TEXT: 1 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 1 
  
  2 Houserule Handbooks: spellpoints expansion
  Houserule 
  Handbooks:  
  spell point expansion
  The spell point system introduce in Houserule Handbooks: 
  Spell Points was designed to be flexible, simple set of 
  rules for replacing the normal spell slot/spell preparation 
  system used by spellcasters in the Pathfinder Roleplaying 
  Game Core Rulebook with a different resource management 
  system – spell points. Though both successful in this goal 
  and quite popular, the book did little to show how the 
  spell point mechanic can be used to create new options 
  and mechanics beyond just tracking spellcaster resources. 
  While the system has received a small expansion in 
  Houserule Footnotes: Spell Point Feats, this product is the 
  first effort to grow the spell point system to be a more 
  comprehensive option able to cover all spellcasting-
  related classes, archetypes, and combination, as well as 
  provide new ways that spell points can be used to add 
  more flavorful options to a campaign. As an expansion 
  of the original product, this book requires the use of 
  Houserule Handbooks: Spell Points.
  Classes witH spell 
  points
  While most of the spellcasting base classes common to 
  the game were given full spell point rules in Houserule 
  Handbooks: Spell Points, that book did not cover the 
  alchemist. The thinking behind this decision was that the 
  alchemist’s infusions are different enough from spells, 
  both conceptually and game mechanically, that there 
  was no need to attempt to shoehorn them into using the 
  same spell point rules as “normal” spellcasters. However, 
  since the release of that product one of the most common 
  requests has been to provide an “extract point” system 
  compatible with spell points to give alchemists the same 
  flexibility as other magic-using classes. For GMs who 
  prefer to keep all their spell-like rules unified, below we 
  present a set of spell point rules for the alchemist class.
  After that we discuss how to determine spell 
  points/level for new based classes not covered in 
  the Houserule Handbooks; Spell Points books. Then we 
  have a brief discussion of spell points and archetypes, 
  multiclass characters, and prestige classes, then round 
  off our classes section with favored class bonuses for 
  the spell point system.
  tHe alCHemist
  The following rules replace just the extract function of 
  an alchemist’s alchemy class feature – the alchemist’s 
  mutagen and bomb features are unaffected.
  Extracts (Su): Extracts are the most varied of the 
  three forms of alchemy available to an alchemist. In 
  many ways, they behave like spells in potion form, 
  and as such their effects can be dispelled by effects 
  like dispel magic using the alchemist’s level as the 
  caster level. Unlike potions, though, extracts can have 
  powerful effects and duplicate spells that a potion 
  normally could not.
  An alchemist can create only a certain number of 
  extracts of each level per day, determined by his extract 
  points. Extract points work just like spell points for a 
  prepared arcane spellcaster (see Houserule Handbooks: 
  Spell Points for more details on spell points), except that 
  they are used to imbue alchemical liquids with magic 
  power rather than to cast spells. The alchemist’s base 
  daily allotment of extract points is given on Table: 
  Alchemist. In addition, he receives bonus extracts per 
  day if he has a high Intelligence score, in the same way 
  a wizard receives bonus spells points. 
  When an alchemist mixes an extract, he infuses 
  the chemicals and reagents in the extract with magic 
  siphoned from his own magical aura. This requires an 
  expenditure of extract points equal to 1+the extract’s 
  level. An extract immediately becomes inert if it leaves 
  the alchemist’s possession, reactivating as soon as it 
  returns to his keeping—an alchemist cannot normally 
  pass out his extracts for allies to use (but see the 
  “infusion, spell-point version” discovery below). An 
  extract, once created, remains potent for 1 day before 
  becoming inert, so an alchemist must re-prepare his 
  extracts every day.
  Mixing the reagents required to form an extract 
  takes 1 minute of work—most alchemists prepare 
  many reagents at the start of the day or just before 
  going on an adventure. Once the reagents have been 
  mixed, an alchemist can imbue them with the magic 
  taken from his aura in the same time it could take to 
  cast the spell the extract is based on. If the alchemist 
  wishes to, he may also drink the extract as part of 
  this action, gaining its benefits. Because extracts are 
  imbued with magic directly from the alchemist’s aura, 
  they are subject to the same eldritch dissonance as a 
  preparation spellcaster (see Houserule Handbooks: Spell 
  Points for more information on eldritch dissonance).
  
  3 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 3 
  Although the alchemist 
  doesn’t actually cast spells, 
  he does have a formulae 
  list that determines what 
  extracts he can create. 
  An alchemist can utilize 
  spell-trigger 
  items 
  if 
  the spell appears on his 
  formulae list, but not 
  spell-completion 
  items 
  (unless 
  he 
  uses 
  Use 
  Magic Device to do so). 
  An extract is “cast” by 
  drinking it, as if imbibing 
  a potion—the effects of an 
  extract exactly duplicate 
  the spell upon which its 
  formula is based, save 
  that the spell always 
  affects only the drinking 
  alchemist. The alchemist 
  uses his level as the caster 
  level to determine any 
  effect based on caster 
  level. 
