Spells Like Powers (3.5e Variant Rule)
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Spells Like Powers[edit]
Ever like the mechanics of powers but the selection of spells? This variant rule lets you have the best of both.
Full spell-casting classes are defined as classes with a maximum spell level of 9th (classes like cleric, druid, sorcerer or wizard). Partial max spell level is 6th (bard); and minor only 4th (paladin or ranger).
Changes[edit]
Instead of having spell slots assigned by level, the player gets a maximum spell level and spell points (much like a manifester). The effect of this rule change has different effects based on the type of spellcaster which uses it. Spellcasters are grouped in the categories full, partial and minor. Replace the normal “Spells per Day” table with the below table.
Level | Full | Partial | Minor | ||||||
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Spell Points/day |
Spells Known |
Max Level |
Spell Points/day |
Spells Known |
Max Level |
Spell Points/day |
Spells Known |
Max Level | |
1st | 2 | 3 | 1st | 01 | 1 | 1st | — | — | — |
2nd | 6 | 5 | 1st | 1 | 2 | 1st | — | — | — |
3rd | 11 | 7 | 2nd | 3 | 3 | 1st | — | — | — |
4th | 17 | 9 | 2nd | 5 | 4 | 2nd | 3 | 1 | 1st |
5th | 25 | 11 | 3rd | 7 | 5 | 2nd | 5 | 2 | 1st |
6th | 35 | 13 | 3rd | 11 | 6 | 2nd | 8 | 3 | 1st |
7th | 46 | 15 | 4th | 15 | 7 | 3rd | 11 | 3 | 1st |
8th | 58 | 17 | 4th | 19 | 8 | 3rd | 14 | 4 | 1st |
9th | 72 | 19 | 5th | 23 | 9 | 3rd | 23 | 5 | 2nd |
10th | 88 | 21 | 5th | 27 | 10 | 4th | 20 | 6 | 2nd |
11th | 106 | 22 | 6th | 35 | 11 | 4th | 26 | 6 | 2nd |
12th | 126 | 24 | 6th | 43 | 12 | 4th | 32 | 7 | 3rd |
13th | 147 | 25 | 7th | 51 | 13 | 5th | 38 | 8 | 3rd |
14th | 170 | 27 | 7th | 59 | 14 | 5th | 44 | 8 | 3rd |
15th | 195 | 28 | 8th | 67 | 15 | 5th | 50 | 9 | 4th |
16th | 221 | 30 | 8th | 79 | 16 | 6th | 59 | 10 | 4th |
17th | 250 | 31 | 9th | 91 | 17 | 6th | 68 | 11 | 4th |
18th | 280 | 33 | 9th | 103 | 18 | 6th | 77 | 11 | 4th |
19th | 311 | 34 | 9th | 115 | 19 | 6th | 86 | 12 | 4th |
20th | 343 | 36 | 9th | 127 | 20 | 6th | 95 | 13 | 4th |
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Use the spellcasting class’s main mental ability score modifier for the below:
A player’s ability to manifest spells is limited by the spell points he has available. The player’s base daily allotment of power points is given on Table: The Spellifester. In addition, the players receive bonus spell points per day if they have a high mental ability score (see Table: Ability Modifiers and Bonus Spell Points)).
A player simply knows their spells; spells are ingrained in their mind. Players does not need to prepare spells (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all spent spell points.
The Difficulty Class for saving throws against spells is 10+spell’s level+player’s main mental ability modifier.
For two extra spell points (added to a spell), the player can increase their effective level with the spell by one.
Converting Spell Level into Spell Points: All 0 and 1st level spells cost one spell point, 2nd three, 3rd five; 4th seven, 5th nine, 6th eleven, 7th thirteen, 8th fifteen, and 9th seventeen.
Feats: The player can no longer use metamagic feats, any previous metamagic feats are replaced with metapsionic feats. However, the player can now take metapsionic and psionic feats (replace power points with spell points for effects of the feat). For spells with multiple spell levels, use the level for the player’s class.
Other Classes: With this variant rule, the player may only use spell lists in other classes (cannot mix powers and spells). Thus, they may not advance in or rank in a class that gives them power lists. However, they can rank in things like soulknife. For prerequisites for prestige classes, feats, etc. they are treated like spellcasters. And any prestige class that increases previous spellcasting, increases the players level in the previous spellcasting class.
Everything Else[edit]
The player keeps all other features of the spellcasting class, to include HD, BAB, Saves, and other features.
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Franken Keseyv |
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