Variant Rules (Theous)

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Variant Roles & Magic Systems[edit]

Theous features a world where magic is both boundless and dangerous. To reflect this, the following variant rules are available for campaigns looking for more mechanical flexibility and tension in magical play.

Advanced Spell Point System (with Gritty Variant)[edit]

Overview[edit]

Using the Advanced Spell Point System removes the need for tracking spell slots. Instead, casters use a Spell Point pool—similar to how Hit Points are tracked.

  • You can never spend more Spell Points than your maximum.
  • There is no hard cap on the number of spells per day—only the size of your Spell Point pool limits your casting.
  • Cantrips cost 0 Spell Points.

Spell Point Costs[edit]

Spell Level Spell Point Cost
Cantrips 0
1st–5th Equal to the spell's level
6th–7th Double the spell level
8th–9th Triple the spell level

Example:

  • Casting a 4th-level spell costs 4 Spell Points.
  • Casting a 7th-level spell costs 14 Spell Points (7 × 2).
  • Casting a 9th-level spell costs 27 Spell Points (9 × 3).

Casting Spells with Spell Points[edit]

When you cast a spell or use an ability that would normally consume a spell slot, subtract the appropriate number of Spell Points from your current total. You cannot cast a spell:

  • Higher than your casting limit.
  • If you do not have enough Spell Points remaining.

Recovering Spell Points[edit]

Spell Points are restored after completing a Long Rest. If a class has features that restore spell slots on a Short Rest (e.g., Arcane Recovery), those features may be adjusted to restore a small number of Spell Points instead (DM’s discretion).

Gritty High Magic Variant[edit]

This optional variant adds tension and danger to spellcasting. It encourages strategic spell usage and offers a powerful but risky option for desperate moments.

Running Out of Spell Points[edit]

When you reach 0 Spell Points, you can no longer cast spells—unless you choose to tap into your life force.

Casting Without Spell Points[edit]

You may choose to cast a spell using your life force in exchange for severe consequences.

  • Your Spell Point pool drops to 0.
  • Your Hit Point Maximum is reduced by **(Spell Point Cost × 2)**.
  • You must immediately make a **Constitution Saving Throw** (DC = 10 + Hit Point Maximum Reduction).
  • On a failed save, you gain **1 level of exhaustion**.

Important: You cannot cast a spell higher than your casting limit, even with this method.

Example[edit]

You are a 9th-level wizard with 4 Spell Points remaining, and you want to cast a 5th-level spell (cost: 5 SP).

  • You go below 0 Spell Points (they drop to 0).
  • You reduce your Hit Point Maximum by 10 (5 × 2).
  • You must make a DC 20 Constitution saving throw.
  • On a failure, you gain 1 level of exhaustion.

Recovery[edit]

  • **Exhaustion** is recovered normally—1 level per Long Rest.
  • **Hit Point Maximum** is recovered at a rate of 4 per Long Rest (based on your Proficiency Bonus; DM may scale this as needed).