  Creating 
  extracts consumes 
  raw materials, but 
  the cost of these 
  materials 
  is 
  insignificant—
  comparable 
  to 
  the 
  valueless 
  material 
  components of most spells. If a spell 
  normally has a costly material component, 
  that component is expended during the 
  consumption of that particular extract. 
  Extracts cannot be made from spells 
  that have focus requirements (alchemist 
  extracts that duplicate divine spells 
  never have a divine focus requirement). 
  An alchemist can prepare an extract of any 
  formula he knows. 
  To learn or use an extract, an alchemist 
  must have an Intelligence score equal to at 
  least 10 + the extract’s level. The Difficulty 
  Class for a saving throw against an alchemist’s 
  extract is 10 + the extract level + the alchemist’s 
  Intelligence modifier. An alchemist may know 
  any number of formulae. He stores his formulae 
  in a special tome called a formula book. He must 
  refer to this book whenever he prepares the 
  reagents required to create an extract, but not when he 
  imbues it with magic from his aura or consumes it. An 
  alchemist begins play with two 1stlevel formulae of his 
  choice, plus a number of additional forumlae equal to 
  his Intelligence modifier. At each new alchemist level, 
  he gains one new formula of any level that he can 
  create. An alchemist can also add formulae to his book 
  just like a wizard adds spells to his spellbook, using 
  the same costs and time requirements. An alchemist 
  can study a wizard’s spellbook to learn any formula 
  that is equivalent to a spell the spellbook contains. A 
  wizard, however, cannot learn spells from a formula 
  book. An alchemist does not need to decipher arcane 
  writings before copying them.
  alCHemist disCoveries
  Infusion, Spell-Point Version
  Benefit: When the alchemist creates an extract, 
  he can infuse it with an extra bit of his own magical 
  power. The extract created now persists even after the 
  alchemist sets it down. As long as the extract exists, 
  the spell points used to create it cannot be 
  recovered by the alchemist. An infused 
  extract can be imbibed by a non-
  alchemist to gain its effects.
  Alchemist Extract 
  Points Per Level
  Level
  Spell 
  Points
  Max 
  Spell 
  Level
  1
  2
  1
  2
  4
  1
  3
  6
  1
  4
  8
  2
  5
  11
  2
  6
  14
  2
  7
  17
  3
  8
  22
  3
  9
  27
  3
  10
  32
  4
  11
  38
  4
  12
  44
  4
  13
  50
  5
  14
  58
  5
  15
  64
  5
  16
  72
  6
  17
  80
  6
  18
  89
  6
  19
  98
  6
  20
  108
  6
  
  4 Houserule Handbooks: spellpoints expansion
  magus
  While great pains were taken to examine every 
  interaction between the spell-point rules and other 
  class abilities in the original Houserule Handbooks: Spell 
  Points, there is at least one we missed. Since a magus 
  using spell points must take a full-round action to 
  apply a metamagic feat to any spell, it is impossible 
  for a magus to use a metamagic feat in the same round 
  he uses spell combat. 
  The rule requiring all characters using spell points 
  to take additional time when adding metamagic was 
  added both as a conceptual 
  element 
  (its 
  true 
  of 
  all 
  spontaneous casters, and 
  spell-point 
  spellcasters 
  are clearly a form of 
  spontaneous 
  casters), 
  and 
  as 
  a 
  balancing 
  element (if a campaign 
  includes 
  both 
  spell-
  point and traditional 
  preparation spellcasters, this is an area where the 
  preparation spellcasters have an edge). At the same 
  time, spell combat is one of the core abilities of the 
  magus, and making it totally incompatible with 
  metamagic in all cases is a greater limitation than was 
  intended. As a result, the following section should 
  be added to the Magus entry in Houserule Handbooks: 
  Spell Points, right after the section on cantrips, and 
  before the section on spell recall.
  Metamagic Arcana: When using the spell combat 
  class feature, a spell-point magus may spend one 
  arcana point to apply a metamagic feat to a spell 
  with a casting time of one standard action without 
  changing its casting time. 
  arCHetypes witH diminisHed 
  spellCasting
  A few archetypes specifically limit the spellcasting 
  ability of the class they are added to, reducing the 
  class’s spellcasting ability by removing one spell slot 
  per spell level. The cleric’s cloistered cleric archetype, 
  magus’s kensai and skirnir archetypes, and 
  the oracle’s purifier archetype all have the 
  diminished spellcasting feature, and other 
  archetypes may use it as well. Obviously when 
  determining the spell points/day of a character 
  using such an archetype this needs to be taken 
  into account.
  If a character has an archetype with the 
  diminished spellcasting feature, reduce its 
  spell points by an amount equal to the spell 
  points required to cast each spell level above 
  0-level it has access to once. For example, a 
  7th level magus with the skirnir archetype can 
  cast 1st, 2nd, and 3rd levels spells. To cast one 
  spell of each of these levels takes (2+3+4) 9 
  spell points. Thus a 7th level skirnir receives 
  16 spell points, rather than the normal 25 for 
  a magus of that level.
