Spell points and divine favor

In this take on cleric spells, clerics use the spell point system provided by Alex, with some small modifications, designed to encourage them to tale an active role in the religious life of the community.

First, cleric spells cost spell points to cast, as follows:

Spell Level & Spell Points & Min level
1 1 2
2 3 4
3 6 6
4 10 6
5 15 7

Spells are not a surefire thing. A cleric must make a throw to succeed equal to the cost of the spell in spell points, or the spell is lost. Wisdom bonuses may be applied to the roll, and additional spell points may be spent to improve the roll, with each spell point granting a +1 to the roll, up to the character’s level.

The number of spell points a character gets per day, and maximum spell level, are given in the following table.

Level & Spell points
1 0
2 1
3 3
4 6
5 10
6 15
7 20
8 25
9 30
10 35
11 40
12 45
13 50
14 55

In addition, divine power may be used to fuel additional spell points, on a weekly basis, up to the following maxima. Each gp of divine power devoted during the morning preparation adds one spell point.

Level & Maximum Extra Spell Points
1 0
2 0
3 1
4 3
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 70
13 80
14 100

Neat! Please let me know how it works out. I’m intrigued by spell point experiments.