TEXT: 1 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 1 
  
  2 Houserule Handbooks: spellpoints
  Houserule 
  Handbooks:  
  spell points 
  The Pathfinder Roleplaying Game Core Rulebook 
  presents characters with two kinds of spellcasting 
  – spontaneous spellcasters (who can cast any spell 
  they know but have a very limited number of spells 
  known, such as bards and sorcerers) and preparation 
  spellcasters (who can know a lot of spells but must 
  carefully prepare each one prior to casting, such 
  as clerics, druids, paladins, rangers, and wizards). 
  There is some crossover between these two types 
  (clerics and druids can spontaneously cast one kind 
  of spell each, various archetypes and feats give some 
  additional flexibility to or additional spells known 
  to spontaneous casters), but their core spellcasting 
  ability follows the same general restrictions. Even 
  expansions of the core rules have not provided truly 
  new spellcasting options – though a lot of new classes 
  have been added in later rulebooks, they all still fall 
  into those two broad categories of spellcaster.
  The problem with both of these spellcasting types 
  is that they don’t do a very good job of modeling how 
  spellcasters tend to work in popular fantasy fiction. 
  With the exception of stories specifically based on 
  games that use these rules, spellcasters in stories 
  with magic almost never complain about not having 
  prepared the right spell for a specific encounter, or 
  whine that they are limited in how many spells they 
  can learn by some unbreakable mystic limit. Certainly 
  spellcasters seem to want to spend time learning spells, 
  and may wax philosophical about the limits of magic 
  in general, but the common restrictions spontaneous 
  and preparation spellcasters run into is just not a major 
  trope of fantasy. Furthe,r while it is fairly common 
  for literary spellcasters to tire themselves through the 
  use of magic, the existing rules allow sorcerers and 
  wizards both to freely burn through every spell they 
  possess and still be in shape for a long day of jogging 
  up and down mountainsides. A spellcaster may not 
  want to go adventuring when low on spell slots, but 
  he’s certainly not feeling any personal strain from an 
  expenditure of mystic energy.
  Going beyond fantasy source material, another 
  reason to consider a spell-point system is for players 
  who like the idea of playing a spellcaster, but 
  hate feeling that they consistently select the 
  wrong spells to know or prepare. While 
  the existing spellcasting systems are 
  well-balanced against other classes for 
  players who know how to maximize 
  the system through a mastery of game 
  mechanics and play experience, there 
  also exist players who just aren’t as 
  good at knowing what spells to have 
  ready. Obviously, in some campaigns 
  it’s just not a good idea for such players 
  to run spellcasters, but that needn’t be 
  the only answer to the situation. If a GM 
  and her players would all like another 
  option, why not provide them one?
  This is the goal of Spell Points, the 
  first in our line of Houserule Handbooks. 
  Each of these products is designed 
  to introduce a carefully balanced, 
  developed, and playtested version of a 
  popular houserule for campaigns using 
  the Pathfinder Roleplaying Game Core 
  
  3 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 3 
  Rulebook. Houserule Handbooks aren’t for everyone, and 
  should always be considered “alternate” rules, only 
  for use if a GM and players all want to add something 
  different to a campaign. In the case of Spell Points, the 
  alternate rule is a system to allow all spellcasters to fuel 
  their spells with a pool of spell points, not requiring any 
  spell preparation, and allowing a spellcaster additional 
  flexibility by using a lot of spell points to fuel a few 
  high-level spells, or gain extended staying power by 
  restricting casting to a larger number of lower-level 
  spells. Further, the system is designed only for actual 
  spellcasters, ignoring the spell-like abilities of monks 
  and the infusions of alchemists as dissimilar enough 
  to not need the same kind of spell point houserules. 
  These considerations drive all the design decisions that 
  follow, so if the system as described doesn’t sound like 
  your cup of tea, this product likely isn’t for you.
  spell points
  Spell points are a resource used to cast spells, as 
  opposed to using the normal rules of spell slots and 
  spell preparation. Rules are given for spell points in 
  general, and then specific rules for each spellcasting 
  class. Every spellcasting class can use spell points. 
  A campaign may only use spell-point characters 
  (at the GM’s discretion), or both spell-point and 
  normal versions of classes may exist (in which case 
  the decision to be a spell-point spellcaster must be 
  selected when the first level in a spellcasting class is 
  taken). A character cannot take levels in both a spell-
  point and non-spell-point version of the same class 
  (treat using spell points as a kind of archetype for 
  spellcasting classes).
  Characters using spell points do not need to prepare 
  spells in advance, and can cast the same spell repeatedly 
  (though there is a cost – see Eldritch Dissonance, below) 
  or cast spells of a specific level rather than being forced 
  to spread their mystic energy over a range 
  of spells. A spell-point spellcaster can 
  cast a spell as long as he has enough 
  spell points to cover its cost, though 
  eventually doing so takes a physical toll 
  (see Fatigue and Exhaustion, below). A 
  spell-point spellcaster must follow all 
  other rules of spellcasting.
  If adapting these rules to classes 
  by 
  third-party 
  publishers, 
  simply 
  determine spell points the same way 
  as a base class that has the same spells/
  day (and/or spells known) chart as the class you are 
  adapting, and then apply the general spell point rules 
  to that class. If the class duplicates some feature similar 
  to a core class (such as a cleric’s spontaneous casting of 
  cure spells, or a wizard’s extra spell/day from a bonded 
  item) adapt the rules from the base class.
  determining spell points
  Each class receives a number of spell points based 
  on its level, as detailed in the charts presented in the 
  class descriptions, below. Characters also receive 
  bonus spell points equal to their spellcasting ability 
  score modifier (for the ability that would normally 
  determine the class’s bonus spells). A character is 
  limited to a number of bonus spell points equal to the 
  highest level spell he can cast.
  For example, Eliana is a 5th level sorcerer with a 20 
  Charisma. While she has a Cha bonus of +5, since her 
  maximum spell level is 2nd, she receives only 2 bonus 
  spell points. When she reaches 6th level and her maximum 
  spell level rises to 3rd, she receives 3 bonus spell points.
  
  4 Houserule Handbooks: spellpoints
  Casting witH spell points
  Casting a spell using the spell-point system is 
  extremely similar to the normal spellcasting rules. 
  Such concerns as casting time, components, arcane 
  spell failure in armor, and concentration checks all 
  work normally. The only difference is that rather than 
  having a number of spell slots or prepared spells, all 
  spell-point spellcasters may cast any spell they know 
  by expending the appropriate number of spell points 
  from their spell-point pool. The base cost of casting 
  a spell is 1 + spell level (so casting a 5th level spell 
  costs 6 spell points). Casting the same spell several 
  times in a day can increase its spell-point cost (see 
  Eldritch Dissonance, below), and many classes have 
  features that create special interactions with spell 
  points (detailed in each class entry, below), but the 
  core game mechanic is as simple as tracking spell 
  points in a pool, and spending them as spells are cast.
  Cantrips and orisons
  Cantrips and orisons (also known as 0-level spells) 
  have no spell-point cost to cast, but may have a 
  cost to prepare or require that the spellcaster have a 
  minimum number of spell points available.
  Spontaneous spell-point spellcasters can simply cast 
  any cantrip or orison they know without expending spell 
  points, but they must have at least 1 spell point available 
  to do so. If a spontaneous spellcaster has expended all 
  his spell points for the day, he can no longer cast cantrips 
  or orisons until he regains some spell points.
  Preparation spell-point spellcasters can prepare a 
  number of cantrips or orisons. Each cantrip or orison 
  prepared reduces the number of spell points in the 
  spellcaster’s spell pool by 1 until the spellcaster next 
  prepares spells. These spells are cast like any other 
  spells, but once prepared they do not require the 
  spellcaster to expend any points from his spell pool 
  to cast them. Such spells remain prepared until the 
  spellcaster next prepares spells.
  Fatigue and exHaustion
  While a spell-point spellcaster can cast a comparable 
  number of spells per day as his spontaneous and 
  preparation brethren, he doesn’t get to blithely burn 
  through all his mystic energy without a risk of personal 
  consequences. The additional flexibility that comes 
  from fueling spells with your own mystic energy has 
  a potential price to pay as well – fatigue and (if you 
  keep it up) exhaustion or even unconsciousness.
  When a spell-point spellcaster has used half his 
  spell points, every spell he casts thereafter has a risk 
  of tiring him. Divide the spellcaster’s spell point total 
  by 50%. This is his open pool, and he suffers no special 
  risks when casting spells using these spell points. The 
  remainder of his spell points are his reserve pool. Each 
  time a spell is cast that uses any spell points from his 
  reserve pool, the spellcaster must make a Will save or 
  become fatigued. If the spellcaster is already fatigued 
  he becomes exhausted, and if already exhausted he 
  falls unconscious. The DC of the Will save is 10 + the 
  number of spell points used from the reserve pool to 
  cast the spell.
  The fatigued condition gained as a result of failing 
  the save when using spell points from the reserve 
  pool cannot be cured, healed, or removed until the 
  spellcaster has regained his spell points. Magic 
  abilities that would normally remove fatigue effects 
  (such as a lesser restoration or a lay on hands with 
  the fatigue mercy) instead suspend the effect for 5 
  minutes per caster level (or character level in the case 
  of supernatural abilities). 
  When the spellpoint spellcaster regains his spell 
  points and his reserve pool is full, all fatigue conditions 
  gained by using reserve points end. 
  divine attunement
  Divine preparation spellcasters (such as clerics, 
  druids, paladins, and rangers) must attune themselves 
  to specific aspects of the power of their deities (or 
  whatever power grants them their spells) in order to 
  naming spell points
  While “spell points” is an easy-to-remember and 
  descriptive term that works well for discussion 
  of game mechanics (much like “hit points”), it’s 
  a boring and generic thing for characters to talk 
  about. While there’s no reason to force players 
  to be “in-character” for all discussions of their 
  resources, it can be fun to have a magic cosmology 
  that includes terms for the energy represented by 
  spell points. The mystic power mages use to fuel 
  their spells is often discussed in fantasy fiction, 
  which can be a good source for finding terms to 
  use in your campaign. Common choices include 
  chi (or qi, but not ki as it already refers to a specific 
  game mechanic), levin, mana, odylic, orgone, 
  prana, seid, and vril.
  
