Rule

Specialization Points

How Specialization Points (SP) are earned each session and what everything costs to buy and improve.

Specialization Points, or SP, are the single currency of character advancement in ØMEN: After Dragons. Everything you buy - attribute bonuses, skills, spell schools and individual spells, weapon and armor training, languages, talents, and specialization picks - is paid for in SP. You earn SP every session, and you spend it from a starting pool of 30 at character creation and from your session earnings thereafter. Knowing how SP flows in and out is the heart of building and growing a character.

Earning SP

You earn SP at the end of every session. The standard rate starts at 7 SP per session and climbs by +1 every 2 sessions as a player-reward curve - so 7 SP for your first two sessions, 8 for the next two, 9 for the two after that, and onward.

Your table can tune that pace. Every pace still starts at 7 SP per session; only the rate of increase changes:

Pace Increase Feel
Slow +1 every 3 sessions Advancement is hard-won; power creeps in slowly.
Standard +1 every 2 sessions The default curve.
Fast +1 every session Characters grow and specialize quickly.

At the standard pace, a 52-session campaign (roughly a year of weekly play) yields about 1,014 SP total; a 104-session campaign yields roughly 3,380 SP.

The Initial 30 SP

After your race, attributes, class, and background are set, you spend 30 SP at character creation using standard costs (the core-attribute discount already applies). Typical initial spends include:

  • One to three starting abilities or spells (5–16 SP each).
  • A skill rank or two (5–11 SP each).
  • A bonus bump on a weak, non-core attribute.
  • Shoring up a weapon or armor training tier beyond what the innate discount covers.

Spellcasters tend to spend more of the 30 SP on initial spells than martial classes do. Silents spend comparably to casters, because their thematic training ramps up slowly.

What SP Buys

Category Cost Rule Notes
Level-up L2: 15, L3: 20, L4: 25, L5: 30, L6: 35, L7: 40, L8: 45, L9: 50, L10: 60 (320 SP total for L2–10) Mandatory; gates specialization access
Attribute bonus (non-core) Cost = current bonus Raising +5 → +6 costs 5 SP
Attribute bonus (core) Cost = current bonus − 5 (minimum 1) Two cores per class
Basic Skill (non-innate) 5 + current level per rank; first rank = 5 SP Max level 10
Basic Skill (innate) Free at rank 1; then current level per rank (minimum 1) Max level 10
Special Skill (non-innate) 5 + current level per rank Max level 5
Special Skill (innate) Free at rank 1; then current level per rank (minimum 1) Max level 5
Spell school level (non-innate) 5 + current level per rank Max 10; gated by Magicka
Spell school level (innate) Current level per rank (minimum 1) Max 10; ignores the Magicka cap
Individual spell Varies (7–55 SP, listed on each spell) Separate from school level
Weapon/Armor/Shield training (non-innate) 10 / 13 / 16 / 19 / 22 SP per tier 80 SP to max one category
Weapon/Armor/Shield training (innate) 5 / 8 / 11 / 14 / 17 SP per tier 55 SP to max one category
Language (per tier) 5 / +5 / +10 SP (Basic / Conversational / Fluent) 20 SP to Fluent
Talent Varies (10–30 SP, listed on each) Capped at half your level
Combat Style 40 SP (switching costs old + new combined) One at a time; outside the Talent cap
Specialization pick Varies (7–50 SP; Pinnacles 50 SP) Class-specific
Profession (after creation) 30 SP flat One per character

Skill Costs in Detail

A skill's level is its bonus: a Basic Skill at level 5 grants +5 when rolled. Basic Skills cap at level 10; Special Skills cap at level 5.

Type Non-Innate Innate
Basic or Special (any rank) 5 + current level SP current level SP (minimum 1)

The first rank (0 → 1) costs 5 SP for non-innate skills, and is free for innate skills (the skill is granted at level 1 automatically when declared innate).

Worked totals:

  • Maxing one Basic Skill (0 → 10): 95 SP non-innate; 45 SP innate.
  • Maxing one Special Skill (0 → 5): 35 SP non-innate; 10 SP innate.

Spell School and Spell Costs

Spell school levels use the same cost structure as skills (5 + current level non-innate; current level innate, minimum 1) and cap at level 10. Combined non-innate spell school levels can never exceed your Magicka level; innate schools do not count toward this cap.

Each individual spell also has its own SP acquisition cost, listed on the spell, scaling roughly by level:

Spell Level Acquisition Cost
L1 7–16 SP
L2 14–18 SP
L3 16–22 SP
L4 22–40 SP
L5 28–36 SP
L6 30–40 SP
L7 38–44 SP
L8 38–50 SP
L9 44–55 SP
L10 (capstones) 55 SP

Spells also have WP costs to cast, which are separate from their SP acquisition cost.

Training Costs in Detail

Weapon, armor, and shield training share one universal cost ladder of five tiers:

Level Tier Non-Innate Cost Innate Cost
1 Trained 10 SP 5 SP
2 Veteran 13 SP 8 SP
3 Elite 16 SP 11 SP
4 Master 19 SP 14 SP
5 Grandmaster 22 SP 17 SP

Maxing one category costs 80 SP non-innate or 55 SP innate. Any weapon, armor, or shield type you pick up as starting equipment becomes an innate training choice, costing 5 SP less per tier.

How a Budget Tends to Break Down

As a rough heuristic from session-rate analysis:

  • 50–60% of total SP goes to mandatory progression - level-ups and the core-bonus gates that level prerequisites require.
  • The remaining 40–50% is discretionary: specialization picks, extra skills, spells, talents, languages, and crafting investments.
Rules · System ReferenceØMEN: After Dragons