
Up until level 19, spell points are a power positive change. How does using the spell point variant rule affect balance for spellcasting classes?

If anyone is super great at balance-math I would be interested in mechanical answers as well. I would be interested in hearing examples of issues that came up when using this system as well as overall feel of the balance of this system compared to traditional spell-slots. My question is for anyone that has used this variant system, either as a player or DM. I plan to playtest it as a player before using it for a campaign and wanted to find out if there are issue I should be aware of. I am considering using this system in the near future. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. Cantrips don't require slots and therefore don't require spell points.

The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. In this variant, each spell has a point cost based on its level. Below are the best summary paragraphs of the system:

On page 288-289 of the DMG, there is a "Variant: Spell Points" rule.
