Spell Points Dmg Page Number

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Spell Point Burn. Spell Point Burn (SP Burn) is an inherent part of casting spells and also a new spell component for a few specific spells. It’s similar to nonlethal damage, in that SP Burn starts at zero and counts up. The more SP Burn you have, the harder it is to cast spells from that class.

I've always really dug the whole idea of spell points. It makes more sense to me that magic would run on a generalized pool of energy instead of discrete, denominated charges. But I don't think I've ever actually tried a spell point system, not in any edition.
So, I'm wondering about the spell point variant in the 5e DMG. And, right off the bat, there are a few things that bug me about it.
Spell point costs. That's just a really weird, inelegant points-to-level conversion schedule, there. After mathing on it a bit, I guess the idea is that each level costs 1⅓ points more than the previous one, but it looks entirely nuts when simplified to integers. I really prefer the cost schedule in the D&D 3e variant: it starts at 1 point for a first level spell, and each subsequent level costs 2 more points. (Which is the same formula used for psionic power costs in 3e.)
Anyway, I couldn't begin to guess how many magic missiles one wish spell is worth, so I don't know how I'd actually evaluate these costs. But I get the feeling that 5e went with a slower cost increase in some attempt to mitigate the extent to which low-level spells become trivially cheap for casters using spell points. So there might be good reason for this seeming inelegance.
Skyrocketing spell point pools. The spell-points-by-caster-level progression looks insane, but it's clear that it was determined by looking at what a regular slot-caster could put out at a given level, and what it would take for a point-caster to do the same thing.
But you know what? I'm not buying that rationale. I have a feeling that a lot of high-level wizards go to bed at night with a lot of low-level slots left unused. So that might be way more than your average point-caster actually needs to keep up. And of course if you're not using all those 'extra' points on low-level spells, you can use them to cast more high-level spells than your equal-level slot-caster rivals can.
The 6th-level-and-higher rule. So this one weirdness—limiting point-casters to a maximum of one 6th, 7th, 8th, and 9th-level slot per day—seems like a kluge to address my previous complaint. And I kinda really don't like it. In the middle of this system to avoid the gamey of quantification spell slots, we're got this rule where all of a sudden you can't do 6th-level slots anymore today, because you already did one. But hey, you can still do 7th-level slots. And you can just cast your 6th-level spell with a 7th-level slot. It is just very awkward, is all I'm saying.
So what do you folks think about all this? Has anybody ever actually used this variant? Or, for that matter, the old 3e one? How did the balance shake out? And, of course, the dreaded bookkeeping?

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  • 1Three-Quarters Spellcaster
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Spell Points Dmg Page Number

Three-Quarters Spellcaster[edit]

In the Player's Handbook there are three progressions of spellcaster:

Spell Points Dmg Page Number 10

  • 'Full' spellcasters that can cast up to 9th level spells.
  • 'Half' spellcasters that can cast up to 5th level spells. These are spellcasters that primarily have a combat role.
  • 'Third' spellcasters that can cast up to 4th level spells. These are class archetypes that add a little sprinkle of magic without competing with other spellcasters.

The names are so-called because of their contribution towards spell slots when multiclassing (PHB p. 165).

There is design space for a 'three-quarters' spellcaster. As a 3/4 spellcaster you would be able to cast up to 7th level spells, and contribute 3/4 of their levels when determining spell slots when multiclassing.

This would be useful for homebrew classes that are primarily spellcasters, but are more competent in other areas such as combat. They would have access to some of the 'big hitter' spells (6th and 7th level) without competing with a cleric or wizard, and it frees up some space for other features.

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Three-Quarters Spellcaster: Spell Slots per Level[edit]

Spell Points Dmg Page Number Lookup

The table also shows how many spell points the class would have if using the optional spell points rule (DMG p. 289). The 'spells known' table is used if the class must learn spells from their class spell list.


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Spell Slots per Level
Lvl.Spells Known1st2nd3rd4th5th6th7thSpell Points
1st224
2nd336
3rd44214
4th54317
5th54317
6th643227
7th743332
8th743332
9th8433138
10th9433244
11th9433244
12th104333157
13th114333264
14th114333264
15th1243332173
16th1243332173
17th1243332173
18th13433321183
19th13433321183
20th13433321183

One-Quarter Spellcaster[edit]

Similarly, a 'one-quarter' spellcaster can cast 1st, 2nd or 3rd level spells: fewer even than the eldritch knight or arcane trickster. A one-quarter spellcaster contributes 1/4 of their levels to determine spell slots when multiclassing.

One-Quarter Spellcaster: Spell Slots per Level[edit]

The table also shows how many spell points the class would have if using the optional spell points rule (DMG p. 289)

Spell Slots per Level
Lvl.Spells Known1st2nd3rdSpell Points
3rd224
4th324
5th436
6th436
7th436
8th436
9th54214
10th54214
11th64214
12th64214
13th74317
14th74317
15th84317
16th84317
17th943227
18th943227
19th1043227
20th1043227

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