  The character does not have its maximum 
  spell level reduced, even though a character 
  with 
  the 
  archetype 
  using 
  traditional 
  spellcasting rules might end up with “0” spells 
  per day of a given spell level. The reduction in 
  spell points is limiting enough without also trying 
  to figure out of the class should delay acquisition of 
  higher spell levels.
  
  5 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 5 
  otHer base Classes
  Any GM using this spell point system is obviously 
  open to using material from other publishers, making 
  it at least possible the GM’s campaign will include 
  classes from other publishers. Since it’s not possible 
  to include spell points charts for every conceivable 
  base spellcasting class, this leaves such GMs without 
  a baseline for how many spell points such characters 
  should receive at each level. To assist with such cases, 
  here are rules for determining spell points for any 
  class with spellcasting ability.
  First, if the class has exactly the same spellcasting 
  ability as an existing base class, simply give it the same 
  spell points per level as that class. For example, the time 
  warden (from The Genius Guide to the Time Warden) has 
  exactly the same spells per day and spells known as a 
  bard. That makes it easy to just give time wardens the 
  same number of spell points per level as bards.
  For classes with unique spellcasting abilities 
  that don’t match any existing base class, things get 
  trickier. A GM can simply pick the closest equivalent 
  base class and use its spell points per level. Obviously 
  the result won’t be exactly the same, but in 
  most cases it’ll be close enough.
  Alternatively, the GM can craft a custom 
  spell points per level chart for each new base 
  class that has a unique spellcasting progression. 
  The problem with this is that there isn’t a single 
  formula that was universally applied to create 
  the existing spell point per level values. A 
  formula was originally applied, but extensive 
  playtesting revealed that some classes were 
  slightly too powerful at some levels, and 
  others were too weak. To fix this adjustments 
  in spell points received were made at specific 
  levels, and the overall progression smoothed 
  out as much as possible without creating new 
  power imbalances. As a result, a GM going this 
  route is going to have to be willing to make 
  some adjustments to any chart he creates if 
  it proves to be too unbalanced in actual play. 
  It’s certainly possible to do this, but given 
  how much power level with spellcasters can 
  vary based on play style, available sources 
  of spells, party composition, and types of 
  threats, it’s important to be sure something 
  is unbalanced before making constant back-
  and-forth adjustments. Also, players tend 
  to become (quite reasonably) annoyed if the 
  rules governing their characters change in play, and 
  this can lead to hard feelings. So while guidelines for 
  this option are given below, they should be considered 
  only for GMs comfortable with their players and who 
  have a very strong grasp on the games rules as a whole.
  To create a new spell points per day chart for a 
  class, you must first determine how many spell 
  points it would take to cast all the spells the class’s 
  existing spells per day chart grants them. If the class 
  is a preparation spellcaster include 1 spell point 
  per 0-level spell, but do not do so for spontaneous 
  spellcasters. (This is because preparation spellcasters 
  must spend 1 spell point to prepare a 0-level spell, 
  while spontaneous spellcastters have access to a set 
  number of 0-level spells as long as they have at least 
  1 spell point). Call these values the class’s Spell Slot 
  Value (SSV).
  For caster levels 1-3, the class should receive 100% 
  of its SSV as spell points. For caster levels 4-5, it should 
  receive 85% of its SSV. For caster levels 6-7, it gets 
  77.5% of its SSV, and at caster levels 8-12 it gets 80% 
  of its SSV. This goes up to 82.5% at caster levels 13-15, 
  down to 80% for levels 16-18, and back up to 82.5% of 
  
  6 Houserule Handbooks: spellpoints expansion
  SSV at levels 19 and 20. Where it is possible to round 
  out these numbers so a class gets a set number of spell 
  points for several levels in a row do so, but try not to 
  vary more than 2.5% from these percentage values. 
  When working on a full spellcasting class (one with 0-9 
  level spells), also consider rounding down spell points 
  earned at caster levels 7 and 16 as (in playtests) these 
  proved to be levels where a full spellcasters with spell 
  points takes a major step forward in overall power.
  If that (very complex) progression is too much 
  trouble, just give the new class 100% of its SSV at 
  caster levels 1-3, and 80% at all future levels.
  prestige Classes
  When a prestige class grants +1 level in spells per day 
  for a base class, the character receives spell points as if 
  he had gained a level in that base class. For example, a 
  wizard 5/fighter 1/eldritch knight 5 casts spells as a 9th 
  level wizard, and thus also calculated spell points as a 
  9th level wizard. If a prestige class gives a unique spell 
  progression not based on the character’s previous 
  base classes (not the case in any prestige class in 
  the core rules, but certainly something a GM could 
  design for his campaign, or that might be found in 
  another book of supplemental rules), then a new spell 
  point chart must be created. This can be done using 
  the same rules as given for creating charts for new 
  base classes in Other Base Classes, above.
