HOUSE RULES
Constitution-Based Death
In this variant, the threshold at which a character dies is not set at the –10
hit points standard. Instead, creatures die when their negative hit points equal
their current Constitution
score.
For example, Anselm has a Constitution score of 14. His character sustains
damage that brings him to –11 hit points. Under the standard rules, he would be
dead. With Constitution-based death, he would not be dead until his hit points
were reduced to –14 or beyond.
Creatures
that have no Constitution score instead
use their Charisma score to determine the threshold.
Item Recovery
This house rule allows for a more cinematic way to keep track of character possessions. Any time a character has need of a specific piece of equipment (such as rope) but has not recorded the gear on her character sheet, she may spend an Action Point to "recall" the item.
Only mundane items totaling no more than 500 gold can be recalled in this way. The character need not have already possessed the item, but it must make sense that she could have acquired it relatively easy in the past.
Magical items may only be recalled if the character already possessed the item and recalling it is a feasible proposition (according to the GM's discretion).
Recalling an item takes a full-round action as your character frantically searches his or her body, equipment, etc. for the item.
VARIANT RULES
Class Defense Bonus
In this variant, every character has a defense bonus based on his character
level. The defense bonus applies to Armor Class. However, it does not stack with
the character’s armor bonus. A character wearing armor gains his armor bonus
(including any enhancement to that bonus) or his defense bonus—whichever is
higher—but not both. The defense bonus stacks with all other bonuses to AC,
including the character’s shield bonus, natural armor bonus, and so forth.
Unlike an armor bonus, a defense bonus does improve a character’s AC against
touch attacks.
A character’s defense bonus is derived from his character level and class, as
shown on Table: Defense Bonus. For a multiclass character, use the highest
defense bonus of those offered by the character’s classes. For example, a
2nd-level barbarian has a defense bonus of +4. If the character gains a level of
cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus
increases to +7, because the cleric’s +7 at 3rd character level is better than
the barbarian’s +5 at 3rd character level.
TABLE: Defense Bonus
Level |
A1 |
B2 |
C3 |
D4 |
1st |
+2 |
+3 |
+4 |
+6 |
2nd |
+2 |
+3 |
+4 |
+6 |
3rd |
+3 |
+4 |
+5 |
+7 |
4th |
+3 |
+4 |
+5 |
+7 |
5th |
+3 |
+4 |
+5 |
+7 |
6th |
+4 |
+5 |
+6 |
+8 |
7th |
+4 |
+5 |
+6 |
+8 |
8th |
+4 |
+5 |
+6 |
+8 |
9th |
+5 |
+6 |
+7 |
+9 |
10th |
+5 |
+6 |
+7 |
+9 |
11th |
+5 |
+6 |
+7 |
+9 |
12th |
+6 |
+7 |
+8 |
+10 |
13th |
+6 |
+7 |
+8 |
+10 |
14th |
+6 |
+7 |
+8 |
+10 |
15th |
+7 |
+8 |
+9 |
+11 |
16th |
+7 |
+8 |
+9 |
+11 |
17th |
+7 |
+8 |
+9 |
+11 |
18th |
+8 |
+9 |
+10 |
+12 |
19th |
+8 |
+9 |
+10 |
+12 |
20th |
+8 |
+9 |
+10 |
+12 |
1. Use column A for monk,
sorcerer, or wizard. |
Defense Bonus for Other Classes
For classes not mentioned here, determine a character’s class defense bonus based on the armor proficiency granted by the class (and only that gained from the class—you can’t take an Armor Proficiency feat to improve your defense bonus). Consult Table: Defense Bonus For Other Classes; the defense bonus progression refers to the indicated column on Table: Defense Bonus.
TABLE: Defense Bonus for Other Classes
Armor Proficiency | Defense Bonus Progression |
None | Column A |
Light | Column B |
Light and Medium | Column C |
Light, Medium, Heavy | Column D |
Armor as Damage Reduction
In this
system, armor offers two benefits against attacks: a minor bonus to AC, which
functions just like the armor bonus in the standard d20 rules but is usually
lower in value; and damage reduction. See Table: Armor and Damage Reduction for
the armor bonus and DR values for common armor types. (All other armor
statistics, such as maximum Dexterity bonus, armor check penalty, and arcane
spell failure chance, are unchanged.)
