Introduction
Magic Points are Call of Cthulhu 7e's quietest threat meter. They are not a reserve of heroic power that tells you how many impressive things you can do before resting. They are the part of an investigator's will that can be converted into a spell, a gate, or an artifact activation. When that reserve runs dry, the rules do not politely prevent the attempt. They begin taking the difference from the investigator's body.
That is why a Magic Point total should change how you approach occult scenes. A spell's listed cost answers questions like: Can we try this twice? Can we still run afterward? How long until the investigator is functional again? Is this effect important enough to risk a major wound?
This guide covers the shared resource behind Mythos magic. Read How Magic Works first for learning, first castings, and pushed casts; each individual spell still controls its own requirements and costs.

Hot Take
Do not spend Magic Points like ammunition. Ammunition tells you whether you can take the shot. Magic Points tell you whether taking the shot will leave you able to walk away, sleep, answer questions, or recognize yourself afterward. The interesting decision is rarely "Can I afford this?" It is "What will the group do when I cannot?"
What Magic Points Represent
Magic Points are the fluctuating expression of POW. They are the expendable part of a character's spiritual force: the energy used to cast most spells, energize artifacts, power magical gates, and fuel other supernatural effects.
The distinction between POW and Magic Points is essential. POW is a core characteristic. Magic Points are a temporary pool derived from it. Spending Magic Points normally does not reduce POW, and the pool naturally returns with time. Some effects instead demand a sacrifice of POW. That is a different and much more permanent cost, and the spell or artifact will say so explicitly.
This makes the pool useful as fiction as well as arithmetic. Spending can feel like a numbness of the soul, a burst of clarity that comes with regret, a low fever behind the eyes, or no immediate sensation at all. A Keeper should choose a sensation that suits the spell and repeat it when that investigator uses occult power. The player gets a cue that something personal is being spent even when the scene is not immediately violent.
Magic Points are also not proof that an investigator is a wizard. Ordinary humans have them because POW measures more than occult training. Most investigators will go their entire careers with a Magic Point pool and no safe reason to use it. The pool becomes dramatic when knowledge and circumstance give them something terrible to spend it on.
Calculate Your Magic Point Pool
At the start of play, an investigator's maximum Magic Points equal one-fifth of their POW. Divide POW by five and record the result as the pool's normal ceiling.
| POW | Normal Magic Point Maximum |
|---|---|
| 40 | 8 |
| 50 | 10 |
| 60 | 12 |
| 70 | 14 |
| 80 | 16 |
| 90 | 18 |
For example, an investigator with POW 65 has 13 Magic Points. That number is not a recommendation to seek thirteen points' worth of spells. It is the starting measure of how much occult work they can attempt before the next point has to come out of their Hit Points.
Track the current total separately from the maximum. A player who only writes "MP 13" can easily forget whether that is their capacity or their remaining resource after a gate, an artifact, or an earlier ritual. Write both in a form that makes the danger visible, such as MP 4/13.
Most player characters have a modest pool. Cultists, powerful sorcerers, and Mythos entities may have larger pools than their POW would normally provide. That is a useful signal that the opposition is operating under different rules or has access to reservoirs the investigators should worry about. It is not a reason to silently give investigators the same advantage.
What Uses Magic Points
Most spells require Magic Points, but the exact cost belongs to each spell. The same is true of many artifacts, gates, and supernatural effects. Never assume every occult object takes the same kind of payment. Read the effect carefully and establish the cost before an investigator commits to it.
The practical rule is straightforward: if an effect says it needs Magic Points, it does not activate until the required amount is spent. No partial payment creates a partial spell unless the effect specifically says it does. An investigator who has only three points remaining cannot activate a five-point effect without accepting that the two-point shortfall will be paid in Hit Points.
Magic Points can also be taken involuntarily by magical attacks. That loss can be painful or disorienting, perhaps a headache, a sudden weakness, or a feeling that a private part of the mind has been pulled loose. It matters because a character may enter a ritual scene already depleted without choosing to be. The player still needs the current total on the sheet, and the Keeper should make the drain recognizable enough that it is not mistaken for ordinary fatigue.
Do not flatten every cost into Magic Points. A spell may also require Sanity loss, permanent POW, a specific material, an hour of time, an opposed roll, or a target that is actually present. Magic Points are one part of the price, not a universal bypass for every other requirement.
