1. Abilities

Magic Point Magic System

For use in a game where we ignore spell slots and use instead Magic Points for casting spells. Has not currently been in use in Campaign 1 or 2.

Like the Sorcery Points for Sorcerers, I would extend this table to include up to 11th, and possibly 12th, level spells, if they get revealed later in a campaign.

If at all familiar, there is a Final Fantasy version of Pathfinder 1, that I played a game in a while back, that used magic points, and this is the only time I was part of a game that used this kind of system. Basic explanation of how it works is as follows.

All casters are categorized into 3 (maybe 4) categories of spellcasters:

  • Full Casters: Such as; Wizard, Sorcerer, Druid, Cleric, and Bard, (and in homebrew terms, my Priest and Witch) gain the most amount of magic points, similar to HP determining. Instead of a hit die, however, there was just a flat amount gained at the first level. That amount was then added to each level in a similar fashion to the way 5e interprets spell slot growth. Example: At 1st-level, a Black Mage would have 3 Magic Points, just as a 1st-level Wizard would have 3 1st-level spell slots. They would gain 1 more at 2nd-level, and then at 3rd-level, when 2nd-level spells are available, the Black Mage would jump to 8 Magic Points, while a Wizard would suddenly have 4 1st-level, and 2 2nd-level spell slots. This would be amended by gaining extra Magic Points equal to their Spellcasting ability modifier.


Doctored Sorcery Point/Magic Point Table
Spell SlotMagic Points
11
23
35
46
57
69
710
812
913
1015
1117
1219


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