For armors not covered on Table: Armor and Damage Reduction, you can determine
the new armor values and damage reduction based on the standard armor bonus. To
determine the armor’s damage reduction, divide the armor’s normal armor bonus by
2 (rounding down). To determine the armor’s new armor bonus, subtract the DR
from the normal armor bonus. For example, studded leather has a normal armor
bonus of +3. That gives it a DR of 1/- (half of 3, rounded down) and a new armor
bonus of +2 (3 minus 1).
Magic
Armor
An armor’s enhancement bonus (if any) increases its armor bonus to AC, but has
no effect on the armor’s damage reduction. A +3 chain shirt, for example, adds
+5 to AC and grants damage reduction 2/-.
Stacking Damage Reduction
The damage reduction granted by armor stacks with other damage reduction of the
same type (that is, damage reduction that has a dash after the number). A
7th-level barbarian wearing a breastplate has DR 3/- (1/- from his class levels
and 2/- from his armor). A fighter wearing full plate armor who is the target of
a stoneskin spell, however, has DR 4/- from the armor and 10/adamantine
from the spell.
Shields
Shields function normally in this variant, granting their full shield bonus to
AC. Unlike with armor, a shield’s effectiveness is measured wholly by its
ability to keep an attack from connecting with your body.
TABLE: Armor and Damage Reduction
Armor |
Armor Bonus |
Damage Reduction |
Light |
||
Padded |
+1 |
None |
Leather |
+1 |
1/- |
Studded Leather |
+2 |
1/- |
Chain Shirt |
+2 |
2/- |
Medium |
|
|
Hide |
+2 | 1/- |
Scale Mail | +2 | 2/- |
Chainmail | +3 | 2/- |
Breastplate | +3 | 2/- |
Heavy | ||
Splint Mail | +3 | 3/- |
Banded Mail | +3 | 3/- |
Half-Plate | +4 | 3/- |
Full Plate | +4 | 4/- |
Action Points
Action points give character the means to
affect game play in significant ways, by improving important rolls or unlocking
special abilities. Each character has a limited number of action points, and
once an action point is spent, it is gone for good.
Acquiring Action Points
A beginning (1st-level) character starts the game with 5 action points. A
character above 1st level starts the game with a number of action points equal
to 5 + 1/2 his current character level.
Every time a character advances, he gains a number of action points equal to 5 +
1/2 his new character level. Some prestige classes might allow a faster rate of
accrual, at the GM’s option.
NPCs
and Action Points
Most NPCs probably shouldn’t have action points, due to the added complexity
this would create. In the case of important villains or other significant
characters, however, the GM may award them an appropriate number of action
points to use against the player characters. A number of action points equal to
1/2 the NPC’s level is a good baseline.
Using
Action Points
You can spend 1 action point either to add to a single d20 roll, to take a
special action, or to improve the use of a feat.
You can spend 1 action point in a round. If you spend a point to use a special
action (see below), you can’t spend another one in the same round to improve a
die roll, and vice versa.
Add to
a Roll
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6
to your d20 roll (including attack rolls, saves, checks, or any other roll of a
d20) to help you meet or exceed the target number. You can declare the use of 1
action point to alter a d20 roll after the roll is made, but only before the GM
reveals the result of that roll. You can’t use an action point to alter the
result of a d20 roll when you are taking 10 or taking 20.
Depending on character level (see table), a character might be able to roll more
than one d6 when he spends 1 action point. If so, apply the highest result and
disregard the other rolls. A 15th-level character, for instance, gets to roll
3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he
would apply the 4 to his d20 roll.
TABLE: Action Point Dice Rolled by Level
Level | Dice Rolled |
1st-7th | 1d6 |
8th-14th | 2d6 |
15th-20th | 3d6 |
Special Actions
A character can perform certain tasks by spending an action point. In addition
to the actions described below, some prestige classes or feats (see below) might
allow the expenditure of action points in order to gain or activate specific
abilities, at the GM’s option.