Spending Is Voluntary, Until It Is Not
Spending one's own Magic Points or sacrificing POW takes only the owner's will. The investigator chooses to feed the energy into the effect. That choice can be a deliberate sentence in play: "I give it what it wants," "I finish the circle," or "I turn the key." Let the player state the decision when it matters.
The character may willingly fuel an artifact and still be horrified by what it does, so the choice never makes a spell harmless. They may choose a gate because the alternative is death and still discover that the destination has changed. Voluntary expenditure establishes agency; it does not establish control.
The exception is an effect that leeches Magic Points or POW from an unwilling target. The target has not made a bargain. Describe that difference. A caster might feel their energy leave in a focused release; an unwilling victim might feel a migraine, nausea, an involuntary memory, or an immediate sense of violation. This is a small narrative distinction that keeps supernatural assault from feeling like an accounting entry.
Zero Magic Points Means Hit Point Damage
When Magic Points reach zero, further Magic Point expenditure is deducted from Hit Points one for one. There is no protective floor at zero and no separate saving throw before the exchange. A spell that needs six points when the investigator has two remaining spends the two Magic Points and inflicts four Hit Points of damage.
This is one of the most important rules in the magic chapter because it makes "I cannot afford it" a tactical statement, not an absolute rule. You can often still pay. The question is whether the character can survive what payment means.
Hit Point damage from overspending should be described as actual harm chosen to match the magic. The rules offer examples such as cuts or sores opening on the body, blistered skin, or blood from the eyes or ears. A Keeper can skip the most graphic option; what matters is that the body has paid for an act the spirit could not cover.
This damage can cause a major wound and can kill an investigator. Treat that fact as visible information, especially when a player is about to force a high-cost effect. The Keeper does not need to calculate every possible consequence for the group, but should not conceal that the shortfall comes from Hit Points or pretend that a desperate cast is merely exhausting.
Magic Point recovery and normal healing can happen at the same time. That does not erase the difference between the two resources. The Magic Point portion returns on its own schedule; the Hit Point damage must recover under the Wounds and Healing rules. A character who turns a shortfall into bodily injury may have enough occult energy for another attempt tomorrow while still being in no shape to make it.
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See Who's Running Call of CthulhuRecovery and Its Limits
Magic Points regenerate naturally at one point per hour. An investigator with POW over 100 recovers two per hour. At POW over 200, they recover three per hour, and the pattern continues for even greater POW. Normal human investigators will almost always use the one-point-per-hour rate.
Regeneration stops at the normal maximum of one-fifth of POW. If an investigator with POW 60 has spent nine of their twelve points, they return to twelve after nine hours of recovery, not beyond it. A full night's rest can be enough to restore a modest pool, but a scenario that moves from midnight to dawn may not offer enough time for a caster to recover from every choice.
Some circumstances can grant a character Magic Points above their normal maximum. Those extra points can be spent, but they do not regenerate. Treat them as a temporary and suspicious surplus. Record them separately if needed, because normal recovery only replenishes the pool up to its usual ceiling.
This rule gives Keepers a useful tool for strange bargains and artifacts. A temporary reserve can make a forbidden action possible without permanently changing the investigator's baseline. It should come with clear fictional provenance and a reason the player cannot assume it will be available again.
Recovery Example
Evelyn has POW 70 and a normal pool of 14 Magic Points. She finishes a midnight ritual with 3 points left. If the group can secure nine quiet hours, she returns to 12 points, not 14. She needs eleven hours total to reach her normal maximum again.
If Evelyn spent beyond zero during the ritual, that overspend would be Hit Point damage. The same eleven hours still restore her Magic Points, but they do not heal the wound. This is why a Keeper should track both totals rather than treating "sleeping it off" as a single reset button.
Planning a Ritual Around Your Pool
Before a player spends Magic Points, make the current pool part of the group's plan. This is a way to put the actual stakes on the table, without demanding that anyone optimize horror.
Start with the listed cost and ask four questions:
- What remains after the first attempt? Subtract the cost before anyone rolls. That is the investigator's actual reserve for the rest of the scene.
- Can the spell require a second payment? A failed first casting can invite a pushed attempt, and that second attempt pays the spell's cost again.
- What does a shortfall do to the body? Compare the possible overspend to current Hit Points, not maximum Hit Points. An already injured investigator has a different margin for desperation.
