Spell-points, Explanation of:    

A caster will have 2-D6 spell-points (S.P.) at the creation of the character.

 

If 12 spell-points are rolled up at the initial creation

 

An additional 1-D6 S.P. will be added as he or she advances every level thereafter.

 

S.P. are the energy needed to cast a spell (bring the magic to life). Sometimes rulings will allow extra S.P. to be added into a spell to make it more powerful, last longer, cause more healing, damage, etc. (extra S.P., added into the casting of a spell, must be stated by the player directly before it is cast).

 

It will tell you how many spell-points it will take to cast magic in each spell.

 

Once S.P. reach zero, the caster cannot cast again until spell-points regenerate back up enough to cast again. Spell-points regenerate at 3 points per 1 hour. If the caster is wounded physically, mentally, or spiritually there will be a penalty to this regeneration per hour as follows:

 

Hinderments to spell-point regeneration (the normal is 3 per 1 hour):

Exhaustion (this is extreme exhaustion) ----------------------- : -1 spell-point regeneration per 1 hour.

Extreme Fear --------------------------------------------------------- : -1 spell-point regeneration per 1 hour.

Wounded mentally (mind-spell or ability effects caster) --- : -1 spell-point regeneration per 1 hour.

Wounded physically ------------------------------------------------- : -1 spell-point / hour.

Wounded spiritually ------------------------------------------------- : -1 spell-point / hour.