Activate Class Ability
A character can spend 1 action point to gain another use of a class ability that
has a limited number of uses per day. For example, a monk might spend an action
point to gain another use of her stunning fist ability, or a paladin might spend
an action point to make an additional smite attack.
Boost
Defense
A character can spend 1 action point as a free action when fighting defensively.
This gives him double the normal benefits for fighting defensively for the
entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free
action to gain the benefit of a feat he doesn’t have. He must meet the
prerequisites of the feat. He gains the benefit until the beginning of his next
turn.
Extra
attack
During any round in which a character takes a full attack action, he may spend 1
action point to make an extra attack at his highest base attack bonus. Action
points may be used in this way with both melee and ranged attacks.
Spell
Boost
A character can spend 1 action point as a free action to increase the effective
caster level of one of his spells by 2. He must decide whether or not to spend
an action point in this manner before casting the spell.
Stable
Any time a character is dying, he can spend 1 action point to become stable at
his current hit point total.
Improving Feats
The use of action points opens up a whole range of possible feats. However, it’s
easier on characters simply to improve existing feats to take advantage of
action points—that way, characters needn’t spend their precious feat slots
simply to gain the ability to use their action points. Below are a few examples
of how action points can be used with existing feats. Unless otherwise stated,
each effect requires a free action to activate and lasts 1 round.
Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the
feat. For example, if you take a penalty of -3 on your attack roll, you gain a
+6 dodge bonus to AC.
Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to
+2. The effect lasts for the entire encounter.
Improved Critical
You can spend 1 action point to double your critical threat range. Since two
doublings equals a tripling, this benefit increases your threat range from 19-20
to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of
your Improved Critical feat. This benefit stacks with the benefit from Improved
Critical, but not with other effects that increase threat range.
Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by
the feat, from +4 to +8.
Metamagic Feats
You can spend 1 action point to add the effect of any one metamagic feat that
you have to a spell you are casting. The spell is cast at its normal level
(without any level adjustment because of the feat) and takes no extra time to
cast.
Heighten Spell automatically raises a spell’s effective level to the highest
level of spell you are capable of casting. For example, if a 7th-level wizard
with the Heighten Spell feat casts burning hands and spends 1 action point to
heighten the spell, the spell is treated as if it were a 4th-level spell in all
respects even though the wizard prepared it normally (as a 1st-level spell).
Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the
feat. For example, if you take a penalty of -3 on your attack roll, you add +6
to your damage roll.
Spell Focus
You can spend 1 action point to double the increase to save DCs granted by the
feat, from +1 to +2.
Spell Penetration
You can spend 1 action point to double the bonus on caster level checks granted
by the feat, from +2 to +4. The effect lasts for the entire encounter.
Spell Points
The spell
point system presented here allows casters to more freely pick and choose which
spells they cast each day.
Every spellcaster has a reserve of spell points based on class and level (see
Table: Spell Points Per Day). Characters also gain bonus spell points from a
high ability score (just as a normal spellcaster would gain bonus spells from a
high ability score; see Bonus Spell Points and Bonus Spells, below). These spell
points provide the magical power behind the caster’s spells: He spends a number
of spell points appropriate to the spell’s level to cast the spell (see Casting
Spells, below). Once spent, spell points are expended until the caster has
sufficient time to rest and prepare new spells (see Preparing Spells, below).