- When is the next real recovery window? Count hours, not vague rests. A chase, stakeout, train ride, or hospital visit may give the group different amounts of usable recovery time.
This calculation should lead to story decisions. Perhaps the group waits until morning because the caster needs four more points. Perhaps the doctor argues against a push because the investigator has already taken a wound. Perhaps the criminal offers to steal a needed artifact so the group can avoid paying for a gate. Resource planning becomes roleplaying when the numbers point to concrete choices.
Do not use this as a reason to withhold information from the player whose character knows the cost. The player should know what their investigator can pay. Mystery belongs in the effect, the attention it draws, and the aftermath, not in hiding basic subtraction.
Example: The Cost of One More Attempt
Felix has POW 55, so his normal Magic Point maximum is 11. He has 7 Magic Points remaining after an earlier encounter with a malicious artifact. The investigators have learned a spell that costs 5 Magic Points and needs a first casting roll.
Felix pays 5 points for the first attempt and fails the Hard POW roll. He is now at 2/11 Magic Points. The spell has not worked. The table pauses to consider the choice rather than immediately reaching for another roll.
If Felix pushes, he pays the five-point spell cost again. Two points empty his pool; the remaining three become Hit Point damage. If the pushed casting roll succeeds, the spell works normally, but Felix has still paid that bodily price. If the pushed roll fails, the spell works but its costs are multiplied under the pushed-casting rules. The group is no longer choosing between success and failure. They are choosing which cost they can live with.
The other investigators can help without changing the arithmetic. One can guard Felix while he casts, reducing the chance that a distraction ruins the scene. One can identify a mundane alternative. One can prepare a getaway or medical aid. Those contributions matter because Magic Points make the caster vulnerable, not because every character needs a way to contribute points to the pool.
Player Guidance
Record your current Magic Points every time they change. This sounds basic, but it is the difference between making a meaningful desperate choice and discovering after the roll that the character was already at zero. Mark ordinary Magic Point expenditure and Hit Point damage separately.
Ask the Keeper for the cost before you commit when the effect's rules allow your investigator to know it. You are not asking for a forecast of every consequence. You are making sure the choice belongs to your character rather than to a bookkeeping surprise.
Do not assume a full pool means you should cast. A 12-point pool can disappear in one rite, and the lack of immediate damage does not mean the group is safe afterward. Consider the next scene, the chance of a first-cast failure, and whether the spell creates a problem that will demand another occult answer before recovery is available.
When you do spend beyond zero, play the physical aftermath. The character may be shaking, burned, bleeding, hollowed out, or strangely calm. Let the injury affect how they escape, lie to the police, speak to allies, or choose whether to risk another forbidden act. The pool is a mechanic; the consequences are character material.
Keeper Guidance
State costs clearly once the investigator has enough information to attempt the effect. Players should understand the known Magic Point price and their current total. They do not need to know every hidden consequence, but they should never be surprised that zero points converts further expenditure into Hit Point damage.
Use the hourly recovery rate to support pacing rather than punish bookkeeping errors. A long train journey can make a ritual plausible. A ticking-clock scenario can make the same ritual unwise. Both are useful. The key is to make the available time legible so the group can plan around it.
When overspending causes damage, connect the description to the effect and the investigator. The same spell may leave one caster frostbitten and another with bleeding fingertips because each character approaches the Mythos differently. Avoid repetitive gore for its own sake. The scene needs a consequence the players can carry forward, not a louder description every time the total hits zero.
Keep temporary excess Magic Points exceptional. An artifact that grants them, a cult rite that stores them, or a Mythos bargain that lends them can create a terrific dilemma. It stops being interesting if it becomes a routine refill. The normal ceiling and regeneration rate are what make a human investigator's pool matter.
Magic Points Checklist
Before an occult expenditure, confirm:
- Your normal maximum is one-fifth of POW.
- Your current Magic Points are recorded separately from that maximum.
- The spell, artifact, or gate's exact Magic Point cost is known.
- Other listed costs, such as Sanity or POW, are not being ignored.
- You know how many points remain after the first payment.
- You have considered whether a first-cast push could require paying again.
- Any cost beyond zero becomes Hit Point damage one for one.
- You know when the next recovery window is and how many points it restores.
- Temporary points above the normal maximum can be spent but do not regenerate.
Magic Points reward a group that understands the difference between enough power and enough time. The first is easy to count. The second is where Call of Cthulhu makes you choose.