  5 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 5 
  be able to use their own mystic power to cast spells. 
  While there is no limit to what spells these divine 
  spellcasters have access to, they can’t be attuned to 
  every conceivable spell at once. For each spell level 
  they can cast above 0 level spells, these divine casters 
  are limited to being attuned to a number of spells equal 
  to their Wisdom score. (Not their Wisdom modifier, 
  but the actual full ability score). Spell attunement 
  takes place when the spellcasters pray or meditate to 
  regain spellpoints for the day. Some classes are always 
  considered attuned to one or more set of spells (such 
  as a cleric’s domain spells), and these do not count 
  against a divine spellcaster’s total attunement limit. 
  In campaigns using only spells from the Pathfinder 
  Roleplaying Game Core Rulebook, attunement isn’t 
  much of a limitation, especially at higher levels. For 
  example, there are only 18 7th level spells on the cleric 
  spell list in the core rules – by the time a cleric can cast 
  7th level spells, he’s sure to have an 18 Wisdom.
  However, if a campaign adds numerous additional 
  sources the number of spells in a divine spellcaster’s 
  class list can swell quickly. Unlike arcane preparation 
  spellcasters, who must take time and money to expand 
  their spell lists to a vast number of options, divine 
  preparation spellcasters automatically have access to all 
  their spells of their class. Without limiting how many 
  they have access to at one time, the divine preparation 
  classes gain a huge power boost with the spell point 
  system. While increased flexibility is one of the features 
  of this system, it is not designed to allow a 1st level 
  cleric to choose from any of 65 different 1st level 
  spells spread over multiple hardcover books.
  eldritCH dissonanCe
  Channeling 
  spell 
  points 
  into 
  the 
  ritualistic formulas that make up spells 
  isn’t as tidy or elegant a process as casting 
  a prepared spell. The energy from spell 
  points tends to leave a residue in the 
  aura of the spellcaster, creating a kind 
  of mystic static or interference called 
  “eldritch dissonance.” For preparation 
  spellcasters – who are dependent on 
  focusing raw magic energy into specific 
  spells with a careful implementation of 
  mental state, gesture, and incantations – 
  even a small hindrance in their auras can 
  make creating a spell effect significantly 
  more difficult.
  For preparation spell-point spellcasters, eldritch 
  dissonance makes casting the same spell repeatedly 
  increasingly difficult. This is because the dissonance is 
  attuned specifically to the spell that created it, and the 
  interference requires more spell energy to cut through 
  and create the desired spell effect. As a result, each 
  time after the first a preparation spell-point spellcaster 
  casts the same spell since restoring his spell pool, it 
  costs additional spell points equal to its level.
  For example, Davor is a half-orc spell-point wizard 
  who knows fireball. As a 3rd level spell, the first time 
  Davor casts fireball each day it costs 4 spell points. If 
  Davor decides to cast fireball again the next round, its 
  cost increases to 7 spell points (base 4, +3 for being a 3rd 
  level spell). If he casts it a third time in another encounter 
  later on the same day, it costs 10 (4 +3 +3) spell points.
  
  6 Houserule Handbooks: spellpoints
  When a spell-point spellcaster regains his use of 
  daily abilities and takes an hour to refocus his mystic 
  energies for the day, one of the things he does is cleanse 
  his aura of any dissonance from the previous day. Thus, 
  for spell-point spellcasters “preparation” refers not to 
  preparing spells in advance (as the spell-point system 
  makes that unnecessary), but in the careful preparations 
  required to start with a clean aura each day.
  For spontaneous spellcasters this residue has a 
  much lesser effect – their spells known are an integral 
  part of their personal auras, and no minor mystic clutter 
  caused by their own spell energy is going to have any 
  noticeable effect on their ability to continue casting 
  spells. Each time after the first a spontaneous spell-
  point spellcaster casts the same spell since restoring 
  her spell pool, it costs one additional spell point.
  For example, Xasha is a 7th level bard with charm 
  monster, and she’s trying to sneak into a minotaur 
  encampment. As she meets a minotaur guard at the 
  edge of camp, she hits him with charm monster, spending 
  4 spell points. She convinces the monstrous humanoid 
  to act as if she is his prisoner, and escort her into camp. 
  When she has the minotaur take her into the chieftain’s 
  tent she encounters one of his wives, and casts another 
  charm monster, spending 5 spell points. If the chieftain 
  arrives before she can find the map she is looking for 
  in his tent, she may need to cast another charm monster, 
  which will cost her 6 spell points.
  metamagiC Feats
  Spell-point spellcasters handle metamagic feats slightly 
  differently than typical spellcasters. In all cases, the 
  spell-point spellcaster calculates the effective spell level 
  of a spell + its metamagic feats, and calculates its spell 
  point cost based on that level. A spell is never considered 
  lower than its base level when calculating its cost with 
  metamagic feats, no matter what traits, feats, or abilities 
  the spellcaster has that might lower its effective level 
  with metamagic. Like standard spellcasters, spell-point 
  spellcasters cannot use metamagic feats to boost a spell’s 
  effective level to be higher than the highest-level spell 
  the character can cast.
  Since spell-point spellcasters all choose spells as 
  they cast them, they can choose when they cast their 
  spells whether to apply their metamagic feats to 
  improve them. This takes more than casting a regular 
  spell. If the spell’s normal casting time is a standard 
  action, casting a metamagic version is a full-round 
  action. (This isn’t the same as a 1-round casting time.) 
  The only exception is for spells modified by the 
  Quicken Spell metamagic feat, which can be cast as 
  normal using the feat. For a spell with a longer casting 
  time, it takes an extra full-round action to cast the spell. 
  For example, Xasha has managed to get grappled 
  by bandits (a not uncommon occurrence), and can’t use 
  her hands. She wants to use charm person on the bandits, 
  but needs to bypass its somatic components. Since she 
  knows Still Spell, Xasha decides to cast a Still charm 
  person. This has an effective spell level of 2nd, so it costs 
  her 3 spell points, and requires a full-round action.
  A metamagic version of a spell is still considered 
  the same spell for purposes of eldritch dissonance. 
  For spontaneous spell-point spellcasters this is easy to 
  handle, since each additional casting of a spell simply 
  wHat’s tHe deal witH 
  eldritCH dissonanCe?
  Eldritch dissonance exists for two compelling 
  reasons. The first is to prevent magi, witches, 
  and wizards from simply spending all their spell 
  points on their highest level spells, blowing away 
  one or two encounters a day, and then refusing 
  to do any more adventuring until they recover 
  their spell points. While a character with one 
  of these classes could technically know enough 
  spells to use all their highest-level options without 
  incurring dissonance, this will be very rare (and 
  represent a significant investment on the part of the 
  spellcaster). In most cases, spellcasters will use a 
  wide range of spells to prevent eldritch dissonance 
  from making one favored option too expensive.
  The second reason is one of game design 
  favoring interesting options. If a spell-point 
  spellcaster can use the same spell repeatedly 
  without limit, many players will find one or two 
  spells that are effective in a given encounter and 
  cast them over and over. While this can make for 
  good tactics, it’s not always good game design. 
  Having the same spell take effect repeatedly gets 
  boring, not just for the spellcaster’s player but also 
  for the GM and other players at the table. It’s much 
  more interesting to see a cleric look for interesting 
  ways to use control water (as a spell he can cast 
  cheaply because he hasn’t used it yet that day) 
  than for him to cast holy smite a 2nd, 3rd, or 4th 
  time. Restrictions can encourage creativity, and 
  this rule helps prevent the spell-point system from 
  making the game less interesting for all involved.
  
  7 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 7 
  costs 1 more spell point. Thus in the example above, 
  if Xasha has already cast normal charm person spells 
  twice earlier in the same day, her Still charm person is 
  going to cost 2 more spell points (5 total).
  For preparation spell-point spellcasters it is slightly 
  more complex. The additional cost of having cast a 
  spell multiple times is always based on its original spell 
  level. Thus, whenever adding one or more metamagic 
  feats to a spell, the preparation spellcaster calculates 
  what the spell’s cost would be without the metamagic 
  feat, then adds 1 spell point per level adjustment of the 
  metamagic feat. Using metamagic feats multiple times 
  in the same day does not increase the cost of adding the 
  feat itself – only casting the same spell (regardless of 
  metamagic) multiple times creates eldritch dissonance.
  For example, Davor has cast fireball three times 
  already in the day, but finds himself facing a group 
  of bandits tightly clumped within a 20-foot radius. 
  Unable to resist the targeting opportunity, but hoping 
  he can take them all out in a single casting, Davor 
  decides to use an Empowered fireball, which counts as 
  a 5th level spell. To determine the spell point cost he 
  calculates the cost of a 4th fireball in the same day (13) 
  and adds two for the level adjustment of Empower 
  Spell, for a total cost of 15 spell points.
  reCovering spell points
  Each day, spell-point spellcasters must focus their 
  minds on the task of regaining their spell points. An 
  arcane spell-point spellcaster needs 8 hours of rest. The 
  spellcaster does not have to slumber for every minute of 
  the time, but he must refrain from movement, combat, 
  spellcasting, skill use, conversation, or any other fairly 
  demanding physical or mental task during the rest 
  period. If his rest is interrupted, each interruption adds 
  1 hour to the total amount of time he has to rest in order 
  to clear his mind, and he must have at least 1 hour of 
  uninterrupted rest immediately prior to regaining his 
  spell points. If the character does not need to sleep for 
  some reason, he still must have 8 hours of restful calm 
  before regaining any spell points.
  After resting, an arcane preparation spellcaster must 
  have enough peace, quiet, and comfort to allow for proper 
  concentration. The spellcaster’s surroundings need not 
  be luxurious, but they must be free from distractions. 
  Exposure to inclement weather prevents the necessary 
  concentration, as does any injury or failed saving throw 
  the character might experience while studying. After an 
  hour of study, the preparation spellcaster regains spell 
  points used the day before, and resets all spell point costs 
  to their base cost (all eldritch dissonance is removed -- 
  see Eldritch Dissonance, above).
  Characters who learn spells by adding them to 
  a specific source (such as a wizard’s spellbook or a 
  witch’s familiar) must have access to that source to 
  reset the cost of spells suffering eldritch dissonance. 
  Without this source, these spells retain any eldritch 
  dissonance gained from casting them previously.
  An arcane spontaneous spell-point spellcaster 
  needs only spends 15 minutes concentrating after 
  resting. During this period, the spellcaster regains his 
  spell points, and the cost of all his spells returns to 
  its base cost (all eldritch dissonance is removed -- see 
  Eldritch Dissonance, above). Without such a period 
  to refresh herself, the character does not regain the 
  spell points used up the day before.
  A divine spell-point spellcaster must meditate or 
  pray for his spells. Each divine spell-point spellcaster 
  must choose a time at which he must spend 1 hour each 
  day in quiet contemplation or supplication to regain 
  his daily allotment of spell points, reset his spell point 
  costs to their base level (ending any additional cost from 
  eldritch dissonance), and attune to spells of his choice if 
  he is a preparation spellcaster (see Divine Attunement, 
  above). Time spent resting has no effect on whether a 
  divine spell-point spellcaster can regain spell points.
  No spell-point spellcaster can regain spell points 
  more than once per day.
  traCking spell points
  While players and GMs are all used to tracking 
  spell slots, prepared spells, hit points, ammunition, 
  and similar expendable resources, tracking spell 
  points can feel more complex when it is first 
  introduced to a campaign. The most important 
  factor is to keep track of each pool of spell points 
  separately – having a character’s open pool and 
  reserve pool listed separately makes it easy to 
  know when the character must begin making 
  saving throws to avoid fatigue and listing special 
  pools (such as domain pools and specialty school 
  pools) separately makes it easier to know what 
  spell points can be used to cast what kind of spells.
  Similarly, wherever the player normally tracks 
  spells known is a good place to mark down how 
  many times in a day a character has cast a specific 
  spell. This makes it easy to track the additional spell 
  point cost of a spell due to eldritch dissonance.
  
