as a floor to the minimum number of spell points a caster would know at the first level he can cast spells. This constant, along with factor A, helps satisfy criterion (e).

Criterion (c) is satisfied simply by the existence of equation (4), and criterion (h) is satisfied by an appropriate choice of values for constants C1- C4 for each class.

The same basic equation is used to determine the spell points available to all spellcasting classes, with just the values of the four constants differing from class to class. This equation will produce good values for all combinations of caster levels and primary ability scores, even a 0th-level character that could only cast cantrips or orisons.

All that remains is to set the values for the four constants. The value of C1 should be determined by the existing rules, since this determines what class level denotes the start of spellcasting ability and is translatable directly from the current core rules. The value of C2 should be greater than zero to avoid the spell increase per level to be strictly linear (e.g. leveling up always grants 2 more spell points regardless of what the old and new level is). The value of C3 should be greater than 1 to make sure that increasing by one caster level has a greater effect than increasing the primary ability score by 1. Other than these limitations, the Game Master should set the values for C2-C4 as he desires. They can be set lower if a low-magic campaign is desired, or higher if a high-magic campaign is desired. This is the beauty of the spell point system. It is very easy to adjust according to the level, power of magic, and balance between classes the GM desires in his world.

I suggest the following values as reasonable and suitable for keeping the overall spellcasting power between the classes in the same proportion as is given in the 3rd Edition rules. For example, the sorcerer has about 50% greater power than the wizard (this power is offset by other limitations on the class), while the cleric and druid classes are almost equal to the wizard in power (not counting the domain spells for the cleric). Bards, paladins and rangers are both of considerably lesser power than wizards as casters. If you wish to adjust these numbers up and down for a higher or lower magic world and balance is a concern to you, I recommend at least that you keep the proportions between the classes the same to preserve a semblance of balance.

       Class         C1     C2     C3     C4
       ---------   ------ ------ ------ ------
       Brd            1    0.01   1.25     0
       Clr/Drd        0    0.03   2.00     1
       Pal/Rgr        4    0.01   1.25     0
       Sor            0    0.06   3.00     1
       Wiz            0    0.04   2.00     1

Third, what is the most powerful or complex spell a caster of a given level and ability can know? Again I wish to keep this consistent by developing a single form of equation that will work for all classes with only the constant coefficients varying between classes, and I also wish these equations to produce the exact same values as the core rules specify. The data we have is this:

Bards:            Spell Level:   1   2   3   4   5   6
        Requires Caster Level:   2   4   7  10  13  16

Clerics:          Spell Level:   1   2   3   4   5   6   7   8   9
        Requires Caster Level:   1   3   5   7   9  11  13  15  17

Druids:           Spell Level:   1   2   3   4   5   6   7   8   9
        Requires Caster Level:   1   3   5   7   9  11  13  15  17

Paladins:         Spell Level:   1   2   3   4
        Requires Caster Level:   4   8  11  14

Rangers:          Spell Level:   1   2   3   4
        Requires Caster Level:   4   8  11  14

Sorcerers:        Spell Level:   1   2   3   4   5   6   7   8   9
        Requires Caster Level:   1   4   6   8  10  12  14  16  18

Wizards:          Spell Level:   1   2   3   4   5   6   7   8   9
        Requires Caster Level:   1   3   5   7   9  11  13  15  17

Note that clerics, druids and wizards follow the exact same progression. Paladins and rangers also follow the same progression. This means we actually have only four data sets to analyze.

The most useful way to approach this is to take the caster level as our given and determine what equation will produce the maximum spell level that caster can cast. This data is easier to analyze than the total number of spell points and the equation that will fit them is simpler as well. A simple linear equation will serve:

(5a)   MSL = C5 * Lvl + C6, round down.