TABLE: Spell Points per Day
Level | Bard | Cleric, Druid, Wizard | Paladin, Ranger | Sorcerer |
1st | 0 | 2 | 0 | 3 |
2nd | 0 | 4 | 0 | 5 |
3rd | 1 | 7 | 0 | 8 |
4th | 5 | 11 | 0 | 14 |
5th | 6 | 16 | 0 | 19 |
6th | 9 | 24 | 1 | 29 |
7th | 14 | 33 | 1 | 37 |
8th | 17 | 44 | 1 | 51 |
9th | 22 | 56 | 1 | 63 |
10th | 29 | 72 | 4 | 81 |
11th | 34 | 88 | 4 | 97 |
12th | 41 | 104 | 9 | 115 |
13th | 50 | 120 | 9 | 131 |
14th | 57 | 136 | 10 | 149 |
15th | 67 | 152 | 17 | 165 |
16th | 81 | 168 | 20 | 183 |
17th | 95 | 184 | 25 | 199 |
18th | 113 | 200 | 26 | 217 |
19th | 133 | 216 | 41 | 233 |
20th | 144 | 232 | 48 | 249 |
Preparing Spells
With this variant, spellcasters still prepare spells as normal (assuming they
normally prepare spells). In effect, casters who prepare spells are setting
their list of “spells known” for the day. They need not prepare multiple copies
of the same spell, since they can cast any combination of their prepared spells
each day (up to the limit of their spell points).
For example, Boredflak the 4th-level wizard has an Intelligence score of 16.
When using the spell point system, he would prepare four 0-level spells, four
1st-level spells (three plus his bonus spell for high Int), and three 2nd-level
spells (two plus his bonus spell for high Int). These spells make up his entire
list of spells that he can cast during the day, though he can cast any
combination of them, as long as he has sufficient spell points.
Bonus Spell Points and Bonus Spells
TABLE: Bonus Spell Points Score Bonus
Spell Points
Score | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
12-13 | — | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
14-15 | — | 1 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
16-17 | — | 1 | 4 | 9 | 9 | 9 | 9 | 9 | 9 | 9 |
18-19 | — | 1 | 4 | 9 | 16 | 16 | 16 | 16 | 16 | 16 |
20-21 | — | 2 | 5 | 10 | 17 | 26 | 26 | 26 | 26 | 26 |
22-23 | — | 2 | 8 | 13 | 20 | 29 | 40 | 40 | 40 | 40 |
24-25 | — | 2 | 8 | 18 | 25 | 34 | 45 | 58 | 58 | 58 |
26-27 | — | 2 | 8 | 18 | 32 | 41 | 52 | 65 | 80 | 80 |
28-29 | — | 3 | 9 | 19 | 33 | 51 | 62 | 75 | 90 | 107 |
30-31 | — | 3 | 12 | 22 | 36 | 54 | 76 | 89 | 104 | 121 |
32-33 | — | 3 | 12 | 24 | 38 | 56 | 78 | 104 | 119 | 136 |
34-35 | — | 3 | 12 | 27 | 48 | 66 | 88 | 114 | 144 | 161 |
36-37 | — | 4 | 13 | 28 | 49 | 76 | 98 | 124 | 154 | 188 |
38-39 | — | 4 | 16 | 31 | 52 | 77 | 110 | 136 | 166 | 200 |
40-41 | — | 4 | 16 | 36 | 57 | 84 | 117 | 156 | 186 | 220 |
42-43 | — | 4 | 16 | 36 | 64 | 91 | 124 | 163 | 208 | 242 |
44-45 | — | 5 | 17 | 37 | 65 | 101 | 134 | 173 | 218 | 269 |
46-47 | — | 5 | 20 | 40 | 68 | 104 | 148 | 187 | 232 | 283 |
48-49 | — | 5 | 20 | 45 | 73 | 109 | 153 | 205 | 250 | 301 |
50-51 | — | 5 | 20 | 45 | 80 | 116 | 160 | 212 | 272 | 323 |
and so on… |
Any spellcaster who would normally receive bonus spells for a high ability score
receives bonus spell points instead. In effect, the character can simply cast
more of his spells each day.
To determine the number of bonus spell points gained from a high ability score,
first find the row for the character’s ability score on Table: Bonus Spell
Points. Use whichever ability score would normally award bonus spells for the
character’s class (Wisdom for clerics and druids, Intelligence for wizards, and
so forth).
Next, find the column for the highest level of spell the character is capable of
casting based on his class level (even if he doesn’t have a high enough ability
score to cast spells of that level). At the point where the row and column
intersect, you find the bonus spell points the character gains. This value can
change each time his ability score undergoes a permanent change (such from an
ability score increase due to character level or one from a wish spell) and each
time his level changes.