  multiClass CHaraCters
  If a character chooses to multiclass into more than 
  one spellcasting class, the character may end up 
  with numerous different pools of spell points. For 
  example in an a particularly complex scenario, a 
  multiclass cleric/wizard with a bonded item could 
  end up with a cleric pool, a domain pool, a wizard 
  pool, specialist pool, and bonded item pool. Clearly 
  there is going to be a temptation to combine all these 
  pools into a single big spell point pool. However, 
  to maintain game balance every pool of spell points 
  must be tracked separately. The ability to use spell 
  points to cast any spell a character knows without 
  preparation in advance, and focus their spell power 
  to cast high-level spells numerous times, is already 
  plenty of flexibility without adding the ability to cast 
  cleric spells with wizard spell points (though see the 
  Eldritch Blending feat in Houserule Footnotes: Spell 
  Point Feats for an option to simplify things). 
  Favored Class bonuses
  When a character takes a level in a favored class, 
  he gains a bonus. The two most common bonuses, 
  available to every class/race combination, are +1 hit 
  point and +1 skill point. However many other possible 
  favored class bonuses have been presented in various 
  books since the game was introduced, and many of 
  those bonuses do not work well with the spell point 
  system. To ensure spell points are as flexible and well-
  supported as traditional spellcasting rules, and can be 
  used to add flavor and give depth to the races and 
  cultures of a campaign, we present a number of new 
  favored class bonuses below, designed to work with 
  the spell point system.
  universal
  Any character may select this bonus when taking a 
  level in a favored class that that has a spell point pool.
  *Add +0.25 spell points to your open spell pool 
  and +0.25 spell points to your reserve spell pool.
  raCial Favored Class bonuses
  These options are available to specific races when 
  taking a level in a favored class that that has a spell 
  point pool. Alternatively, a GM may decide to restrict 
  these options to specific race/class combinations (such 
  as only allowing dwarven clerics to gain the bonus 
  listed below, and restricting all other dwarven spell-
  point spellcasters to the universal favored class bonus 
  given above).
  Dwarf: Add +1.5% to the percentage of the spell points 
  in your spell pool that is your open pool. Your reserve 
  pool shrinks by the same number of spell points.
  Elf: Select one metamagic feat you that has a spell point 
  cost of +2 or more. Reduce its spell point cost by -1/4. You 
  cannot reduce its spell point cost below +1, and reducing 
  its cost does not change its spell level adjustment (you 
  still cannot add metamagic feats that would raise a 
  spell’s level to be higher than your maximum spell 
  level). (This bonus is useable by half-elves.)
  Gnome: You gain an illusion pool of spell points, 
  which function like a cleric’s domain pool (see clerics 
  in Houserule Handbooks: Spell Points) but are used to cast 
  spells you know of the illusion school. This pool has 
  0.75 spell points for each level you select this benefit.
  Halfling: You gain a relaxed pool of spell points, 
  which function like a cleric’s domain pool (see clerics 
  in Houserule Handbooks: Spell Points) but are used to 
  
  7 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 7 
  cast spells if you are uninjured and not suffering any 
  affliction or condition when you begin the casting 
  time. This pool has 0.75 spell points for each level you 
  select this benefit.
  Human: Select one spell point pool that is not an open 
  or reserve pool. Reduce the number of spell points 
  in that pool by 1. Add +0.5 spell points to your open 
  pool, and +0.5 spell points to your reserve pool.
  Orc: You gain a bruised pool of spell points, which 
  function like a cleric’s domain pool (see clerics in 
  Houserule Handbooks: Spell Points) but are used to cast 
  spells if you are at 50% or less of your hit point total 
  when you begin the casting time. This pool has 0.75 
  spell points for each level you select this benefit. (This 
  bonus is useable by half-orcs.)
  Class bonuses
  A character may take these bonuses when taking a 
  level in the appropriate favored class. As written 
  these are designed to be available to characters of any 
  race, but a GM may opt to limit these class bonuses 
  to specific races. For example, a GM might decide 
  the listed cleric bonus applies only to human clerics, 
  and clerics of other races are limited to the universal 
  option or the bonus listed for their race, above.
  Alchemist: You gain a mutagen pool of spell points. 
  These points may only be used while you are under 
  the effects of a mutagen. This pool has 0.75 spell 
  points for each level you select this benefit.
  Bard: Select one spell you know. It cannot be your 
  highest level of spell. If you cast this spell while 
  maintaining a bardic performance it generates no 
  eldritch dissonance (its spell point cost does not 
  increase). (See Eldritch Dissonance in Houserule 
  Handbooks: Spell Points for more information on 
  increasing spell point costs).
  Cleric: Add +0.75 spell points to your domain pool.
  Druid: Select one level of spells you can cast. 
  Increase the number of spells you may attune 
  to for this level of spells by +1. (See Divine 
  Attunement in Houserule Handbooks: Spell Points 
  for more information on attuning to spells).