It should be noted that a standard linear regression will not provide the optimal result here because we want to round the result down. Linear regression provides the best fit, which would most closely match a standard rounding to the nearest integer. We could use such a match for this equation, but then it will not always be correct when using the inverse of equation (5) to calculate the minimum caster level needed to cast a given level spell. After some investigating, I discovered the following mathematical law:

       If
           y = f(x) round down, where x > 0 and y > 0
       and
           function f' is the inverse of function f
       then
           x = f'(y) round up, where x > 0 and y > 0

Given this, the corresponding inverse equation to derive the lowest caster level (Lvl) that can cast a given spell level (MSL) is:

(5b)   Lvl = (1/C5) * MSL - (C6/C5), round up

It took some work with graph paper and ruler to determine the best coefficients to fit equation (5a) the data since a standard linear progression won't work, but here are the results:

       Class         C5     C6
       ----------- ------ ------
       Brd          0.35   0.60
       Clr,Drd,Wiz  0.50   0.50
       Pal,Rgr      0.30  -0.20
       Sor          0.48   0.54

C5, as the slope of the line, gives an indication of how quickly a character will be able to cast spells of higher spell levels. The higher this number is, the faster this power will accrue. The reciprocal of C5 will indicate how many caster levels the caster must advance to gain a new spell level. Clerics, druids and wizards will gain a new spell level every second level. Bard, paladins, and rangers will gain a new spell level approximately every three caster levels.

There is one other constraint provided by the core rules. For any spellcasting class, a caster may only cast spells of a given level if his primary ability score is at least 10 + the spell level. For example, a wizard must have an intelligence score of 18 before he can cast 8th-level spells.

(5c)   MSL = Primary Ability Score - 10

This equation is exactly the same rule as provided in the Player's Handbook for all spellcasting classes. If the caster's primary ability score is 16, then he can learn 6th-level spells, but not 7th-level spells or higher. A caster's actual maximum learnable spell level is the lesser of the values from (5a) and (5c).

Fourth, the maximum spell level that can be cast by any caster regardless of level is also directly answered by the data above. This is a single number for each class thus we don't even need any equation to determine it. Bards can cast up to 6th-level spells. Clerics, druids, sorcerers and wizards can cast up to 9th-level spells. Rangers and paladins can cast up to 4th-level spells.

Fifth, what is the limit of how many spells a caster of a given level and ability can know? This is not a value applicable to all classes. This applies only to classes that use spontaneous spellcasting -- bards and sorcerers. This limit is to offset the advantage of spontaneous casting; in the core rules, casters who prepare their spells have no limit on the number of spells they can know. (Thankfully! 2nd Edition and before did have such a limit on wizards, on top of the even worse defects in the class, and it was horrid.)

Although I accept that a limitation on the number of spells a spontaneous caster is an acceptable way to offset the advantage of spontaneous casting, one look at the actual numbers shows that the equation I develop simply cannot just try to generate the same numbers in the book, at least for the sorcerer. A first level sorcerer can learn only 2 first level spells. This limitation is extremely out of balance with the advantage it tries to offset; it is far more of a disadvantage than the spontaneous casting is an advantage. Also, the book rules do not allow a sorcerer of a given level with a high charisma to know a few more spells than a same-level sorcerer with a lower charisma; all sorcerers of the same level can know the same amount.

I propose a spell point system for known spells similar to the point system for daily spell casting. The system simply specifies the total amount of spells that a spontaneous caster may know and lets the caster decide for himself how that will be distributed among the various levels of spells. In the interests of maintaining an integer system, a spell will cost the same number of points to "know" as it would to cast, according to equation (1). A 1st-level spell costs 2 points to "know", while a 9th-level spell costs 10 points to "know".

Most of the criteria I gave for the spell point casting system are also equally applicable here and can be just reworded to speak of spells "known" rather than spells "cast". Criteria a-g are useful here as well, but criterion h we can discard in this context. I do think the caster should be able to "know" approximately the same number of spells as provided for in the book, with the exception being more in the lower levels to prevent the sorcerer from being virtually useless in most situations. Since criterion h involved only an appropriate choice of constants for the equation, we can use the same general form of the equation for spells known. The constants will, of course, be different. I will repeat the pertinent equations here:

(2)    A = Primary Ability Score - 10
(3)    B = (Primary Ability Score + 10) / 20, round down
(4)    SP = (C2*(Lvl-C1)2 + C3*(Lvl-C1) + C4 + A) * B, round down

Here are the constants I have empirically determined to closely match the total number of spell levels known at the higher levels yet still grant more at the lowest levels:

       Class         C1     C2     C3     C4
       ---------   ------ ------ ------ ------
       Brd            0    0.28   1.00   0.0
       Sor            0    0.38   2.00   2.0