  8 Houserule Handbooks: spellpoints
  reCent Casting limit
  All spell-point spellcasters are unable to regain any 
  spell points spent within the 8 hours prior to regaining 
  spell points for the day.
  tHe spell-point 
  spellCasting Classes
  The following rules describe how the spell-point 
  versions of each of the base spellcasting classes 
  operate. Except where specifically noted otherwise, 
  these classes follow the general rules on spellcasting, 
  the general rules for their class, and the general rules 
  of spell-point spellcasting outlined above. Any ability 
  or class feature of these classes that is not mentioned in 
  the entries below works exactly as described for standard 
  members of the class.
  bard spell-point 
  spellCasting
  A bard is a spontaneous spellcaster that casts arcane 
  spells drawn from the bard spell list. She can cast any 
  spell she knows as long as she has spell points to do 
  so. Every bard spell has a verbal component (singing, 
  reciting, or music). To learn or cast a spell, a bard must 
  have a Charisma score equal to at least 10 + the spell 
  level. A bard gains bonus spell points equal to her 
  Charisma bonus (to a maximum of the highest level 
  spell she knows). The Difficulty Class for a saving throw 
  against a bard’s spell is 10 + the spell level + the bard’s 
  Charisma modifier. A bard has a limited number of 
  spell points in a spell pool. To cast a 1st level or higher 
  spell she knows, a bard must expend a number of spell 
  points equal to the spell’s level +1. Thus, to cast a 1st 
  level spell a bard must expend 2 points from her spell 
  pool, and casting a 3rd level spell requires the bard to 
  expend 4 points from her spell pool.
  Each time the bard casts a spell it leaves some small 
  traces on her magic aura (much like the lingering 
  auras that can be revealed with 
  a detect magic spell, though 
  the residue on a bard’s aura is 
  generally too faint to actually 
  set off detect magic). This residue, 
  known as eldritch dissonance, 
  makes it difficult for the bard 
  to cast the same spell multiple 
  times in the same day, as some 
  traces of its previous mystic 
  pattern interfere with the casting 
  process. Because a bard’s spells 
  are internalized to her aura (they 
  are innate magic powers gained 
  through 
  the 
  bard’s 
  artistic 
  nature), only a little eldritch 
  dissonance is created by each 
  spellcasting. As a result, each 
  time a bard casts the same spell 
  since restoring her spell pool, it 
  costs one additional spell point. 
  This 
  additional 
  spell 
  point 
  cost is removed when the bard 
  refocuses herself and regains 
  her spell points for the day.
  The bard’s selection of spells 
  is extremely limited. A bard 
  begins play knowing four 0-level 
  renaming spell-point 
  spellCasters
  In a game where only spell-point spellcasters are 
  used, it’s easiest to simply leave the class names 
  alone – a spell-point bard is just called a bard. 
  However, if a GM decides to add spell-point 
  spellcasting options into a campaign that also 
  retains standard spellcasters, it may be preferable 
  to use different names for the spell-point versions 
  of the class, allowing players to quickly distinguish 
  between a bard and a jongleur (or whatever term 
  is selected). Some suggestions for alternate names 
  are given below. While not all these names are a 
  perfect match for the abilities of each class, they can 
  be used to add specific flavor to the terminology of 
  a campaign.
  Bard: Harper, Jongleur, Minstrel
  Cleric: Curate, Ecclesiastic, Pastor
  Druid: Jhankri, Ovate, Witch Doctor
  Inquisitor: Bailiff, Exorcist, Medean, 
  Magus: Caliburn, Dvergmal, Meigas, 
  Oracle: Auspex, Astrologer, Soothsayer
  Paladin: Champion, Peer, Saint
  Ranger: Custodian, Huntsman, Sentinel
  Summoner: Balain, Diabolist, Inua
  Sorcerer: Noita, Glamorist, Will-Worker
  Wizard: Obeah, Thaumaturge, Wren
  Witch: Dalang, Houngan/Mambo, Medicine Man
  Bard Spell 
  Points Per Level
  Level
  Spell 
  Points
  1
  3
  2
  5
  3
  7
  4
  10
  5
  13
  6
  16
  7
  20
  8
  24
  9
  29
  10
  35
  11
  42
  12
  50
  13
  59
  14
  69
  15
  80
  16
  92
  17
  105
  18
  119
  19
  134
  20
  150
  
  9 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 9 
  spells and two 1st-level spells of the bard’s choice. At 
  each new bard level, she gains one or more new spells 
  (as indicated on the table Bard Spells Known in the 
  Pathfinder Roleplaying Game Core Rulebook). Unlike 
  spell points, the number of spells a bard knows is not 
  affected by her Charisma score.
  Upon reaching 5th level, and at every third bard 
  level after that (8th, 11th, and so on), a bard can choose 
  to learn a new spell in place of one she already knows. 
  In effect, the bard “loses” the old spell in exchange for 
  the new one. The new spell’s level must be the same 
  as that of the spell being exchanged, and it must be at 
  least one level lower than the highest-level bard spell 
  the bard can cast. A bard may swap only a single spell 
  at any given level, and must choose whether or not 
  to swap the spell at the same time that she gains new 
  spells known for the level.
  Cantrips: A bard knows a number of cantrips, 
  or 0-level spells, as determined on the table Bard 
  Spells Known in the Pathfinder Roleplaying Game 
  Core Rulebook. As long as the bard has 1 spell point 
  available, she may cast her cantrips freely. They do not 
  have a spell point cost, and do not suffer from eldritch 
  dissonance. If a bard has no spell points left, 
  she cannot cast cantrips.
  CleriC spell-point 
  spellCasting
  A cleric is a preparation spellcaster 
  that casts divine spells drawn from the 
  cleric/oracle spell list. His alignment, 
  however, may restrict him from casting 
  certain spells opposed to his moral or 
  ethical beliefs; see Chaotic, Evil, Good, 
  and Lawful Spells in the Pathfinder 
  Roleplaying Game Core Rulebook.  A 
  cleric may cast any spell he is attuned 
  to (see Divine Attunement, above), as 
  long as he has the spell points to do 
  so. To attune to or cast a spell, a cleric 
  must have a Wisdom score equal to 
  at least 10 + the spell level. A cleric 
  gains bonus spell points equal to his 
  Wisdom bonus (to a maximum of the 
  highest level spell he can cast). The 
  Difficulty Class for a saving throw 
  against a cleric’s spell is 10 + the spell 
  level + the cleric’s Wisdom modifier. A 
  cleric has a limited number of spell points 
  in a spell pool. To cast a 1st level or higher spell he 
  is attuned to, a cleric must expend a number of spell 
  points equal to the spell’s level +1. Thus, to cast a 1st 
  level spell a cleric must expend 2 points from his spell 
  pool, and casting a 5th level spell requires the cleric to 
  expend 6 points from his spell pool.
  Because a cleric’s spells are not internalized to 
  his aura (they are sacred powers cast through divine 
  inspiration, unlike an oracle’s innate magic powers), 
  each time the cleric casts a spell it leaves some traces 
  on his magic aura (much like the lingering auras that 
  can be revealed with a detect magic spell, though the 
  residue on a cleric’s aura is often too faint to actually 
  set off detect magic). This residue, known as eldritch 
  dissonance, makes it difficult for the cleric to cast the 
  same spell multiple times in the same day, as some 
  traces of its previous mystic pattern interfere with 
  the casting process. As a result, each time a cleric 
  casts the same spell since restoring his spell pool, it 
  costs a number of additional spell points equal to its 
  level. (Though see Spontaneous Casting, below.) This 
  