  Magus: Once per day you may spend points 
  from your arcana pool to restore twice that 
  number of spell points to your open pool. The 
  total number of points you may spend from 
  your arcana pool is equal to the number of 
  times you have selected this bonus.
  Inquisitor: Gain a +1/4 bonus to Will saves made to 
  prevent fatigue or exhaustion when you cast spells 
  using your reserve pool.
  Oracle: You gain a mystery pool of spell points, 
  which function like a cleric’s domain pool (see clerics 
  in Houserule Handbooks: Spell Points) but are used to 
  cast spells gained from your mystery. This pool has 
  0.75 spell points for each level you select this benefit.
  Paladin: Add +0.75 spell points to your reserve pool. 
  Ranger: You gain a favored enemy pool of spell points, 
  which function like a cleric’s domain pool (see clerics 
  in Houserule Handbooks: Spell Points) but are used to 
  cast spells that have one or more favored enemies as 
  the only targets. This pool has 0.75 spell points for 
  each level you select this benefit.
  Summoner: You gain an eidolon pool of spell points, 
  which function like a cleric’s domain pool (see clerics 
  
  8 Houserule Handbooks: spellpoints expansion
  in Houserule Handbooks: Spell Points) but are used to 
  cast spells that have your eidolon as the only target. 
  This pool has 0.75 spell points for each level you select 
  this benefit.
  Sorcerer: You gain a bloodline pool of spell points, 
  which function like a cleric’s domain pool (see clerics 
  in Houserule Handbooks: Spell Points) but are used to 
  cast spells gained from your bloodline. This pool has 
  0.75 spell points for each level you select this benefit.
  Wizard: Select one spell from your favored school 
  or favored element. (If you do not have a favored 
  school or element, this spell may be from any school 
  or element, but once you choose a school or element 
  you must pick spells from the same school or element 
  every time you take this bonus.) You calculate 
  this spell’s eldritch dissonance as if you were a 
  spontaneous spellcaster (increasing its cost by +1 spell 
  point each time you cast it on the same day, rather 
  than increasing it by a value equal to its spell level). 
  (See Eldritch Dissonance in Houserule Handbooks: 
  Spell Points for more information on increasing spell 
  point costs). 
  Witch: You gain a patron pool of spell points, which 
  function like a cleric’s domain pool (see clerics in 
  Houserule Handbooks: Spell Points) but are used to cast 
  spells gained from your patron. This pool has 0.75 
  spell points for each level you select this benefit.
  spell point Feats
  The feats included here are designed to both give 
  spell-point spellcasters access to the same kind of 
  mechanical, numeric bonuses characters that use 
  other limited-resource powers enjoy, and to showcase 
  how the flexibility of the spell point system can be 
  used to add interesting options to a campaign and 
  its traditions of magic. For yet more feats designed 
  specifically to work with the spell points system, you 
  can also pick up Houserule Footnotes: Spell Point Feats.
  Eldritch Insight
  You can increase the effectiveness of your senses and 
  hunches by drawing on your spell power. 
  Prerequisites: Wis 17, 1 level in a class that grants 
  bonus spell points based on your Wis modifier.
  Benefit: When you make a Wis check, or Wis-
  based skill check, you may call upon eldritch instincts 
  to assist you by spending spell points. You receive a 
  competence bonus to the check equal to the number 
  of spell points spent. You cannot spend more spell 
  points than half your level (rounding up) on a single 
  check. If you spend points from your reserve pool to 
  gain a bonus to a skill check you must make a Will 
  save to avoid fatigue, exhaustion, or unconsciousness 
  just as if you had used the points to cast a spell.
  Eldritch Intellect
  You can increase the effectiveness of your thinking by 
  drawing on your spell power. 
  Prerequisites: Int 17, 1 level in a class that grants 
  bonus spell points based on your Int modifier.
  Benefit: When you make an Int check, or Int-based 
  skill check, you may call upon eldritch knowledge 
  to assist you by spending spell points. You receive a 
  competence bonus to the check equal to the number 
  of spell points spent. You cannot spend more spell 
  points than half your level (rounding up) on a single 
  check. If you spend points from your reserve pool to 
  gain a bonus to a skill check you must make a Will 
  save to avoid fatigue, exhaustion, or unconsciousness 
  just as if you had used the points to cast a spell.
  Eldritch Intensity
  You can increase the effectiveness of your personality 
  by drawing on your spell power. 
  Prerequisites: Cha 17, 1 level in a class that grants 
  bonus spell points based on your Cha modifier.
  Benefit: When you make a Cha check, or Cha-
  based skill check, you may call upon eldritch intensity 
  to assist you by spending spell points. You receive a 
  competence bonus to the check equal to the number 
  of spell points spent. You cannot spend more spell 
  points than half your level (rounding up) on a single 
  check. If you spend points from your reserve pool to 
  gain a bonus to a skill check you must make a Will 
  save to avoid fatigue, exhaustion, or unconsciousness 
  just as if you had used the points to cast a spell.