One complaint that people have about a spell point system (at least for daily spell casting) is that it would allow a caster to cast too many spells of a given level. A person could cast many more spells of a given level by casting spells only of that level and not casting any of other levels, unlike in a fixed slot system. For that reason, in the daily spell casting I rigged the constants to give a spell point total significantly lower than the total number of spell levels that the fixed slot system provides for. One might raise the same objection for the spell point system for spells known, but it has less validity here. In the casting context, the caster can choose anew each day what his spells will be, so he could choose all 9th-level spells one day and all 1st-level spells the next. The spontaneous caster does not have this luxury with the spells he knows. By the time he is capable of knowing 9th-level spells, most of his known points will already be taken up by spells that he cannot "un-know". A spell point system for spells known provides the flexibility to know more of the lower-level spells, but the caster will have to be careful not to learn too many of them or render himself incapable of knowing higher level spells when he has the potential to know them.


This completes the spell point system as far as the mathematics is concerned. The rest of the system remains the same as stated in the Player's Handbook. Wizards still are required to prepare spells, while sorcerers and bards do not. Clerics still get an additional one domain spell per spell level above and beyond their normal cleric spells, and can spontaneously convert a cleric spell prayed for into a cure or inflict spell. The caster level at which paladins and rangers cast spells is half their class level.


There are a few other core rules I wish to change as well:

Wizard and Cleric Spell Preparation Times (PHB, p.154, 156):

The core rules only require a fixed one-hour preparation time for all of the caster's spells, regardless of the level of caster or the number or level of spells prepared. This is an easy rule, but it makes no sense. A 1st-level wizard takes one hour to prepare one 1st-level spell, which is 60 minutes per spell level, but a 20th-level wizard can in that same hour prepare 180 spell levels in 54 spells? This means a 20th-level wizard can prepare a 1st-level spell in 20 seconds! This is faster by a factor of 180. Even considering the first 15 minutes of that hour to be "achieving the proper mental state" rather than actual preparation, that means the 1st-level wizard takes 45 minutes to prepare his one spell while the 20th-level wizard takes 45 minutes to prepare 180 levels worth of spells, which works out to 15 seconds per spell level and is still faster by a factor of 180. While I agree that a 1st-level spell is trivial to an archmage and should not take nearly as long to prepare as a 1st-level wizard would take, I think a factor of 180 is just a bit much.

I propose the following: the time to prepare a spell is equal to 10 minutes per spell level divided by the caster's level (not rounded). For example, it would take a 1st-level mage 10*1/1 = 10 minutes to prepare a first level spell, but it would take a 20th-level wizard 10*180/20 = 90 minutes, or an hour and a half, to prepare his full complement of spells in the morning. If that 20th-level wizard were preparing just one 1st-level spell, it would take him 10*1/20 = half a minute to prepare a spell. A 20th-level wizard can prepare a 1st-level spell only 20 times faster than a 1st-level wizard, rather than 180 times. This is a lot more reasonable.

Now, add to this: before a wizard can prepare any spells he must first meditate for 15 minutes to get into the proper frame of mind. This makes the total preparation time for a 1st-level wizard to be 10+15 = 25 minutes (in the core rules system allowing only one spell slot at 1st-level), while the 20th-level wizard takes 1 hour and 45 minutes to prepare his entire selection of spells.

I have used the wizard as an example in the above paragraphs, but I intend for this rule to apply equally to divine spellcasters as well; any spellcaster who prepares spells should follow this rule for preparation time.

Also note that the above examples are using the core rules spell slot system. When using the spell point system presented above, use the number of spell points it would take to cast the spell instead of the spell level to determine preparation time. This will have the effect of slightly lengthening the time it takes to prepare spells, although for high level casters it will take less time to prepare their full selection since they get fewer spell points than they would get total spell levels in the spell slot system.


Wizard Spell Selection and Preparation (PHB, p.155):

In the first whole paragraph on p. 155 of the Players Handbook, strike the following clause as indicated:

"When preparing spells for the day, the wizard can leave some spell slots open. Later during that day, the wizard can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, a wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one quarter of her spells."

