Magic Systems with Magic Points?

Marc_C

Solitary Role Playing
I'm interested in learning about rpgs that use magic points to cast spells as their default system.

Fantasy AGE use them. Each spell has a cost. They also have a TN number the mage must roll equal or over to succeed in casting the spell. There are no components. If the mage fails the roll the points are lost. Some spells can be extended or are more powerful when spending extra magic points. Mages can wear armour but it adds to the casting cost the spell. The mage can wear heavy plate armour but the cost is crippling.

Which other rpg uses Magic Points as default and how does it work?
 

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The Fantasy Trip. Initially points for spells = your Strength, but items and the Wizard's Staff (which is an item created by spells) can let the character store more.

Each spell has a set cost, though some you can pump up (like fireball). The caster must also make a Dexterity roll to successfully cast the spell.

(Aside: The number of spells and level of spells known are based on Intelligence. ST, DX and INT are the only attributes in the game, so you can see it's a balancing act setting scores. There are no dump stats.)
 

Default GURPS uses FP (fatigue points) to cast spells. FP are similar to HP, but they measure fatigue, exhaustion, and exertion rather than physical wounds. (Non-casters also have options for spending FP.)

Alternatively, you can spend character points on Energy Reserves. Energy Reserves function mostly the same as Fatigue Points. Some of the differences are that ER points are (usually) cheaper to buy because they can typically only be used for one specific task (casting spells in the case of a mage) and using ER doesn't fatigue the caster. Essentially, they are a separate pool of points used to power spells.
 

I was in a 2e game where we were using points. However, those were allocated when memorizing the spells rather than at casting. Several of the alternative Magic systems in GURPS also use points
 

AD&D 2nd edition had a rule book, it was called Player's Option: Spells & Magic, that had an option for a spell point system. I remember really liking it so I let, and encouraged, my players to use it instead of the default Vancian magic system of the game.
 

There was also Green Ronin‘s True Sorcery book, which was d20 compatible and had a very flexible build your spell option, and used non lethal damage as the cost. I loved it but it died from lack of it catching on.

 

Rrolemaster/Spacemaster use a point system. All spells cost their level in SP. To cast a spell¹, one needs to be a level no less than the spell. Spell lists usually have spells to level 20, then every 5 to level 50. You learn the list¹ to a certain level by allocating Dev Points to the list, and then rolling to see if you learned it. It's possible to know a list to level 10 but be only able to cast¹ the level 1 spell.

¹: unless using one of the insanely many optional rules.

Takisman Adventures - 3 ranks of spells, costing 1/2/3 SP. Exceptional rolls may do extra effect or not cost the SP. Poor rolls cost extra to cast or are forgotten, player choice. SP = Craft+Level-1. Note that craft rises indirectly from aspect increases, and aspect increases happen from leveling up.

GURPS and TFT: various spells have specific point costs in the description, which is marked as fatigue. Each spell is a skill in GURPS, usually with prerequisites. In TFT, each is a talent; higher levels replace lower levels.

Tunnels and Trolls - all editions. Spells have a base cost to cast, and you have to be a level at least equal to the spell's to cast it. If you're higher, you can increase most by paying the full cost for each level over, and thus increase effect. Some editions mark the cost on Strength, others (5.5 and later) on Kremm/Wiz/Power... In editions to 5.5, level-up increases one attribute or two; in 7 & later, level is a function of best class level.

Palladium Fantasy 1R...
one or multiple spells per day, without reguard to level of spell; spells always cost 1 slot to cast. Psi uses ISP ("Inner Strength Points") based upon ME + 1d/level, Which size is by category of psi-power, with psi abilities ranked for learning, but having , Mechanoids uses ISP for Psionics. Later games sometimes also have PPE as a separate thing from ISP...


Warhammer FRP 1E has levels for learning difficulty, and spell points by spell for casting.

Pendragon 4E (only 4E): the sum of religious personality traits is the casting limit; the limit/20 is base casting dice (crits on casting double both), areas and events can add more dice. Spells are effect_base + Num_of_Targets_Mod + Duration_Mod required. If the total isn't met, cast a lower power version; if it's met or exceeded, cast at desired level. The number of the points used, divided by 10, is the number of weeks of sleep owed for casting. If you don't start by the second sunday after casting, and each such sunday after, make an aging save. For a character's best spell types, the sleep owed is halved, so 1 per 20 points. If you know you're going to cast at a given time, weeks prep can replace sleep owed...
 

RuneQuest 1st, 2nd and 3rd editions use one kind of magic points for spirit magic (the magic that everyone uses), and a different kind for Rune magic, which is confined to the powerful. Call of Cthulhu and Stormbringer use closely related systems.

The Discworld RPG has a magic point system of its own, rather than using any of the GURPS magic systems.
 

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