Daerma Adventures uses a spell point system for all casters.
These rules are still in flux as I settle how this exactly will work in the new campaign. I do like how the 5e content (that I have seen via the beta) worked spells, but I still prefer spell points.
- Maximum Spell Points = Spellcasting Ability * Spellcasting Class Level
- Example: 1st level Cleric with 16 (+3) Wisdom: 1 * 3 = 3 SP
- Example: 5th level Wizard with 18 (+4) Intelligence: 4 * 5 = 20 SP
- Example: 10th level Bard with 20 (+5) Charisma: 10 * 5 = 50 SP
- Spells cost 1 spell point per spell level to cast.
- If you want to cast a spell at a higher caster level you have to pump more spell points in it appropriately.
- Cantrips cost 0 spell points to cast unless you try to cast it higher.
- All casters get a small number of cantrips (based on the class descriptions) that they can cast at will.
- Spells can not be cast at a level higher than the maximum spell level you can normally cast.
- The >Insert Custom Feat Name< feat can change this restriction.
- Casters can ready the number of spells per day as listed in the PHB.
- A caster can have as many spells as they want in their spell book or divine selection.
- A caster may spend 1 round per spell level in mediation at anytime to change one of their readied spells.
- Powermasters have surpassed this restriction and can cast any spell they know without any preparation.