The new rule is: so long as the caster (of any class that prepares spells) has at least 15 minutes of peace and quiet, she can abandon any previously prepared spell that has not been cast and prepare another spell of equal or lesser level that the caster knows in its place. If during the preparation the peaceful environment is disturbed and the caster fails a Concentration check, the old prepared spell has already been abandoned and the new spell cannot be prepared, so the spell slots become empty slots. The time it takes to prepare the new spell is exactly the same as it would take in the morning: 15 minutes to get into the right frame of mind plus 10 minutes per spell level divided by the level of the wizard (as per my alternate spell preparation time rule above).


Metamagicked Spells in the Spell Point System:

Many metamagic feats increase the effective spell level of the spell. For example, a silent spell "uses up a spell slot one level higher than the spell's actual level." This works no different in a spell point system; rather than using up a higher level spell slot, it simply takes that many more spell points to cast the spell. For example, if a 3rd-level spell were to be cast silently, it would take 5 spell points rather than 4. The same spell when cast as a maximized spell would take 7 spell points rather than 4.


Spells and spell-like effects that drain spell slots, like Symbol of Spell Loss (Symbol spell in Magic of Faerūn), work as follows in a spell point system. For casters that prepare spells, such effects drain the highest-level spell that is prepared. If there are no prepared spells to drain but there are still available spell points (that the wizard could prepare a spell in if he wished), a number of those spell points equal to the maximum spell level he can cast (given in formula (5a)) is made unavailable as if they had been used for a casting. For casters who cast spell spontaneously (e.g. sorcerers and bards), a number of those spell points equal to the maximum spell level he can cast (given in formula (5a)) is made unavailable as if they had been used for a casting.


Clerics still have the capability of spontaneously converting a prepared spell into a healing spell, but the spell point system requires a clarification. Prepared spells can only be converted on a one-for-one basis to the cure spell of the same level or lower. For example, you can only convert a 3rd-level prepared spell to one Cure Serious Wounds. You cannot covert it to three Cure Light Wounds, nor can you convert three prepared 1st-level spells into one Cure Serious Wounds spell. The reason for this is that in a prepared spell the energy is already bound up into a ready-to-go spell just awaiting activation, so it has to be cast all at once or released all at once. The cleric could, of course, free the spell from his mind then re-prepare several lower-level spells with those spell points by using the alternative preparation time described above. This is not spontaneous casting though.


Epic-Level Rules and the Spell Point System

Partial rules for Epic-level characters (i.e. characters above level 20) are given in the Forgotten Realms Campaign Setting book on page 289, and in a short document downloadable from the Wizards of the Coast web site. If this spell point system is used, add the following option to the epic-level benefits.

Change the +1 Bonus Spell Level benefit to simply increment the maximum castable spell level, rather than provide an additional spell slot.

Add the following benefit:

+1 Spell Point Level: The character adds one level to a spellcasting class for the purposes of determining the number of spell points only. This benefit is only available of a character already has 20 or more levels in a spellcasting class, and can only be taken in a class that has at least 20 effective levels. This benefit grants only additional spell points. It does not grant a higher maximum castable spell level (the +1 Bonus Spell Level grants that), nor does it grant extra hit points or saving throws, nor does it make one's own spells more difficult to save against.

For example, a 20th-level caster, upon gaining a new level, could select this benefit to allow him to gain spell points as a 21st-level caster. This does not make him a 21st-level caster, it just gives him the spell points as if he were one.

If the Epic Level Handbook is used instead of the FRCS Epic-level used, the number of spell points the caster gains does not stop at 20th-level. Apply equation (4) as normal and use whatever level the Epic-level caster has. The highest level spell the caster can cast (given by equation (5a)) does stop at level 20, though. Modify the Improved Spell Capacity Epic feat to simply increase the highest effective spell level the caster can cast by one.