  10 Houserule Handbooks: spellpoints
  additional spell point cost is removed when the cleric 
  refills his spell points and attunes his spells for the day.
  Clerics meditate or pray for their spells. Each 
  cleric must choose a time at which he must spend 1 
  hour each day in quiet contemplation or supplication 
  to regain his daily allotment of spell points, attune to 
  spells of his choice (see Divine Attunement, above), 
  and reset his spell point costs to their base level 
  (ending any additional cost from eldritch dissonance). 
  Time spent resting has no effect on whether a cleric 
  can prepare spells. A cleric may attune to any spell on 
  the cleric spell list he meets the qualifications to cast, 
  but he must choose which spells to attune during his 
  daily meditation.
  Orisons: A cleric can prepare a number of orisons, 
  or 0-level spells. Each orison he prepares reduces the 
  number of spell points in his spell pool by 1 until he 
  next attunes spells. These spells are cast like any other 
  spells, but once prepared they do not require the cleric 
  to expend any points from his spell pool to cast them. 
  Orisons do not suffer from eldritch dissonance.
  CleriC domains
  A cleric’s deity influences 
  her 
  alignment, 
  what 
  magic he can perform, his 
  values, and how others 
  see him. A cleric chooses 
  two domains from among 
  those belonging to his 
  deity. A cleric can select an 
  alignment domain (Chaos, 
  Evil, Good, or Law) only 
  if his alignment matches 
  that domain. If a cleric is 
  not devoted to a particular 
  deity, he still selects two 
  domains to represent his 
  spiritual inclinations and 
  abilities (subject to GM 
  approval). The restriction 
  on alignment domains 
  still applies.
  Each domain grants a 
  number of domain powers, 
  dependent upon the level 
  of the cleric, as well as a 
  number of bonus spells 
  added to the cleric’s spell 
  list. The cleric is always 
  considered attuned to the spells from his domains. In 
  addition, the cleric receives an additional pool of spell 
  points – the domain pool – with spell points equal to his 
  cleric level. These points do not count towards the cleric’s 
  open or reserve pool of spell points, and expending 
  them does not force the cleric to save against fatigue (see 
  Fatigue and Exhaustion, above). The spell points in the 
  domain pool can only be used to cast spells from the 
  cleric’s domain. A cleric may combine spell points from 
  his domain pool with spell points from other sources to 
  pay the cost of casting a spell from his domain. 
  In addition, a cleric gains the listed powers from 
  both of his domains, if he is of a high enough level. 
  Unless otherwise noted, activating a domain power is 
  a standard action.
  spontaneous Casting
  A good cleric (or a neutral cleric of a good deity) can 
  channel spell points into healing spells without creating 
  eldritch dissonance. A cleric is always considered 
  attuned to cure spells, and when the cleric casts any cure 
  spell, the spell point cost of the spell does not increase. 
  (A cure spell is any spell with “cure” in its name).
  An evil cleric (or a neutral cleric of an evil deity) is 
  not automatically attuned to cure spells and can’t cast 
  cure spells without their spell point cost increasing, 
  but is attuned to and can cast inflict spells (an inflict 
  spell is one with “inflict” in its name) without their 
  spell point cost increasing.
  A cleric who is neither good nor evil and whose 
  deity is neither good nor evil is either automatically 
  attuned to cure spells or inflict spells (player’s choice), 
  and can cast such spells without affecting their spell 
  point cost. Once the player makes this choice, it cannot 
  be reversed. This choice also determines whether 
  the cleric channels positive or negative energy (see 
  channel energy in the cleric entry of the Pathfinder 
  Roleplaying Game Core Rulebook).
  altered CleriC spells
  The following spell works differently when cast by a 
  spell-point cleric or oracle.
  Imbue with Spell Ability, Spell-Point Version
  School; evocation; Level: cleric/oracle 4; Domain: 
  community 4, magic 4
  Casting Time: 10 minutes
  Components: V, S, DF
  Range: touch
  Target: creature touched; see text
  Cleric Spell Points Per 
  Level
  Level
  Spell 
  Points
  Max 
  Spell 
  Level
  1
  5
  1
  2
  8
  1
  3
  11
  2
  4
  14
  2
  5
  17
  3
  6
  21
  3
  7
  26
  4
  8
  34
  4
  9
  42
  5
  10
  51
  5
  11
  61
  6
  12
  72
  6
  13
  84
  7
  14
  97
  7
  15
  111
  8
  16
  116
  8
  17
  132
  9
  18
  149
  9
  19
  167
  9
  20
  186
  9
  
  11 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 11 
  Duration: permanent until discharged (D)
  Saving Throw: Will negates (harmless); Spell 
  Resistance: yes (harmless)
  You transfer some of your spell energy to another 
  creature, in the form of one or more spells the target 
  can cast. Only a creature with an Intelligence score of 
  at least 5 and a Wisdom score of at least 9 can receive 
  this boon. Only attuned cleric spells from the schools 
  of abjuration, divination, and conjuration (healing) 
  can be transferred. The number and level of spells that 
  the subject can be granted depends on its Hit Dice; 
  even multiple castings of imbue with spell ability 
  can’t exceed this limit. You must pay the spell point 
  cost of both imbue with spell ability, and each casting of 
  any spell granted by this boon.
  HD of Recipient  
  Spells Imbued
  2 or lower  
   
   
  One 1st-level spell
  3-4  
   
   
   
   
  One or two 1st-level spells
  5 or higher   
   
  One or two 1st-level spells 
   
   
   
   
   
   
  and one 2nd-level spell
  The transferred spell’s variable characteristics 
  (range, duration, area, and the like) function 
  according to your level, not the level of the 
  recipient.
  Once you cast imbue with spell ability, you 
  cannot regain the spell points used to cast it, or 
  attune with another spell other than it, until the 
  recipient uses the imbued spells or is slain, or 
  until you dismiss the imbue with spell ability spell. 
  In the meantime, you remain responsible to your 
  deity or your principles for the use to which the spell 
  is put. If the number of 4th-level spells you can cast 
  decreases, and that number drops below your current 
  number of active imbue with spell ability spells, the 
  more recently cast imbued spells are dispelled.
  To cast a spell with a verbal component, the subject 
  must be able to speak. To cast a spell with a somatic 
  component, it must be able to move freely. To cast 
  a spell with a material component or focus, it must 
  have the materials or focus.
  druid spell-point 
  spellCasting
  A druid is a preparation spellcaster that casts 
  divine spells drawn from the druid spell list. 
  His alignment, however, may restrict him from 
  casting certain spells opposed to his moral or 
  ethical beliefs; see Chaotic, Evil, Good, and 
  Lawful Spells in the Pathfinder Roleplaying Game 
  Core Rulebook.  A druid may cast any spell he is attuned 
  to (see Divine Attunement, above), as long as he has 
  the spell points to do so. To attune to or cast a spell, a 
  druid must have a Wisdom score equal to at least 10 + 
  the spell level. A druid gains bonus spell points equal to 
  his Wisdom bonus (to a maximum of the highest level 
  spell he can cast). The Difficulty Class for a saving throw 
  against a druid’s spell is 10 + the spell level + the druid’s 
  Wisdom modifier. A druid has a limited number of spell 
  points in a spell pool. To cast a 1st level or higher spell 
  he is attuned to, a druid must expend a number of spell 
  points equal to the spell’s level +1. Thus, to cast a 1st 
  level spell a druid must expend 2 points from his spell 
  pool, and casting a 5th level spell requires the druid to 
  expend 6 points from his spell pool.
  
  12 Houserule Handbooks: spellpoints
  Because a druid’s spells are not internalized to 
  his aura (they are sacred powers cast through divine 
  inspiration, unlike an oracle’s innate magic powers), 
  each time the druid casts a spell it leaves some traces 
  on his magic aura (much like the lingering auras that 
  can be revealed with a detect magic spell, though the 
  residue on a druid’s aura is often too faint to actually 
  set off detect magic). This residue, known as eldritch 
  dissonance, makes it difficult for the druid to cast the 
  same spell multiple times in the same day, as some 
  traces of its previous mystic pattern interfere with 
  the casting process. As a result, each time a druid 
  casts the same spell since restoring his spell pool, it 
  costs a number of additional spell points equal to its 
  level. (Though see Spontaneous Casting, below.) This 
  additional spell point cost is removed when the druid 
  refills his spell points and attunes his spells for the day.
  A druid must spend 1 hour each day in a trance-like 
  meditation on the mysteries of nature to regain his 
  daily allotment of spell points. Each druid must choose 
  a time at which he must spend 1 hour each day in 
  quiet contemplation or 
  supplication to regain his 
  daily allotment of spell 
  points, attune to spells 
  of his choice (see Divine 
  Attunement, above), and 
  reset his spell point costs 
  to their base level (ending 
  any additional cost from 
  eldritch 
  dissonance). 
  Time spent resting has no 
  effect on whether a druid 
  can prepare spells. A 
  druid may attune to any 
  spell on the druid spell 
  list, provided that he can 
  cast spells of that level, 
  but he must choose which 
  spells to attune during his 
  daily meditation.
  Orisons: 
  A 
  druid 
  can prepare a number of 
  orisons, or 0-level spells. 
  Each orison he prepares 
  reduces the number of 
  spell points in his spell 
  pool by 1 until he next 
  attunes 
  spells. 
  These 
  spells are cast like any 
  other spells, but once prepared they do not require the 
  druid to expend any points from his spell pool to cast 
  them. Orisons do not suffer from eldritch dissonance.
  spontaneous Casting
  A druid can channel spell points into summoning 
  spells without creating eldritch dissonance. The 
  druid is automatically considered attuned to all 
  “summon nature’s ally” spells, and when the druid 
  casts such spells, the spell point cost of the spell does 
  not increase.
  inquisitor spell-point 
  spellCasting
  An inquisitor is a spontaneous spellcaster that casts 
  divine spells drawn from the inquisitor spell list. She 
  can cast any spell she knows as long as she has spell 
  points to do so. To learn or cast a spell, an inquisitor 
  must have a Wisdom score equal to at least 10 + the 
  spell level. An inquisitor gains bonus spell points 
  equal to her Wisdom bonus (to a maximum of the 
  highest level spell she knows). The Difficulty Class 
  for a saving throw against an inquisitor’s spell is 10 
  + the spell level + the inquisitor’s Wisdom modifier. 
  An inquisitor has a limited number of spell points 
  in a spell pool. To cast a 1st level or higher spell she 
  knows, an inquisitor must expend a number of spell 
  points equal to the spell’s level +1. Thus, to cast a 1st 
  level spell an inquisitor must expend 2 points from 
  her spell pool, and casting a 3rd level spell requires 
  the inquisitor to expend 4 points from her spell pool.
  Each time the inquisitor casts a spell it leaves 
  some small traces on her magic aura (much like the 
  lingering auras that can be revealed with a detect 
  magic spell, though the residue on an inquisitor’s 
  aura is generally too faint to actually set off detect 
  magic). This residue, known as eldritch dissonance, 
  makes it difficult for the inquisitor to cast the same 
  spell multiple times in the same day, as some traces of 
  its previous mystic pattern interfere with the casting 
  process. Because an inquisitor’s spells are internalized 
  to her aura (they are innate magic powers gained 
  through the inquisitor’s devotion to the principles of 
  a deity), only a little eldritch dissonance is created by 
  each spellcasting. As a result, each time an inquisitor 
  casts the same spell since restoring her spell pool, it 
  costs one additional spell point. This additional spell 
  point cost is removed when the inquisitor refocuses 
  herself and regains her spell points for the day.
  Druid Spell Points Per 
  Level
  Level
  Spell 
  Points
  Max 
  Spell 
  Level
  1
  5
  1
  2
  8
  1
  3
  11
  2
  4
  14
  2
  5
  17
  3
  6
  21
  3
  7
  26
  4
  8
  34
  4
  9
  42
  5
  10
  51
  5
  11
  61
  6
  12
  72
  6
  13
  84
  7
  14
  97
  7
  15
  111
  8
  16
  116
  8
  17
  132
  9
  18
  149
  9
  19
  167
  9
  20
  186
  9
  
