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<font color="#83AF9B">Every spellcaster carries a specific amount of magical energy within them (as well as many objects, gems being the most common example). Their pool of energy increases as they become stronger. Magical energy can be called many names such as mana or resonance, however in the context of game mechanics it is known as <i>Spell Points</i>.
You may decide the wording used at your table for magical energy and spell points within the context of your world. You may create your own term, or use a common one such as chi or mana.
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# Spell Point Rules
Each spell has a point cost based on its level. The Spell Point Cost section of the Spellcasting tale summarizes the cost in spell points from 1st to 12th level. Cantrips don’t require spell points to cast.
You have a pool of spell points, indicated by your Spell Point Maximum on the Spellcasting table (features may increase your Spell Point Maximum). You expend a number of spell points to cast a spell. You can’t reduce your spell point total to less than 0, or increase it above the maximum for your level. You regain any spent spell points when you finish a long rest, and your maximum returns to its normal amount if you had a temporary bonus to it. You may create a spell slot as a special action without casting a spell, however the created spell slot dissipates after a number of minutes equal to your Constitution score (minimum of 1). Any spell slot created through external means, such as a Pearl of Power, also dissipate after the same amount of time if they are not used.
%% Explain what the heck a spell slot is
- "Token used to cast a spell"
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Spells of 6th level and higher are particularly taxing to cast. You can use spell points to cast one spell each level of 6th or higher. You can’t cast another spell of the same level until you finish a long rest. If you cast a spell at 10th level or higher, you cannot cast a spell of a level 10 or higher until you finish a long rest.
The number of spell points you have to spend is based on your level as a spellcaster, as shown in the table below. Your level also determines the maximum-level spell you can cast.
The Spell Point Maximum values in the Spellcasting table applies to full casters at its full value. For a half-caster (paladin or ranger), halve the character’s level in that class and then consult the table. For a third-caster (Eldritch Knight or Arcane Trickster), divide the character’s level in that class by three. Round up when consulting Caster Level column for levels in half- or third-casters. The Class table on each spellcasting class's pages shows the Spell Point Maximum and Max Spell Levels if you are not a multiclassed spellcaster.
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- Rewrite the stuff about monsters, probably move to page *about* monsters and their actions/spellcasting. Make sure to include limits on higher level spells within that page.
This system can be applied to monsters that cast spells using spell slots, but it isn’t recommended that you do so. Tracking spell point expenditures for a monster can be a hassle, and greatly slow down the game if there are multiple spellcasting monsters.
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### Spellcasting Table
| Class Level | Spell Point Maximum | Max Spell Level | | | Spell Level | Spell Point Cost |
| ----------- | ------------------- | --------------- | --- | --- | ----------- | ---------------- |
| 1st | 4 | 1st | | | 1st | 2 |
| 2nd | 6 | 1st | | | 2nd | 3 |
| 3rd | 14 | 2nd | | | 3rd | 5 |
| 4th | 17 | 2nd | | | 4th | 7 |
| 5th | 27 | 3rd | | | 5th | 9 |
| 6th | 32 | 3rd | | | 6th | 13 |
| 7th | 39 | 4th | | | 7th | 17 |
| 8th | 46 | 4th | | | 8th | 21 |
| 9th | 62 | 5th | | | 9th | 25 |
| 10th | 71 | 5th | | | 10th | 34 |
| 11th | 84 | 6th | | | 11th | 43 |
| 12th | 84 | 6th | | | 12th | 52 |
| 13th | 101 | 7th | | | | |
| 14th | 101 | 7th | | | | |
| 15th | 122 | 8th | | | | |
| 16th | 122 | 8th | | | | |
| 17th | 147 | 9th | | | | |
| 18th | 156 | 9th | | | | |
| 19th | 169 | 9th | | | | |
| 20th | 186 | 9th | | | | |
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10th level @ 21, 11th @ 25, 12 @ 29
Higher level gained from pinnacle feat
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# Hit Points as a Magical Reservoir
Health can also be used to fuel magic, as magical energy is an extension of one's lifeforce. Every creature holds a limited amount of magical energy. A creature has the option to sacrifice their own lifeforce to fuel spells, giving an expanded energy pool to cast spells from.
You can use a bonus action to expend a hit dice gained from a spellcasting class to regain a number of spell points of your choice up to the highest number hit dice. You also take that much necrotic damage, ignoring temporary hit points (this damage can't be reduced or prevented in any way), and gain the [[Conditions#drained|Drained]] condition (which reduces a creature's maximum hitpoints equal to the stacks of Drained), gaining a number of stacks in the condition equal to the damage taken. When you gain the Drained condition this way, you must begin a long rest with all of your hit dice in order to recover from the condition. You cannot create spell points above your spell point maximum, which is listed on the Spellcasting table.
%% add in info/warning/disclaimer about the downsides and costs of using this
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Possible rule:
When you finish a short rest, you may expend a hit die to regain spell points as you would hit points. Roll your hit dice and regain a number of spell points equal to the roll.
- I think this may a good rule to encourage short rests, however may be powerful and steps on Wizard's toes. I like it, however I am iffy about actually introducing it.
- Actually... this might be a good wizard feat/pinnacle feat
To add:
- Add wording related to the highest level spell you can cast
- Multiclassing rules