Optional Alternative to Experience Point Cost for Spells:

All XP costs for spells are rescinded, and replaced with the following house rule. Whenever a caster casts a spell requiring an XP cost, it instead will cause the caster to suffer temporary Constitution ability damage. The number of points of damage is determined by the same method as the house rule for magical item creation (it just does not include the gold piece cost as does item creation):

Temporary CON damage = (sqrt(XPCost * 25) / 60, round up) * 2

Once the spell is cast, the character's hit points, Fortitude saving throw, and Concentration skill modifier are all immediately affected by any decrease in the Constitution ability modifier due to the reduction in Constitution. The caster will suffer hit point loss equivalent to his total character level times the difference in Constitution ability modifier. This is because the Constitution modifier is applied to each hit die the character has, so a reduction in the modifier also reduces the number of hit points. No matter how severe the constitution loss is, though, it will not cause a character to have less than one hit point per hit die, or a number of hit points equal to his character level. The massive damage rule (Player's Handbook, page 129) also applies here. If the hit point loss due to Constitution loss is 50 points or more from casting a single spell, or if the loss takes them down to a number of hit points equal to their level, the caster must make a Fortitude save (DC 15) or die instantly. If this happens, the death occurs upon completion of the spell and does not disrupt the casting.

For example, an 18th-level caster has a Constitution of 16 (giving a modifier of +3) and has 99 (exactly average roll of 2.5 on d4) hit points. He casts a Wish spell, which by the book rules costs 5,000 XP. This converts to

   (sqrt(5000*25)/60, round up) * 2 = 12

This reduces his current Constitution to 4, which gives a modifier of -3. Find the difference between the original modifier and the current:

   +3 - -3 = 6

Multiply this by the number of character levels the caster has:

   6 * 18 = 108

The character would suffer 108 hit points, reducing him from 99 to -9 points, except that he cannot go below one hit point per hit die. Thus, he cannot lose more than his maximum hit points less his level, or 99 - 18 = 81 hit points. If the caster is currently suffering from 18 or more hp of damage, he at least becomes unconscious and possibly even dies. Since this is greater than 50 points, the character must also make a Fortitude save (DC 15) or die at the end of the casting. (Yes, because of the high XP cost of the Wish spell, it will likely always carry with it the risk of death.)

For another example, a cleric's commune spell costs 100 XP by the core rules. A 12th-level cleric casting this has a Constitution of 13 (giving a modifier of +1) and 55 hit points (exactly average roll of 3.5 on d6). The calculations for this are:

   (sqrt(100*25)/30, round up) * 2 = 2 points of temporary Constitution ability 
   damage
   His current Constitution is now 11, having a modifier of 0.
   +1 - 0 = 1
   1 * 12 = 12 hit points damage

The character may recover this temporary ability damage as per the rules on page 129 of the Player's Handbook. Temporary ability damage due to casting spells with XP costs cannot be restored with a cleric's heal or restoration spell for the same reason that resurrection-type spells will not work on someone whose soul wishes to remain physically dead. The caster is knowingly and willingly surrendering a part of his life energy to power the spell he is casting. Once the spell has been cast, that life energy is permanently separated from him and cannot be re-integrated back into his life force. Therefore, just as in the analogous case of raising the dead, no cleric and no form of restoration spell can ever bring back that energy the caster has expended. [Optionally, the willing surrender of life energy might justify an extended recovery time, if the DM wishes to make item creation more difficult. The ability damage might take double, triple, or any other suitable multiple of the standard book rate.] Hit point damage, on the other hand, may be treated with any cure spell or the heal spell.

The caster may not cast the spell if the temporary Constitution damage would reduce his constitution to 0 points. He may cast the spell if he has a sufficient Constitution score even if the hit point loss would render him unconscious or even kill him.

With these rules, it is obvious why the Wish spell - the most powerful magic a mortal can cast - would be so rare and why casters might require an extraordinary fee for casting it. Casters desiring to cast this spell need to have a Constitution of 13 or greater, and it is preferred that they have rolled at least average on their hit die rolls, and are healthy and whole at the time of casting.


Optional: new feat for wizards only.

Improved Spell Mastery [Special]

You have improved your mastery of one or more spells that you have already mastered under the Spell Mastery feat that you now can spontaneously cast these spells as if you were a sorcerer.

Prerequisites: Spell Mastery feat in the same spells selected for this feat, wizard level 7+.