  13 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 13 
  The inquisitor’s selection of 
  spells is extremely limited. An 
  inquisitor begins play knowing 
  four 0-level spells and two 
  1st-level spells of the inquisitor’s 
  choice. At each new inquisitor 
  level, she gains one or more new 
  spells (as indicated on the table 
  Inquisitor Spells Known in the 
  Advanced Player’s Guide). Unlike 
  spell points, the number of 
  spells an inquisitor knows is not 
  affected by her Charisma score.
  Upon reaching 5th level, and 
  at every third inquisitor level 
  after that (8th, 11th, and so on), 
  an inquisitor can choose to learn 
  a new spell in place of one she 
  already knows. In effect, the 
  inquisitor “loses” the old spell 
  in exchange for the new one. 
  The new spell’s level must be 
  the same as that of the spell 
  being exchanged, and it must be 
  at least one level lower than the 
  highest-level inquisitor spell the 
  inquisitor can cast. An inquisitor 
  may swap only a single spell 
  at any given level, and must 
  choose whether or not to swap the spell at the same 
  time that she gains new spells known for the level.
  Orisons: An inquisitor knows a number of orisons, 
  or 0-level spells, as determined on the table Inquisitor 
  Spells Known in the Advanced Player’s Guide).As long as 
  the inquisitor has 1 spell point available, she may cast her 
  orisons freely. They do not have a spell point cost, and 
  do not suffer from eldritch dissonance. If an inquisitor 
  has no spell points left, she cannot cast orisons.
  Domains: An inquisitor receives one domain. 
  An inquisitor’s domain does not grant her any 
  bonus spells known or additional spell points.
  magus spell-point 
  spellCasting
  A magus is a preparation spellcaster that casts 
  arcane spells drawn from the magus spell list. 
  A magus may cast any spell he knows, as long 
  as he has the spell points to do so. To learn or 
  cast a spell, a magus must have an Intelligence 
  score equal to at least 10 + the spell level. A magus 
  gains bonus spell points equal to his Intelligence 
  bonus (to a maximum of the highest level spell he can 
  cast). The Difficulty Class for a saving throw against 
  a magus’s spell is 10 + the spell level + the magus’s 
  Intelligence modifier. A magus has a limited number 
  of spell points in a spell pool. To cast a 1st level or 
  higher spell he knows, a 
  magus must expend a 
  number of spell points 
  equal to the spell’s 
  level +1. Thus, to 
  cast a 1st level 
  spell a magus 
  Inquisitor Spell 
  Points Per Level
  Level
  Spell 
  Points
  1
  3
  2
  5
  3
  7
  4
  10
  5
  13
  6
  16
  7
  20
  8
  24
  9
  29
  10
  35
  11
  42
  12
  50
  13
  59
  14
  69
  15
  80
  16
  92
  17
  105
  18
  119
  19
  134
  20
  150
  
  14 Houserule Handbooks: spellpoints
  must expend 2 points from 
  his spell pool, and casting a 
  5th level spell requires the 
  magus to expend 6 points 
  from his spell pool.
  Because a magus’s spells 
  are not internalized to his 
  aura (they are learned knacks 
  cast through arcane lore, 
  unlike a sorcerer’s innate 
  magic powers), each time the 
  magus casts a spell it leaves 
  some traces on his magic aura 
  (much like the lingering auras 
  that can be revealed with a 
  detect magic spell, though the 
  residue on a magus’s aura 
  is often too faint to actually 
  set off detect magic). This 
  residue, known as eldritch 
  dissonance, makes it difficult 
  for the magus to cast the 
  same spell multiple times in 
  the same day, as some traces 
  of its previous mystic pattern 
  interfere with the casting 
  process. As a result, each 
  time a magus casts the same 
  spell since restoring his spell 
  pool, it costs a number of 
  additional spell points equal to its level. This additional 
  spell point cost is removed when the magus refills his 
  spell points and prepares his spells for the day.
  A magus may know any number of spells, 
  learning them by adding them to his spellbook. If a 
  magus does not have his spellbook when he refills his 
  spell points and prepares his spells for the day, any 
  additional spell point cost that has accrued as a result 
  of eldritch dissonance is retained.
  Cantrips: A magus can prepare a number of 
  cantrips, or 0-level spells. Each cantrip he prepares 
  reduces the number of spell points in his spell pool 
  by 1 until the magus next prepares spells. These spells 
  are cast like any other spells, but once prepared they 
  do not require the magus to expend any points from 
  his spell pool to cast them. Cantrips do not suffer 
  from eldritch dissonance.
  Spell Recall (Su): At 4th level, the magus learns 
  to use his arcane pool to remove eldritch dissonance 
  attached to spells he has already cast. With a swift 
  action he can reset the spell point cost of any single 
  magus spell that he has cast that day to its base cost 
  (removing any additional spell point cost generated 
  by eldritch dissonance, see Eldritch Dissonance, above) 
  by expending a single point from his arcane pool.
  Knowledge Pool (Su): At 7th level, when a magus 
  regains his spell points and prepares his magus 
  spells, he can decide to expend 1 or more points from 
  his arcane pool, up to his Intelligence bonus. For each 
  point he expends, he can treat any one spell from the 
  magus spell list as if it were in his spellbook and can 
  spend spell points to cast that spell as normal that 
  day. He retains this ability until he next regains his 
  spell points and prepares his magus spells.
  Improved Spell Recall (Su): At 11th level, the magus’s 
  ability to recall spells using his arcane pool becomes more 
  efficient. Whenever he spends a point from his arcane 
  pool to reset the cost of a spell with the spell recall ability, 
  he rests the cost of all spells of the same level.
  oraCle spell-point 
  spellCasting
  An oracle is a spontaneous spellcaster that casts divine 
  spells drawn from the cleric/oracle spell list. She can 
  cast any spell she knows as long as she has spell points 
  to do so. To learn or cast a spell, an oracle must have a 
  Charisma score equal to at least 10 + the spell level. An 
  oracle gains bonus spell points equal to her Charisma 
  bonus (to a maximum of the highest level spell she 
  knows). The Difficulty Class for a saving throw against 
  an oracle’s spell is 10 + the spell level + the oracle’s 
  Charisma modifier. An oracle has a limited number of 
  spell points in a spell pool. To cast a 1st level or higher 
  spell she knows, an oracle must expend a number of 
  spell points equal to the spell’s level +1. Thus, to cast 
  a 1st level spell an oracle must expend 2 points from 
  her spell pool, and casting a 3rd level spell requires the 
  oracle to expend 4 points from her spell pool.
  Each time the oracle casts a spell it leaves some small 
  traces on her magic aura (much like the lingering auras 
  that can be revealed with a detect magic spell, though 
  the residue on an oracle’s aura is generally too faint 
  to actually set off detect magic). This residue, known 
  as eldritch dissonance, makes it difficult for the oracle 
  to cast the same spell multiple times in the same day, 
  as some traces of its previous mystic pattern interfere 
  with the casting process. Because an oracle’s spells are 
  internalized to her aura (they are innate magic powers 
  granted by divine forces who have selected the oracle 
  Magus Spell Points 
  Per Level
  Level
  Spell Max 
  Spell 
  Level
  1
  6
  1
  2
  9
  1
  3
  11
  1
  4
  14
  2
  5
  17
  2
  6
  21
  2
  7
  25
  3
  8
  29
  3
  9
  34
  3
  10
  40
  4
  11
  47
  4
  12
  55
  4
  13
  64
  5
  14
  74
  5
  15
  85
  5
  16
  97
  6
  17
  110
  6
  18
  114
  6
  19
  139
  6
  20
  155
  6
  