For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and
is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points
at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4
extra spell points to spend each day (in addition to the 11 points he gets for
being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20
because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain
any additional bonus spell points, since those effects produce temporary
changes, not permanent changes. However, when he reaches 5th level, his bonus
spell points would increase from 4 to 9 (since he is now capable of casting
3rd-level spells and thus uses that column), and his overall total would
increase from 15 to 25.
A character who would normally receive bonus spells from a class feature (such
as from wizard specialization or access to a domain) can instead prepare extra
spells of the appropriate levels, domains, and/or schools. The character doesn’t
get any extra spell points (and thus can’t cast any more spells than normal),
but the added flexibility of being able to use the bonus spell more than once
per day makes up for that.
For instance, a specialist wizard can prepare one extra spell from the chosen
school of each spell level that he can cast. A cleric can prepare one domain
spell (chosen from among his domain spells available) of each spell level that
he can cast.
For example, if Boredflak were an evoker, he could prepare one additional spell
per level, but that spell would have to be from the evocation school. Once it is
prepared, he can use that spell just like any of his other spells, casting it as
often as he has spell points.
Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell,
which must be selected from one of his two domains. Once it is prepared, he can
use that domain spell just like any of his other spells, casting it as often as
he has spell points.
For class features that grant bonus spells of a nonfixed spell level (such as
the dragon disciple’s bonus spells), the character instead gains a number of
bonus spell points equal to twice the highest spell level he can cast, minus 1
(minimum 1 point) each time he gains a bonus spell. This is a fixed value—it
doesn’t increase later as the character gains levels—though later rewards may be
larger as appropriate to the character’s spellcasting ability.
For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon
disciple gets a bonus spell. Since the character is capable of casting 2nd-level
spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).
Spontaneous Spellcasting
Characters who cast all their spells spontaneously—such as bards and
sorcerers—don’t have to prepare spells. They can cast any spell they know by
spending the requisite number of spell points.
Characters with the ability to cast a limited number of spells spontaneously
(such as druids, who can spontaneously cast a summon nature’s ally spell in
place of another spell of the same level) are always treated as having those
spells prepared, without spending any spell slots to do so. Thus, they can cast
such spells any time they have sufficient spell points.
Under this system, the Healing domain becomes a relatively poor choice for
good-aligned clerics, since they gain less of a benefit for that domain. See
Spontaneous Divine Casters for ways to solve that dilemma.
Regaining Spell Points
Spellcasters regain lost spell points whenever they could normally regain
spells. Doing this requires the same amount of rest and preparation or
concentration time as normal for the class. Without this period of rest and
mental preparation, the caster’s mind isn’t ready to regain its power. Spell
points are not divorced from the body; they are part of it. Using spell points
is mentally tiring, and without the requisite period of rest, they do not
regenerate. Any spell points spent within the last 8 hours count against a
character’s daily limit and aren’t regained.
Casting Spells
Table: Spell Point Costs
Spell Level | Point Cost |
0 | None1 |
1st | 1 |
2nd | 3 |
3rd | 5 |
4th | 7 |
5th | 9 |
6th | 11 |
7th | 13 |
8th | 15 |
9th | 17 |
1. 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level. |
Each spell costs a certain number of spell points to cast. The higher the level
of the spell, the more points it costs. Table: Spell Point Costs describes each
spell’s cost.
Spellcasters use their full normal caster level for determining the effects of
their spells in this system, with one significant exception. Spells that deal a
number of dice of damage based on caster level (such as magic missile, searing
light, or lightning bolt) deal damage as if cast by a character of the minimum
level of the class capable of casting the spell. Spells whose damage is
partially based on caster level, but that don’t deal a number of dice of damage
based on caster level (such as produce flame or an inflict spell) use the
spellcaster’s normal caster level to determine damage. Use the character’s
normal caster level for all other effects, including range and duration.
For example, a fireball deals a number of dice of damage based on the caster’s
level, so when cast by a wizard using this system, it deals 5d6 points of damage
(as if cast by a 5th-level wizard, which is the minimum level of wizard capable
of casting fireball). A sorcerer who casts the same spell deals 6d6 points of
damage, since the minimum level of sorcerer capable of casting fireball is 6th.
