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Spell points is the collective term sometimes used to encapsulate both Saidar Points and Saidin Points, the points used by female and male channelers to fuel their weaves respectively. Spell points are abbreviated as SPs. Unlike Hit points (HPs), SPs regenerate only on each full tic. Holding/seizing the source over the course of a tic will result in failure to regenerate SPs and the loss of 1 SPs.

Total Spell points[]

SPs are derived from a character's Wil stat, and the maximum amount of SPs a character will receive by level 30 is directly dependent on this stat. Levels above and beyond 30 do not increase a channeler's pool of SPs.

The maximum any channeler can have is 163 (with 19 Wil), and every point of Wil below 19 will reduce this total by 7 points.

This can be expressed as:

Max SPs
where Wil = the Willpower of the channeler
and Level = the channeler's Experience level

where Level is a maximum of 30.

Using Spell points[]

SPs are used up whenever a channeler successfully completes the timer of a weave. If they get interrupted during the process of weaving (such as by getting hit), or they cancel the weave before it is completed, they are not deducted SPs. If they fail the weave, they are still deducted SPs, and they are also deducted SPs if they fail to afflict a target with a status weave.

Different weaves use different amounts of SPs. However, to be able to use a weave, a channeler must have double the amount of SPs the weave requires. For example, the Travel weave costs 25 SPs, so the channeler must have at least 50 SPs in reserve, otherwise they will get a message saying they are unable to complete the weave.

Angreal can be used to reduce the cost of weaves, effectively increasing a channeler's SP pool. Holding a weave will reduce SPs by 11 each tic. If a channeler runs out of SPs in this way, they may still themselves. You must release to regenerate and not have status of hungry and/or thirsty. If you are embraced or seized you will lose 1 SPs per tick. Unlike HPs, SPs are class specific eg female or male channelers. Hunters or warriors don't get it. SPs can be used over and over granted you have regeneration. In essence it refills if managed correctly.

SPs Regeneration[]

Spell point regeneration can be expressed as:

SP per Tic
Note that means the greatest integer less than or equal to .
where Int = the Intelligence of the channeler
where Wil = the Willpower of the channeler
Standing Spell Point Regeneration
INT Willpower
19 18 17 16 15 14 13 12 11 10
19 19 18 18 17 17 16 16 15 15 14
18 18 18 17 17 16 16 15 15 14 14
17 18 17 17 16 16 15 15 14 14 13
16 17 17 16 16 15 15 14 14 13 13
15 17 16 16 15 15 14 14 13 13 12
14 16 16 15 15 14 14 13 13 12 12
13 16 15 15 14 14 13 13 12 12 11
12 15 15 14 14 13 13 12 12 11 11
11 15 14 14 13 13 12 12 11 11 10
10 14 14 13 13 12 12 11 11 10 10
Resting Spell Point Regeneration
INT Willpower
19 18 17 16 15 14 13 12 11 10
19 26 25 25 24 23 23 22 21 21 20
18 25 25 24 23 23 22 21 21 20 19
17 25 24 23 23 22 21 21 20 19 18
16 24 23 23 22 21 21 20 19 18 18
15 23 23 22 21 21 20 19 18 18 17
14 23 22 21 21 20 19 18 18 17 16
13 22 21 21 20 19 18 18 17 16 16
12 21 21 20 19 18 18 17 16 16 15
11 21 20 19 18 18 17 16 16 15 14
10 20 19 18 18 17 16 16 15 14 14

SP regeneration research courtesy of Synthia

Status Messages[]

Status Spell Point % 19 WIL 18 WIL 17 WIL 16 WIL 15 WIL
Bursting 100% 163 156 149 142 135
Full 90% to <100% 147 - 162 141 - 155 135 - 148 128 - 141 122 - 134
Strong 50% to <90% 82 - 146 78 - 140 75 - 134 71 - 127 68 - 121
Good 30% to <50% 49 - 81 47 - 77 45 - 74 43 - 70 41 - 67
Fading 15% to <30% 25 - 48 24 - 46 23 - 44 22 - 42 21 - 40
Trickling 1% to <15% 2 - 24 2 - 23 2 - 22 2 - 21 2 - 20
None 0% 0 - 1 0 - 1 0 - 1 0 - 1 0 - 1

See also[]

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