  15 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 15 
  to serve as an agent and harbinger), 
  only a little eldritch dissonance is 
  created by each spellcasting. As a 
  result, each time an oracle casts the 
  same spell since restoring her spell 
  pool, it costs one additional spell 
  point. This additional spell point 
  cost is removed when the oracle 
  refocuses herself and regains her 
  spell points for the day.
  The oracle’s selection of spells is 
  extremely limited. An oracle begins 
  play knowing four 0-level spells and 
  two 1st-level spells of the oracle’s 
  choice. At each new oracle level, she 
  gains one or more new spells (as 
  indicated on the table Oracle Spells 
  Known in the Advanced Player’s 
  Guide). Unlike spell points, the 
  number of spells an oracle knows is 
  not affected by her Charisma score.
  In addition to the spells gained 
  by oracles as they gain levels, each 
  oracle also adds all of either the cure 
  spells or the inflict spells to her list 
  of spells known (cure spells include 
  all spells with “cure” in the name, 
  inflict spells include all spells with 
  “inflict” in the name). These spells 
  are added as soon as the oracle is 
  capable of casting them. This choice is made when the 
  oracle gains her first level and cannot be changed.
  Upon reaching 4th level, and at every even-numbered 
  oracle level after that (6th, 8th, and so on), an oracle 
  can choose to learn a new spell in place of one she 
  already knows. In effect, the oracle loses the old 
  spell in exchange for the new one. The new spell’s 
  level must be the same as that of the spell being 
  exchanged. An oracle may swap only a single spell 
  at any given level, and must choose whether or not 
  to swap the spell at the same time that she gains 
  new spells known for the level.
  Orisons: An oracle knows a number of 
  orisons, or 0-level spells, as determined on the 
  table Oracle Spells Known in the Advanced 
  Player’s Guide. As long as the oracle has 1 spell 
  point available, she may cast her orisons freely. 
  They do not have a spell point cost, and do not 
  suffer from eldritch dissonance. If an oracle has 
  no spell points left, she cannot cast orisons.
  paladin spell-point 
  spellCasting
  Beginning at 4th level a paladin becomes a preparation 
  spellcaster that gains the ability to cast a small number 
  of divine spells drawn from the paladin spell list. A 
  paladin may cast any spell he is attuned to (see Divine 
  Attunement, above), as long as he has the spell points to 
  do so. To attune to or cast a spell, a paladin must have 
  a Charisma score equal to at least 10 + the spell level. A 
  paladin gains bonus spell points equal to his Charisma 
  bonus (to a maximum of the highest level spell he can 
  cast). The Difficulty Class for a saving throw against 
  a paladin’s spell is 10 + the spell level + the paladin’s 
  Charisma modifier. A paladin has a limited number of 
  spell points in a spell pool. To cast a 1st level or higher 
  spell he is attuned to, a paladin must expend a number 
  of spell points equal to the spell’s level +1. Thus, to cast 
  a 1st level spell a paladin must expend 2 points from 
  his spell pool, and casting a 3rd level spell requires the 
  paladin to expend 4 points from his spell pool.
  Oracle Spell 
  Points Per 
  Level
  Level
  Spell 
  Points
  1
  6
  2
  9
  3
  11
  4
  14
  5
  20
  6
  30
  7
  40
  8
  50
  9
  63
  10
  75
  11
  90
  12
  105
  13
  120
  14
  140
  15
  165
  16
  170
  17
  195
  18
  225
  19
  240
  20
  260
  
  16 Houserule Handbooks: spellpoints
  Because 
  a 
  paladin’s 
  spells are not internalized 
  to his aura (they are sacred 
  powers 
  cast 
  through 
  divine inspiration, unlike 
  an oracle’s innate magic 
  powers), each time the 
  paladin casts a spell it 
  leaves some traces on his 
  magic aura (much like the 
  lingering auras that can 
  be revealed with a detect 
  magic spell, though the 
  residue on a paladin’s aura 
  is often too faint to actually 
  set off detect magic). This 
  residue, known as eldritch 
  dissonance, 
  makes 
  it 
  difficult for the paladin 
  to cast the same spell 
  multiple times in the same 
  day, as some traces of its 
  previous mystic pattern 
  interfere with the casting 
  process. As a result, each 
  time a paladin casts the 
  same spell since restoring 
  his spell pool, it costs a number of additional spell 
  points equal to its level. This additional spell point 
  cost is removed when the paladin refills his spell 
  points and attunes his spells for the day.
  A paladin must spend 1 hour each day in a quiet 
  prayer and meditation to regain his daily allotment 
  of spell points. Each paladin must choose a time 
  at which he must spend 1 hour each day in quiet 
  contemplation or supplication to regain his daily 
  allotment of spell points, attune to spells of his 
  choice (see Divine Attunement, above), and reset 
  his spell point costs to their base level (ending any 
  additional cost from eldritch dissonance). Time 
  spent resting has no effect on whether a paladin can 
  prepare spells. A paladin may attune to any spell 
  on the paladin spell list, provided that he can cast 
  spells of that level, but he must choose which spells 
  to attune during his daily meditation.
  Through 3rd level a paladin has no caster 
  level. At 4th level and higher, a paladin’s caster 
  level is equal to his paladin level -3.
  ranger spell-point 
  spellCasting
  Beginning at 4th level a ranger becomes a preparation 
  spellcaster that gains the ability to cast a small number 
  of divine spells drawn from the ranger spell list. A 
  ranger may cast any spell he is attuned to (see Divine 
  Attunement, above), as long as he has the spell points 
  to do so. To attune to or cast a spell, a ranger must have 
  a Wisdom score equal to at least 10 + the spell level. A 
  ranger gains bonus spell points equal to his Wisdom 
  bonus (to a maximum of the highest level spell he can 
  cast). The Difficulty Class for a saving throw against 
  a ranger’s spell is 10 + the spell level + the ranger’s 
  Wisdom modifier. A ranger has a limited number of 
  spell points in a spell pool. To cast a 1st level or higher 
  spell he is attuned to, a ranger must expend a number 
  of spell points equal to the spell’s level +1. Thus, to cast 
  a 1st level spell a ranger must expend 2 points from 
  his spell pool, and casting a 3rd level spell requires the 
  ranger to expend 4 points from his spell pool.
  Because a ranger’s spells are not internalized to 
  his aura (they are sacred powers cast through divine 
  inspiration, unlike an oracle’s 
  innate magic powers), each 
  time the ranger casts a spell 
  it leaves some traces on his 
  magic aura (much like the 
  lingering auras that can be 
  revealed with a detect magic 
  spell, though the residue on 
  a ranger’s aura is often too 
  faint to actually set off detect 
  magic). This residue, known as 
  eldritch dissonance, makes it 
  difficult for the ranger to cast 
  the same spell multiple times 
  in the same day, as some 
  traces of its previous mystic 
  pattern interfere with the 
  casting process. As a result, 
  each time a ranger casts the 
  same spell since restoring his 
  spell pool, it costs a number of 
  additional spell points equal 
  to its level. This additional 
  spell point cost is removed 
  when the ranger refills his 
  spell points and attunes his 
  spells for the day.
  Paladin Spell-Points 
  Per Level
  Level
  Spell Max 
  Spell 
  Level
  1-3
  – 
  –
  4
  1
  1
  5
  2
  1
  6
  3
  1
  7
  4
  2
  8
  5
  2
  9
  6
  2
  10
  8
  3
  11
  10
  3
  12
  12
  3
  13
  14
  4
  14
  17
  4
  15
  20
  4
  16
  23
  4
  17
  26
  4
  18
  29
  4
  19
  32
  4
  20
  35
  4
  Ranger Spell Points 
  Per Level
  Level
  Spell Max 
  Spell 
  Level
  1-3
  – 
  –
  4
  1
  1
  5
  2
  1
  6
  3
  1
  7
  4
  2
  8
  5
  2
  9
  6
  2
  10
  8
  3
  11
  10
  3
  12
  12
  3
  13
  14
  4
  14
  17
  4
  15
  20
  4
  16
  23
  4
  17
  26
  4
  18
  29
  4
  19
  32
  4
  20
  35
  4
  
  17 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 17 
  A ranger must spend 1 hour each day in a quiet 
  meditation to regain his daily allotment of spell 
  points. Each ranger must choose a time at which he 
  must spend 1 hour each day in quiet contemplation 
  to regain his daily allotment of spell points, attune to 
  spells of his choice (see Divine Attunement, above), 
  and reset his spell point costs to their base level 
  (ending any additional cost from eldritch dissonance). 
  Time spent resting has no effect on whether a ranger 
  can prepare spells. A ranger may attune to any spell 
  on the ranger spell list, provided that he can cast 
  spells of that level, but he must choose which spells 
  to attune during his daily meditation.
  Through 3rd level a ranger has no caster level. At 
  4th level and higher, a ranger’s caster level is equal to 
  his ranger level -3.
  sorCerer spell-point 
  spellCasting
  A sorcerer is a spontaneous spellcaster that casts 
  arcane spells drawn from the sorcerer/wizard spell 
  list. She can cast any spell she knows as long as she has 
  spell points to do so. To learn or cast a spell, a sorcerer 
  must have a Charisma score equal to at least 10 + the 
  spell level. A sorcerer gains bonus spell points 
  equal to her Charisma bonus (to a maximum 
  of the highest level spell she knows). The 
  Difficulty Class for a saving throw against 
  a sorcerer’s spell is 10 + the spell level 
  + the sorcerer’s Charisma modifier. A 
  sorcerer has a limited number of spell 
  points in a spell pool. To cast a 1st level 
  or higher spell she knows, a sorcerer 
  must expend a number of spell points 
  equal to the spell’s level +1. Thus, to cast 
  a 1st level spell a sorcerer must expend 
  2 points from her spell pool, and casting 
  a 3rd level spell requires the sorcerer to 
  expend 4 points from her spell pool.
  Each time the sorcerer casts a spell it 
  leaves some small traces on her magic aura 
  (much like the lingering auras that can be 
  revealed with a detect magic spell, though 
  the residue on a sorcerer’s aura is generally 
  too faint to actually set off detect magic). This 
  residue, known as eldritch dissonance, makes 
  it difficult for the sorcerer to cast the same spell 
  multiple times in the same day, as some traces of 
  its previous mystic pattern interfere with the casting 
  process. Because a sorcerer’s spells are internalized 
  to her aura (they are innate magic powers gained 
  through the sorcerer’s artistic nature), only a little 
  eldritch dissonance is created by each spellcasting. As 
  a result, each time a sorcerer casts the same spell since 
  restoring her spell pool, it costs one additional spell 
  point. This additional spell point cost is removed 
  when the sorcerer refocuses herself and regains her 
  spell points for the day.
  The sorcerer’s selection of spells is extremely 
  limited. A sorcerer begins play knowing four 0-level 
  spells and two 1st-level spells of the sorcerer’s choice. 
  At each new sorcerer 
  