A character can pay additional spell points to increase the dice of damage dealt
by a spell. Every 1 extra spell point spent at the time of casting increases the
spell’s effective caster level by 1 for purposes of dealing damage. A character
can’t increase a damage-dealing spell’s caster level above his own caster level,
or above the normal maximum allowed by the spell.
For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points
of damage (just like a 5th-level wizard) unless he spends extra spell points. If
he spends 1 extra spell point (making the lightning bolt cost 6 points rather
than 5), the spell deals 6d6 points of damage. A second extra spell point would
increase the damage to 7d6 points, but he can’t spend more points than this,
since his caster level is only 7th. Were he 10th level or higher, he could spend
a maximum of 5 extra spell points on this spell, raising the damage up to 10d6,
the maximum allowed for a lightning bolt spell.
Similarly, his magic missile spell only shoots one missile unless he spends
extra spell points. An extra 2 spell points increases the caster level from 1st
to 3rd, granting his one additional missile. He can spend a maximum of 6
additional spell points in this manner, increasing his effective caster level to
7th for damage purposes and granting his a total of four missiles. If he were
9th level or higher, he could spend a maximum of 8 extra spell points, granting
his five missiles (just like a 9th-level caster).
Metamagic And Spell Points
There is an additional spell point cost to any spell cast with a metamagic feat.
This option allows a character maximum flexibility in his choice of spellcasting.
Effectively, the character must pay for the spell as if it were a higher-level
spell, based on the adjustment from the metamagic feat. If the metamagic
effect(s) would increase the spell’s effective level above what he is capable of
casting, he can’t cast the spell in that way.
For example, at 7th level Boredflak is capable of casting 4th-level spells. He
could empower a 2nd-level spell, or still a 3rd-level spell, or empower and
still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a
4th-level spell (since doing either of those things would raise either spell’s
effective spell level to 5th).
The spell’s caster level for purposes of damage-dealing effects (see above)
doesn’t change, even if the metamagic effect increases the minimum caster level
of that spell. For instance, a quickened fireball still deals damage as if cast
by a 5th-level caster unless the caster chooses to pay additional spell points
to increase the caster level.
For example, if Boredflak empowered his magic missile, it would cost his 5 spell
points (as if it were a 3rd-level spell) but would shoot only one missile and
deal (1d4+1 × 1.5) points of damage.
If he spent an additional 6 spell points (for a total of 11), the caster level
of the magic missile would increase to 7th, and the spell would shoot four
missiles dealing a total of (4d4+4 × 1.5) points of damage.
Multiclass Spellcasters
A character with nonstacking spellcasting ability from multiple classes (such as
a cleric/wizard) has a separate pool of spell points for each spellcasting
class. Such characters may only spend spell points on spells granted by that
class. Bonus spell points from a high ability score apply to each pool
separately, even if the same ability score is tied to more than one spellcasting
class. In the rare situations when a character has prepared or knows the same
spell in two different slots (such as a druid/ranger preparing delay poison as
both a 2nd-level druid spell and a 1st-level ranger spell), the character can
cast the spell using either pool of spell points, but the spell is treated as
being cast by a caster of the level of the class from which the spell points are
drawn.
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus
spell points for high Wisdom) for his cleric spells and 0 spell points (plus
bonus spell points for high Charisma) for his bard spells. When he casts cure
moderate wounds, the points for that spell must be drawn from his pool of cleric
spell points. If he knows cure light wounds as a bard spell and has also
prepared it as a cleric spell, he may cast it either as a cleric or as a bard.
As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of
damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of
damage.
Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative
level), he instead loses the number of spell points required to cast his
highest-level spell.
Spells that allow a character to recall or recast a spell don’t function in this
system. (It doesn’t make any sense to have a spell that gives you more spell
points, since you’re either paying more than you get, getting nothing, or
getting more than you paid.) Items that function similarly can work, but
differently— they restore a number of spell points required to cast a spell of
that level. A pearl of power for 3rd-level spells, for instance, would restore 5
spell points to a character’s pool of available points when activated.