  Infused Arcana
  You can increase the power of your arcane abilities by 
  infusing them with spell power. 
  Prerequisites: Int 13, 1 level in a class that grants a 
  spell point pool, arcane pool class feature.
  Benefit: You can spend spell points to temporarily 
  gain access to a magus arcana you meet the 
  prerequisites for, but have not taken. Each time you 
  use this ability you may select one such arcana, and 
  gain access to it for one minute. The first time each 
  day you use this ability it costs 1 spell point, and each 
  additional use in the same day has a spell point cost 1 
  higher (2 spell points the second time you use it, three 
  
  9 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 9 
  spell points the third time, and so on). If you use this 
  ability while the duration of an arcana you gained 
  earlier is still running, you immediately lose access to 
  the earlier arcana.
  You may not spend more spell points to gain access 
  to an arcana than half your caster level (rounding up). 
  If you spend points from your reserve pool to gain 
  access to an arcana you must make a Will save to 
  avoid fatigue, exhaustion, or unconsciousness just as 
  if you had used the points to cast a spell.
  Infused Aspect
  You can increase the power of your arcane link to 
  your eidolon by infusing it with spell power. 
  Prerequisites: Cha 13, 1 level in a class that grants 
  a spell point pool, eidolon class feature.
  Benefit: You can spend spell points to temporarily 
  gain access to a 1-point evolution your eidolon has. You 
  must meet the evolution’s prerequisites, and cannot select 
  the skilled evolution. Each time you use this ability you 
  may select one such evolution, and gain access to it for one 
  minute. The first time each day you use this ability it costs 
  1 spell point, and each additional use in the same day has 
  a spell point cost 1 higher (2 spell points the second time 
  you use it, three spell points the third time, and so on). 
  If you use this ability while the duration of an evolution 
  you gained earlier is still running, you immediately lose 
  access to the earlier evolution.
  You may not spend more spell points to gain access 
  to an evolution than half your caster level (rounding 
  up). If you spend points from your reserve pool to 
  gain access to an evolution you must make a Will save 
  to avoid fatigue, exhaustion, or unconsciousness just 
  as if you had used the points to cast a spell.
  Infused Bomb
  You can increase the effectiveness of your bombs by 
  infusing them with spell power. 
  Prerequisites: Int 13, 1 level in a class that grants 
  an extract pool, bomb class feature.
  Benefit: When you throw a splash weapon 
  (including bombs from the bomb class feature), you 
  may also spend extract points from your open or 
  reserve pool to increase the weapon’s damage by 1 
  point for every 1 spell point spent to do so.
  You may not spend more extract points to augment 
  a single splash weapon than half your caster level 
  (rounding up). If you spend points from your reserve 
  pool to infuse a bomb you must make a Will save to 
  avoid fatigue, exhaustion, or unconsciousness just as 
  if you had used the points to create an extract.
  Infused Channel
  You can increase the effectiveness of your channeled 
  energy by infusing it with spell power. 
  Prerequisites: Wis 13, 1 level in a class that grants 
  a spell point pool, channel energy class feature.
  Benefit: When you channel energy, you may also 
  spend spell points from your open or reserve pool 
  to increase the effect of the channeled energy, as 
  outlined below.
  *You may increase the radius of the channel energy 
  by +5 ft. for every 2 spell points spent to do so.
  *You may increase the total damage dealt or healed 
  by the channeled energy by 1 point for every 1 spell 
  point spent to do so.
  *You may cause the channeled energy to both 
  heal living creatures and harm undead (for positive 
  energy) or heal undead and harm living creatures (for 
  negative energy) for 5 spell points.
  You may not spend more spell points to augment a 
  single use of channel energy than half your caster level 
  (rounding up). If you spend points from your reserve 
  pool to infuse channeled energy you must make a Will 
  save to avoid fatigue, exhaustion, or unconsciousness 
  just as if you had used the points to cast a spell. 
  
  10 Houserule Handbooks: spellpoints expansion
  Infused Heritage
  You can increase the influence of your bloodline by 
  infusing it with spell power. 
  Prerequisites: Cha 13, 1 level in a class that grants 
  a spell point pool, bloodline class feature.
  Benefit: You can spend spell points to temporarily 
  gain access to a bloodline feat you meet the 
  prerequisites for, but have not taken. Each time you 
  use this ability you may select one such feat, and gain 
  access to it for one minute. The first time each day 
  you use this ability it costs 1 spell point, and each 
  additional use in the same day has a spell point cost 
  1 higher (2 spell points the second time you use it, 
  three spell points the third time, and so on). If you 
  use this ability while the duration of a feat you gained 
  earlier is still running, you immediately lose access to 
  the earlier feat.
  You may not spend more spell points to gain access 
  to a feat than half your caster level (rounding up). If you 
  spend points from your reserve pool to gain access to a 
  bloodline feat you must make a Will save to avoid 
  fatigue, exhaustion, or unconsciousness 
  just as if you had used the points 
  to cast a spell. 