  18 Houserule Handbooks: spellpoints
  level, she gains one or more new 
  spells (as indicated on the table 
  Sorcerer Spells Known in the 
  Pathfinder Roleplaying Game Core 
  Rulebook). Unlike spell points, 
  the number of spells a sorcerer 
  knows is not affected by her 
  Charisma score.
  Upon reaching 4th level, 
  and at every even-numbered 
  sorcerer level after that (6th, 
  8th, and so on), a sorcerer can 
  choose to learn a new spell in 
  place of one she already knows. 
  In effect, the sorcerer loses the 
  old spell in exchange for the 
  new one. The new spell’s level 
  must be the same as that of 
  the spell being exchanged. A 
  sorcerer may swap only a single 
  spell at any given level, and 
  must choose whether or not to 
  swap the spell at the same time 
  that she gains new spells known 
  for the level.
  Cantrips: 
  A 
  sorcerer 
  knows 
  a number cantrips, or 0-level 
  spells, as determined on the table 
  Sorcerer Spells Known in the 
  Pathfinder Roleplaying 
  Game Core Rulebook. 
  As 
  long 
  as 
  the 
  sorcerer has 1 spell 
  point available, she 
  may cast her cantrips 
  freely. They do not 
  have a spell point 
  cost, 
  and 
  do 
  not 
  suffer from eldritch 
  dissonance. 
  If 
  a 
  sorcerer has no spell 
  points left, she cannot 
  cast cantrips.
  summoner spell-point 
  spellCasting
  A summoner is a spontaneous spellcaster that casts 
  arcane spells drawn from the summoner spell list. She 
  can cast any spell she knows as long as she has spell 
  points to do so. To learn or cast a spell, a summoner 
  must have a Charisma score equal to at least 10 + the 
  spell level. A summoner gains bonus spell points 
  equal to her Charisma bonus (to a maximum of the 
  highest level spell she knows). The Difficulty Class 
  for a saving throw against a summoner’s spell is 10 + 
  the spell level + the summoner’s Charisma modifier. 
  A summoner has a limited number of spell points 
  in a spell pool. To cast a 1st level or higher spell she 
  knows, a summoner must expend a number of spell 
  points equal to the spell’s level +1. Thus, to cast a 1st 
  level spell a summoner must expend 2 points from 
  her spell pool, and casting a 3rd level spell requires 
  the summoner to expend 4 points from her spell pool.
  Each time the summoner casts a spell it leaves some 
  small traces on her magic aura (much like the lingering 
  auras that can be revealed with a detect magic spell, 
  though the residue on a summoner’s aura is generally 
  too faint to actually set off detect magic). This residue, 
  known as eldritch dissonance, makes it difficult for 
  the summoner to cast the same spell multiple times 
  in the same day, as some traces of its previous mystic 
  pattern interfere with the casting process. Because 
  a summoner’s spells are 
  internalized to her aura 
  (they are innate magic 
  powers 
  gained 
  through 
  the 
  summoner’s 
  artistic 
  nature), only a little eldritch 
  dissonance 
  is 
  created 
  by 
  each 
  spellcasting. 
  As a result, each time a 
  summoner casts the same 
  spell since restoring her 
  spell pool, it costs one 
  additional 
  spell 
  point. 
  This additional spell point 
  cost 
  is 
  removed 
  when 
  the summoner refocuses 
  herself and regains her 
  spell points for the day.
  The 
  summoner’s 
  selection 
  of 
  spells 
  is 
  extremely 
  limited. 
  A 
  Sorcerer Spell 
  Points Per 
  Level
  Level
  Spell 
  Points
  1
  6
  2
  9
  3
  11
  4
  14
  5
  20
  6
  30
  7
  40
  8
  50
  9
  63
  10
  75
  11
  90
  12
  105
  13
  120
  14
  140
  15
  165
  16
  170
  17
  195
  18
  225
  19
  240
  20
  260
  
  19 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 19 
  summoner begins play knowing 
  four 0-level spells and two 
  1st-level spells of the summoner’s 
  choice. At each new summoner 
  level, she gains one or more new 
  spells (as indicated on the table 
  Summoner Spells Known in the 
  Advanced Player’s Guide). Unlike 
  spell points, the number of spells 
  a summoner knows is not affected 
  by her Charisma score.
  Upon reaching 5th level, and 
  at every third summoner level 
  after that (8th, 11th, and so on), a 
  summoner can choose to learn a 
  new spell in place of one she already 
  knows. In effect, the summoner 
  “loses” the old spell in exchange 
  for the new one. The new spell’s 
  level must be the same as 
  that of the spell being 
  exchanged, and it must be 
  at least one level lower 
  than the highest-level 
  summoner spell the 
  summoner can cast. 
  A summoner may 
  swap only a single 
  spell 
  at 
  any 
  given level, 
  and must choose whether 
  or not to swap the spell 
  at the same time that 
  she gains new spells 
  known for the level.
  Cantrips: 
  A summoner 
  knows a number 
  cantrips, or 
  0-level spells, as 
  determined on the 
  table Summoner Spells 
  Known in the Advanced Player’s 
  Guide. As long as the summoner 
  has 1 spell point available, she may 
  cast her cantrips freely. They do not 
  have a spell point cost, and do not 
  suffer from eldritch dissonance. If 
  a summoner has no spell points 
  left, she cannot cast cantrips.
  witCH spell-point 
  spellCasting
  A witch is a preparation spellcaster that casts arcane 
  spells drawn from the witch spell list. A witch may 
  cast any spell he knows, as long as he has the spell 
  points to do so. To learn or cast a spell, a witch must 
  have an Intelligence score equal to at least 10 + the 
  spell level. A witch gains bonus spell points equal to 
  his Intelligence bonus (to a maximum of the highest 
  level spell he can cast). The Difficulty Class for a 
  saving throw against a witch’s spell is 10 + the spell 
  level + the witch’s Intelligence modifier. A witch has 
  a limited number of spell points in a spell pool. To 
  cast a 1st level or higher spell he knows, a witch must 
  expend a number of spell points equal to the spell’s 
  level +1. Thus, to cast a 1st level spell a witch must 
  expend 2 points from his spell pool, and casting a 5th 
  level spell requires the witch to expend 6 points 
  from his spell pool.
  Because a witch’s spells are not 
  internalized to his aura (they are learned 
  knacks cast through communion with 
  the unknown, unlike a sorcerer’s 
  innate magic powers), each time 
  the witch casts a spell it leaves 
  some traces on his magic aura 
  (much like the lingering auras 
  that can be revealed with a 
  detect magic spell, though 
  the residue on a 
  witch’s aura is 
  often too faint 
  to 
  actually 
  set off detect 
  magic). This 
  r e s i d u e , 
  k n o w n 
  as 
  eldritch 
  d i s s o n a n c e , 
  makes it difficult 
  for 
  the 
  witch 
  to cast the same 
  spell 
  multiple 
  times in the same 
  day, as some traces of its 
  previous mystic pattern 
  interfere with the casting 
  process. As a result, each 
  time a witch casts the same 
  Summoner 
  Spell Points 
  Per Level
  Level
  Spell 
  Points
  1
  3
  2
  5
  3
  7
  4
  10
  5
  13
  6
  16
  7
  20
  8
  24
  9
  29
  10
  35
  11
  42
  12
  50
  13
  59
  14
  69
  15
  80
  16
  92
  17
  105
  18
  119
  19
  134
  20
  150
  
  20 Houserule Handbooks: spellpoints
  spell since restoring his spell 
  pool, it costs a number of 
  additional spell points equal 
  to its level. This additional 
  spell point cost is removed 
  when the witch refills his 
  spell points and prepares his 
  spells for the day.
  A witch may know any 
  number of spells, learning 
  them by adding them to his 
  familiar. If a witch does not 
  have his familiar when he 
  refills his spell points and 
  prepares his spells for the 
  day, any additional spell 
  point cost that has accrued 
  as a result of eldritch 
  dissonance is retained.
  Cantrips: 
  A 
  witch 
  can prepare a number of 
  cantrips, or 0-level spells. 
  Each cantrip he prepares 
  reduces the number of 
  spell points in his spell 
  pool by 1 until the witch 
  next prepares spells. These 
  spells are cast like any 
  other spells, but once 
  prepared they do 
  not require the witch to expend any points 
  from his spell pool to cast them. Cantrips 
  do not suffer from eldritch dissonance.
  wizard spell-point 
  spellCasting
  A wizard is a preparation spellcaster 
  that casts arcane spells drawn from 
  the sorcerer/wizard spell list. A wizard 
  may cast any spell he knows, as long 
  as he has the spell points to do so. To 
  learn or cast a spell, a wizard must 
  have an Intelligence score equal to 
  at least 10 + the spell level. A wizard 
  gains bonus spell points equal to his 
  Intelligence bonus (to a maximum 
  of the highest level spell he can cast). 
  The Difficulty Class for a saving throw 
  against a wizard’s spell is 10 + the spell 
  level + the wizard’s Intelligence modifier. A wizard 
  has a limited number of spell points in a spell pool. 
  To cast a 1st level or higher spell he knows, a wizard 
  must expend a number of spell points equal to the 
  spell’s level +1. Thus, to cast a 1st level spell a wizard 
  must expend 2 points from his spell pool, and casting 
  a 5th level spell requires the wizard to expend 6 points 
  from his spell pool.
  Because a wizard’s spells are not internalized to 
  his aura (they are learned knacks cast through arcane 
  lore, unlike a sorcerer’s innate magic powers), each 
  time the wizard casts a spell it leaves some traces on 
  his magic aura (much like the lingering auras that 
  can be revealed with a detect magic spell, though the 
  residue on a wizard’s aura is often too faint to actually 
  set off detect magic). This residue, known as eldritch 
  dissonance, makes it difficult for the wizard to cast 
  the same spell multiple times in the same day, as some 
  traces of its previous mystic pattern interfere with the 
  casting process. As a result, each time a wizard casts 
  the same spell since restoring his 
  spell pool, it costs a number 
  of additional spell points 
  equal to its 
  Witch Spell Points 
  Per Level
  Level
  Spell Max 
  Spell 
  Level
  1
  5
  1
  2
  8
  1
  3
  11
  2
  4
  14
  2
  5
  17
  3
  6
  21
  3
  7
  26
  4
  8
  34
  4
  9
  42
  5
  10
  51
  5
  11
  61
  6
  12
  72
  6
  13
  84
  7
  14
  97
  7
  15
  111
  8
  16
  116
  8
  17
  132
  9
  18
  149
  9
  19
  167
  9
  20
  186
  9
  