Benefits: If you are a wizard of 7th or greater level and have already gained Spell Mastery in some spells that are at least three levels below the highest spell level you can currently cast, you may choose a number of mastered spells equal to your Intelligence modifier to gain improved mastery of those spells such that not only do you no longer need a spell book to prepare them, you do not need to prepare them at all. You can cast these spells spontaneously as a sorcerer and bard does. You can only cast them spontaneously, though, if you have a sufficient number of unprepared and available spell points for the spell. You cannot use spell points that have already been used for a prepared spell, nor can you use spell points that have already been expended.
You cannot gain Spell Mastery and Improved Spell Mastery of the same spells at the same time; if you are gaining two feats as you level (e.g. at 15th level a single-classed wizard will get 2 feats), you cannot take Spell Mastery and Improved Spell Mastery in the same spells at the same time.
If you do not have a sufficient number of qualifying spells to equal your Intelligence modifier, you may take Improved Spell Mastery in a lesser number but may not save the difference for later; if your modifier is +3 but you only have one qualifying spell, you cannot save the other two for later when more spells might qualify; you would have to take this feat again to get those others at a later date.
You may metamagic spontaneous spells just as a sorcerer does if the increased spell level still is 3 levels below your maximum spell level. For example, a 7th level wizard may have improved mastery in magic missile (a 1st-level spell) because it is three levels lower than his highest spell level, which is 4th- level, but he cannot still the spell because the Still Spell feat adds one effective level to the spell and that puts it beyond the limit. Metamagicking simultaneous spells increases the casting time just as it does for sorcerers and bards.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell selection.


BARD SPELL POINTS:
CHA 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 1 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 2 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 3 0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 4 0 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 5 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 6 0 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 7 0 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 8 0 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 9 0 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 10 0 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 11 0 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 12 0 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 13 0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 14 0 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 15 0 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 16 0 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 17 0 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 18 0 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 19 0 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 20 0 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 21 0 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 22 0 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 23 0 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 24 0 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 25 0 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Bard Spells Known (by Spell Point Total) CHA 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 2 0 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 3 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 4 0 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 5 0 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 6 0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 7 0 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 8 0 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 9 0 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 10 0 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 11 0 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 12 0 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 13 0 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 14 0 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 15 0 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 16 0 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 17 0 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 18 0 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 19 0 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 20 0 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 21 0 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 22 0 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 23 0 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 24 0 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 25 0 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 CLERIC/DRUID SPELL POINTS: (Not counting Domain spell for Clerics) WIS 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 0 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 2 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 3 0 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 4 0 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 5 0 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 6 0 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 7 0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 8 0 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 9 0 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 10 0 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 11 0 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 12 0 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 13 0 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 14 0 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 15 0 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 16 0 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 17 0 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 18 0 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 19 0 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 20 0 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 21 0 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 22 0 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 23 0 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 24 0 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 25 0 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 PALADIN/RANGER SPELL POINTS: WIS 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 1 0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 11 2 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 11 12 3 0 0 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 4 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 5 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 6 0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 7 0 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 8 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 9 0 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 10 0 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 11 0 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 12 0 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 13 0 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 14 0 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 15 0 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 16 0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 17 0 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 18 0 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 19 0 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 20 0 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 21 0 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 22 0 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 23 0 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 24 0 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 25 0 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 SORCERER SPELL POINTS: CHA 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 0 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2 0 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 3 0 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 4 0 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 5 0 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 6 0 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 7 0 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 8 0 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 9 0 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 10 0 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 11 0 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 12 0 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 13 0 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 14 0 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 15 0 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 16 0 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 17 0 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 18 0 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 19 0 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 20 0 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 21 0 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 22 0 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 23 0 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 24 0 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 25 0 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 Sorcerer Spells Known (by Spell Point Total) CHA 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 0 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2 0 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 3 0 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 4 0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 5 0 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 6 0 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 7 0 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 8 0 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 9 0 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 10 0 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 11 0 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 12 0 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 13 0 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 14 0 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 15 0 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 16 0 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 17 0 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 18 0 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 19 0 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 20 0 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 21 0 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 22 0 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 23 0 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 24 0 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 25 0 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 WIZARD SPELL POINTS: INT 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 LVL 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 0 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 2 0 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 3 0 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 4 0 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 5 0 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 6 0 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 7 0 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 8 0 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 9 0 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 10 0 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 11 0 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 12 0 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 13 0 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 14 0 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 15 0 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 16 0 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 17 0 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 18 0 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 19 0 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 20 0 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 21 0 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 22 0 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 23 0 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 24 0 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 25 0 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91