  Infused Hex
  You can increase the 
  effectiveness 
  of 
  your 
  hexes by infusing them 
  with spell power. 
  Prerequisites: Int 13, 
  1 level in a class that grants a 
  spell point pool, hex class feature.
  Benefit: When you use a hex, 
  you may also spend spell points 
  from your open or reserve pool to 
  increase the effect of the hex, 
  as outlined below.
  *If the hex normally 
  has a 30-foot range, 
  you may increase 
  the range of the 
  hex by +5 ft. for 
  every spell point 
  spent to do so.
  *You may 
  increase 
  the 
  total damage 
  dealt 
  or 
  healed 
  by 
  the hex by 1 point for every 1 spell point spent to do 
  so. This has no impact on hexes that do not normally 
  deal or heal damage.
  *You may use the hex a second time on a target 
  you are normally only allowed to use it once per day 
  on for 5 spell points.
  You may not spend more spell points to augment a 
  single hex than half your caster level (rounding up). If 
  you spend points from your reserve pool to infuse a hex 
  you must make a Will save to avoid fatigue, exhaustion, 
  or unconsciousness just as 
  if you had used the 
  points to cast a spell.
  Infused 
  Judgment
  You can increase 
  the 
  effectiveness 
  of your judgments 
  by infusing them 
  with spell power. 
  Prerequisites: Wis 
  13, 3 levels in a class 
  that grants a spell point 
  pool, judgment class feature.
  Benefit: When you initiate 
  or maintain a judgment, you 
  may also spend spell points 
  from your open or reserve pool to 
  increase the effect of the judgment. 
  By spending 2 spell points you may 
  boost your effective inquisitor level by +4 
  for purposes of calculating the judgment’s 
  effectiveness. This bonus lasts until the 
  beginning of your next round (though 
  you may continue to pay the 
  spell points to infuse the 
  judgment each round, if 
  you wish).
  If you can maintain 
  more 
  than 
  one 
  judgment at a time 
  you may infuse 
  each 
  judgment 
  s e p a r a t e l y , 
  paying the spell 
  point cost for each. You 
  may not spend more spell 
  points to augment your judgments 
  each round than half your caster level 
  
  11 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 11 
  (rounding up). If you spend points from your reserve 
  pool to infuse a judgment you must make a Will save 
  to avoid fatigue, exhaustion, or unconsciousness just 
  as if you had used the points to cast a spell.
  Infused Performance
  You can increase the effectiveness of your bardic 
  performance by infusing it with spell power. 
  Prerequisites: Cha 13, 3 levels in a class that grants 
  a spell point pool, bardic performance class feature.
  Benefit: When you initiate or maintain a bardic 
  performance, you may also spend spell points from 
  your open or reserve pool to increase the effect of the 
  performance. By spending 2 spell points you may 
  boost your effective bard level by +4 for purposes of 
  calculating the bardic performance’s effectiveness. 
  This bonus lasts until the beginning of your next 
  round (though you may continue to pay the spell 
  points to infuse the performance each round, if you 
  wish).
  If you can maintain more than one performance at 
  a time you may infuse each performance separately, 
  paying the spell point cost for each. You may not 
  spend more spell points to augment your bardic 
  performances each round than half your caster level 
  (rounding up). If you spend points from your reserve 
  pool to infuse a performance you must make a Will 
  save to avoid fatigue, exhaustion, or unconsciousness 
  just as if you had used the points to cast a spell.
  Infused Revelation
  You can increase the power of your mystery by 
  infusing it with spell power. 
  Prerequisites: Cha 13, 1 level in a class that grants 
  a spell point pool, mystery class feature.
  Benefit: You can spend spell points to 
  temporarily gain access to one revelation you meet 
  the prerequisites for, but have not taken. Each time 
  you use this ability you may select one such revelation, 
  and gain access to it for one minute. The first time 
  each day you use this ability it costs 1 spell point, and 
  each additional use in the same day has a spell point 
  cost 1 higher (2 spell points the second time you use 
  it, three spell points the third time, and so on). If you 
  use this ability while the duration of a revelation you 
  gained earlier is still running, you immediately lose 
  access to the earlier revelation.
  You may not spend more spell 
  points to gain access to a revelation 
  than half your caster level (rounding 
  up). If you spend points from your reserve pool to 
  gain access to a revelation you must make a Will save 
  to avoid fatigue, exhaustion, or unconsciousness just 
  as if you had used the points to cast a spell.
  Infused Wild Shape
  You can increase the effectiveness of your wild shape 
  by infusing it with spell power. 
  Prerequisites: Wis 13, 5 levels in a class that grants 
  a spell point pool, wild shape class feature.
  Benefit: When you use your wild shape, you may 
  also spend spell points from your open or reserve pool 
  to increase the ability scores of the form you take. By 
  spending 3 spell points you may gain a +4 enhancement 
  bonus to Str, Dex, or Con while in the wild shape form. 