  21 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 21 
  level. This additional spell 
  point cost is removed when 
  the wizard refills his spell 
  points and prepares his 
  spells for the day.
  A wizard may know any 
  number of spells, learning 
  them by adding them to his 
  spellbook. If a wizard does 
  not have his spellbook when 
  he refills his spell points and 
  prepares his spells for the 
  day, any additional spell 
  point cost that has accrued 
  as a result of eldritch 
  dissonance is retained.
  Cantrips: 
  A 
  wizard 
  can prepare a number of 
  cantrips, or 0-level spells. 
  Each cantrip he prepares 
  reduces the number of spell 
  points in his spell pool by 
  1 until the wizard 
  next 
  prepares 
  spells. 
  These 
  spells 
  are 
  cast like any 
  other 
  spells, 
  but 
  once 
  p r e p a r e d 
  they do not require the wizard to 
  expend any points from his spell pool 
  to cast them. Cantrips do not suffer 
  from eldritch dissonance.
  Arcane School: A wizard can 
  choose to specialize in one school 
  of magic or an elementalist school, 
  gaining additional spell points 
  and powers based on that school. 
  This choice must be made at 1st 
  level, and once made, it cannot 
  be changed. A wizard that does 
  not select a school receives the 
  universalist school instead.
  A 
  wizard 
  that 
  chooses 
  to 
  specialize in one school of magic 
  must select two other schools as his 
  opposition 
  schools, 
  representing 
  knowledge sacrificed in one area 
  of arcane lore to gain mastery in 
  another. (A wizard specializing in an elemental 
  school automatically takes the opposed elemental 
  school as his opposed school.) Spells from a wizard’s 
  opposition schools have double the normal base spell 
  point cost. For example, a wizard with evocation as 
  an opposition school must expend eight spell points 
  to cast a fireball. Eldritch dissonance then increases the 
  cost of a spell from an opposed school normally (for 
  example the second time the wizard with evocation 
  as an opposed school casts fireball, the cost is 11 spell 
  points). In addition, a specialist takes a –4 penalty on 
  any skill checks made when crafting a magic item that 
  has a spell from one of his opposition schools as a 
  prerequisite. A universalist wizard can prepare spells 
  from any school without restriction.
  Each arcane school gives the wizard a number 
  of school powers. In addition, specialist wizards 
  receive an additional pool of spell points – the 
  specialist pool – with spell points equal to his 
  wizard level. These points do not count towards 
  the wizard’s open or 
  reserve 
  pool 
  of 
  Wizard Spell Points 
  Per Level
  Level
  Spell Max 
  Spell 
  Level
  1
  5
  1
  2
  8
  1
  3
  11
  2
  4
  14
  2
  5
  17
  3
  6
  21
  3
  7
  26
  4
  8
  34
  4
  9
  42
  5
  10
  51
  5
  11
  61
  6
  12
  72
  6
  13
  84
  7
  14
  97
  7
  15
  111
  8
  16
  116
  8
  17
  132
  9
  18
  149
  9
  19
  167
  9
  20
  186
  9
  
  22 Houserule Handbooks: spellpoints
  spell points, and expending them does not force 
  the wizard to save against fatigue (see Fatigue 
  and Exhaustion, above). The spell points in the 
  specialist pool can only be used to cast spells from 
  the wizard’s specialized school of magic. A wizard 
  may combine spell points from his specialist pool 
  with spell points form other sources to pay the 
  cost of casting a spell from his specialized school. 
  Wizards with the universalist school do not receive 
  a specialist pool.
  Bonded Item: A wizard that takes a bonded item 
  as an arcane bond gains an additional pool of spell 
  points – the bonded item pool – with spell points equal 
  to 1 + the level of the highest-level wizard spell he can 
  cast. These points do not count towards the wizard’s 
  open or serve pool of spell points, and expending 
  them does not force the wizard to save against fatigue 
  (see Fatigue and Exhaustion, above). The spell points 
  in the bonded item pool can be used to cast any spell 
  the wizard knows, but the entire spell point cost must 
  be met by points within the bonded item pool. The 
  wizard cannot combine spell points from his bonded 
  item pool with spell points form other sources to pay 
  the cost of casting a spell. 
  altered wizard spells
  The following spell works differently when cast by a 
  spell-point wizard.
  Mnemonic Enhancer, Spell-Point Version
  School: transmutation; Level: wizard 4
  Casting Time: 10 minutes
  Components: V, S, M (a piece of string, and ink 
  consisting of squid secretion mixed with black 
  dragon’s blood), F (an ivory plaque worth 50 gp)
  Range: personal
  Target: you
  Duration: instantaneous
  Casting this spell allows 
  you to cleanse your aura of 
  the residue of 1st-3rd level 
  spells you have cast since 
  you last regained your spell 
  points, removing eldritch 
  dissonance. The spell-point 
  cost of all spells of 3rd level 
  and lower resets to its base 
  cost, as if you have not cast 
  any of these spells yet today.
  spell-point magiC 
  items
  Most magic items work in exactly the same manner for 
  both standard and spell-point spellcasters. Even magic 
  items built around spell use, such as scrolls, staves, 
  and wands, follow their normal rules when used by 
  characters built around spell points. However, there 
  are a very small number of traditional magic items 
  (rings of wizardry and pearls of power) that deal directly 
  with a character’s spell slots or prepared spells that 
  cannot be used as written by spell-point classes. New 
  versions of those items, designed to work with the 
  spell-point rules, are presented below. GMs running 
  campaigns that use both spell-point spellcasting and 
  standard spellcaster may decide these items work 
  as described in the Pathfinder Roleplaying Game Core 
  Rulebook in the hands of standard spellcasters and 
  as noted below for spell point users, or may opt to 
  have such items come in two varieties, with each type 
  useable by only one kind of spellcaster.
  ring oF wizardry, spell-point version
  Aura: moderate (wizardry I) or strong (wizardry II–IV) 
  (no school); CL: 11th (I), 14th (II), 17th (III), 20th (IV)
  Slot: ring; Price: 20,000 gp (I), 40,000 gp (II), 70,000 gp 
  (III), 100,000 gp (IV); Weight —
  Description
  This special ring comes in four kinds (ring of wizardry 
  I, ring of wizardry II, ring of wizardry III, and ring 
  of wizardry IV), all of them useful to spell-point 
  spellcasters. The wearer’s spells for one specific spell 
  level do not generate eldritch dissonance. A ring 
  of wizardry I prevents 1st-level spells from 
  generating eldritch dissonance, a ring of 
  wizardry II does the same for 2nd-level 
  spells, a ring of wizardry III for 3rd-
  level spells, and a ring of wizardry IV 
  for 4th-level spells. 
  construction requirements
  Forge Ring, limited wish; Cost 
  10,000 gp (I), 20,000 gp (II), 35,000 
  gp (III), 50,000 gp (IV)
  
  23 Houserule Handbooks: spellpoints
  Houserule Handbooks: spellpoints 23 
  pearl oF power, spell-point version
  Aura: strong transmutation; CL: 17th
  Slot: —; Price: 1,000 gp (+1 spell point), 4,000 gp (+2 
  spell point), 9,000 gp (+3 spell point), 16,000 gp (+4 
  spell point), 25,000 gp (+5 spell point), 36,000 gp (+6 
  spell point), 49,000 gp (+7 spell point), 64,000 gp (+8 
  spell point), 81,000 gp (+9 spell point); Weight: —
  Description
  This seemingly normal pearl of average size and 
  luster is a potent aid to all spellcasters who use spell 
  points. Each pearl of power holds a specific number of 
  spell points the possessor can use the spell points it 
  contains to help pay the spell point cost of a spell being 
  cast. A spellcaster cannot use more than one pearl of 
  power to help pay the spell point cost of a single spell.
  construction requirements
  Craft Wondrous Item, creator must be able to cast 
  spells of a level equal to the number of spell points 
  within the pearl; Cost 500 gp (1st), 2,000 gp (2nd), 
  4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 
  gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp 
  (9th), 35,000 gp (two spells)
  
  24 Houserule Handbooks: spellpoints
  we err on tHe side oF 
  awesome!
  Designer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Project Manger:
  Lj Stephens
  Cover Art:
  RedPeggy
  Interior Art:
  Kimagu, VShane, Mongoose, Nathan Winborn,  
  Octavirate Entertainment, and Pozas
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Creative Director:
  Stan!
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Super Genius Games
  For more information about Super Genius Games, and our upcoming products, 
  follow us on  
  Facebook: www.facebook.com/SuperGeniusGames, 
  Twitter: Owen: @Owen_Stephens, 
  Hyrum: @savageplanet 
  and/or Super Genius Games: @SuperGeniusRPG, 
  or at our Yahoo Group: http://Games.Groups.Yahoo.com/Group/Super-Genius/
  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information 
  on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  compatibility logo are the trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game compatibility license. 
  See http://Paizo.com/PathfinderRPG/compatibility 
  for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY
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  DECLARATION OF OPEN CONTENT:
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  items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game 
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  Open Game Information
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  Open Game Licence v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by: Jonathan Tweet, Monte Cook, and Skip Williams.
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  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Nereid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
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  Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Houserule Handbooks: Spellpoints © 2012, Super Genius games; Author: Owen K.C. Stephens
  Special Thanks: to Jeremy Miller, who made the 
  final editing pass on this during the Best Four Days 
  in Gaming!
  
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