  Your total ability score (including any size bonuses) 
  cannot exceed the ability score of the 
  creature you take the form of. At 11th 
  level you may spend 6 spell points 
  to gain +4 enhancement bonuses 
  to 2 ability 
  scores while in 
  wild form, with the 
  same limitations.
  If you spend points 
  from your reserve pool 
  to infuse a wild shape 
  you must make a 
  Will save to avoid 
  fatigue, exhaustion, 
  or unconsciousness 
  just as if you had 
  used the points 
  to cast a spell.
  
  12 Houserule Handbooks: spellpoints expansion
  Metamastery
  You are adept at altering the effects of your spells quickly.
  Prerequisites: Int 13, 1 level in a class that grants 
  a spell point pool.
  Benefit: You do not increase the casting time 
  of spells you cast with spell points when adding a 
  metamagic effect.
  Normal: When applying metamgic to a spell cast using 
  spell points, spells with a casting time of a standard action 
  become a full-round action and those with a longer 
  casting time take an extra full-round action to cast.
  new rules
  In addition to having spell points work with, and 
  gain options as part of, various class-related rules, 
  it’s possible to use the spell point system to create 
  entirely new options. The new rules below should 
  be considered “optional,” even in a campaign using 
  spell points. Players should assume these rules are 
  not in use unless their GM specifically says otherwise. 
  overCasting
  Overcasting is an optional rule that allows spellcasters 
  to cast spells even after they are out of spell points. 
  While this does expand the total power available to 
  spell point spellcasters, it comes with a heavy cost (see 
  below), and allows for the kinds of heroic sacrifices 
  common in fantasy fiction. It’s worth noting that 
  GMs must be careful with systems like this. If a PC 
  manages to keep casting without killing himself, he 
  can bring much, much more power to the table. If he 
  dies off on his first effort, the player can feel cheated. 
  And of course for high-level games, a resurrection or 
  true resurrection may be considered just the cost of 
  getting off another couple of meteor swarms, which can 
  throw off the balance.
  The first time a character overcasts he is 
  automatically fatigued if not already suffering the 
  condition. The second time, he is automatically 
  exhausted. Each time a caster casts a spell with no 
  spell points available (including the first two), the 
  character must make a Fort save or die, with a DC of 
  15 + spell points spent beyond the spellcaster’s pool + 
  number of spells he’s cast since running out of spell 
  points. This is considered a death effect for purposes 
  of returning the character to life.
  For exactly the right game and right group of 
  player’s, the tension and dynamics are a great addition 
  to the game. For many groups, it’s a hassle and more 
  likely to lead to resentment than additional fun.
  reduCed Casting level
  Sometimes a spellcaster wants to conserve spell 
  points, and doesn’t need the full power of a spell. 
  Reduced casting level is an alternate rule to give spell 
  point spellcasters a way to not use their spells to full 
  effect and not pay their full cost.
  When casting a spell with a reduced caster level, 
  the spell’s save DC (if any) is reduced by one, and 
  all spell calculations are made with only 
  half the spellcaster’s caster level – 
  including how easily the spell is 
  affected by such things as dispel 
  magic. (A spellcaster must be at least 
  2nd level to use reduced casting level). 
  
  13 Houserule Handbooks: spellpoints expansion
  Houserule Handbooks: spellpoints expansion 13 
  Only spells that have some numerical 
  calculation (such as range, duration, 
  number of targets, or damage dealt) 
  based on caster level may be cast at 
  reduced caster level. Such spells 
  have their spell point cost reduced 
  by 1, to a minimum cost of 1. 
  For many groups reduced 
  casting 
  level 
  is 
  a 
  logical 
  extension of the spell point 
  rules, but it also allows savvy players to only reduce 
  their caster level when there is very little chance doing 
  so will have reduction in the spell’s effectiveness. This 
  in turn increases the number of spells they can cast 
  each day, which can have an unbalancing effect. A 
  GM who wants to allow reduced casting level as an 
  option, but not give it as a free ability to all spellcaster, 
  may decide to allow characters to have access to this 
  rule if they spend a feat to do so.
  
  14 Houserule Handbooks: spellpoints expansion
  we err on tHe side oF 
  awesome!
  Designer:
  Owen K.C. Stephens
  Editor:
  The Geniuses
  Project Manger:
  Lj Stephens
  Cover Art:
  RedPeggy
  Interior Art:
  Mongoose, Fantasy Clip Inks
  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 
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  See http://Paizo.com/PathfinderRPG/compatibility 
  for more information on the compatibility license.
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  All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic 
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  content as described in Section 1(d) of the License. 
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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 
  A. Vaughn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Houserule Handbooks: Spellpoints © 2012, Super Genius games; Author: Owen K.C. Stephens
  Houserule Footnotes: Spellpoint Feats © 2012, Super Genius games; Author: Owen K.C. Stephens
  Houserule Handbooks: Spellpoints Expansion © 2012, Super Genius games; Author: Owen K.C. 
  Stephens
  
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