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View Full Version : Pathfinder Extra Magic: Circles, Chants, and Group Magic



not.a.newb
2014-12-16, 06:47 PM
Hi there! Recently in one of my campaigns, I found it necessary to have some alternate casting, and decided to create 3 feat chains; Circle Magic (arcane spells cast by drawing out a circle inscribed with arcane runes), Chant Magic (divine spells cast by an extended prayer or chant), and Group Magic (allowing multiple casters, including Circle or Chant casters to collaborate, decreasing the time needed to cast spells and increasing their effectiveness.)

So here I have for you...

Lesser Circle Magic:
Prerequisite(s): Intelligence 12 OR Wisdom 12, a spellbook
Benefit(s): You gain the ability to cast arcane spells using either Intelligence or Wisdom; treat whichever score is higher as your relevant ability score for the purposes of this feat. You can learn spells of a level equal to or less than your relevant ability score modifier, up to a maximum of 3rd level spells, cast using circles inscribed with arcane runes, and treating your caster level as either 2 * spell level, or your relevant ability score modifier, whichever is lower. The circles and runes may be drawn with chalk, ink, or even blood; any material suitable for writing may be chosen, however, once a character makes this choice, it cannot be changed. Learning a spell to cast this way requires 15 consecutive days spent under the tutelage of, or studing the spellbook of, an arcane caster who can cast this spell. You must spend a minimum of 8 hours each day studying, and at the end of these 15 days, you must immediately begin the 8 hour process of designing the arcane circle used to channel the energies required by the spell. The circle, when drawn to scale, must be a minimum of 30 feet in diameter per spell level (minimum 30 feet in diameter) and takes 10 minutes per spell level to complete, after which you must make a concentration check with a DC equal to 10 + the spell level to determine whether the circle was accurately drawn. If at any point during the drawing of your circle, you are interrupted or injured, instead use the standard concentration check DC for that situation +5. Each arcane circle has a key component in the center, including a place for any material spell components to be placed, which may be completed as a standard action any time as long as the circle remains intact. For each circle that you have delayed in this way, add 5 to the DC of the check involved in drawing the circle. Treat the activation as a normal casting action, subject to counterspells, and use the standard concentration check DCs for any interruptions.


Circle Magic:
Prerequisite(s): Intelligence 14 OR Wisdom 14, Lesser Circle Magic
Benefit(s): As Lesser Circle Magic, with the following exceptions: You may now learn to cast spells of a level up to your relevant ability score -10, whichever is greater, up to 5. Learning spells to cast only requires 7 days of study, however, you are still required to spend 8 hours designing the arcane circle. You are now able to draw more compact circles (20 x spell level feet in diameter) and draw them more quickly (8 x spell level minutes.) Subtract 5 from the DC to draw your arcane circle.


Greater Circle Magic:
Prerequisite(s): Intelligence 16 OR Wisdom 16, Circle Magic
Benefit(s): As circle Magic, with the following exceptions: You may now learn to cast spells of a level up up to your relevant ability score -10, whichever is greater, up to 7. You are now able to draw more compact circles (10 x spell level feet in diameter) and draw them more quickly (6 x spell level minutes.) Subtract 10 from the DC to draw your arcane circle
Special: You now count as an arcane spell caster for the purpose of qualifying for feats, spell effects, class or race abilities, or prestige classes.


Circle Magic Master:
Prerequisite(s): Intelligence 18 OR Wisdom 18, Greater Circle Magic
Benefit(s): As Greater Circle Magic, with the following exceptions: You may now cast spells of a level up to your relevant ability score -10, whichever is greater, up to 9. You are now able to draw more compact circles (5 x spell level feet in diameter) and draw them more quickly (5 x spell level minutes.) Subtract 10 from the DC to draw your arcane circle.




Lesser Chant Magic:
Prerequisite(s): Wisdom 12 OR Charisma 12
Benefit(s): You gain the ability to wield divine magic using either Wisdom or Charisma; treat whichever score is higher as your relevant ability modifier for the purposes of this feat. You can learn spells of a level equal to or less than your relevant ability score modifier, up to a maximum of 3rd level spells, cast by calling on the powers of the divine through extended chants or prayers, and treating your caster level as either 2 * spell level, or your relevant ability score modifier, whichever is lower. Your prayers are not restricted to any single deity, and are made using either your voice or a single instrument that you choose at the time you take this feat. Changing the instrument that you use for your prayers or chants requires 8 hours of practice with that instrument, and you may only have one chosen instrument at any time. Learning a spell to cast this way requires 15 consecutive days of study under a divine caster who can cast the spell you wish to learn. You must spend a minimum of 8 hours each day studying, and at the end of these 15 days, you must immediately begin the 8 hour process of composing a poem, song, chant, or melody to channel the divine powers required by the spell. The chant must continue for a minumum of 20 minutes per spell level (minum 20 minutes), after which you must make a concentration check with a DC equal to 10 + the level of the spell you are attempting to cast. If at any point during this chant you are distracted, instead use the standard concentration check DC for that situation +5. If the chant is interrupted, it must begin again from the beginning to be successful. Each chant must culminate in a single word or note which resounds with the highest volume possible from the voice or instrument which produces it; upon the sounding of this note, a standard action, divine fire heatlessly consumes the material components from the hands or spell pouch of the caster, and the spell is cast. The caster may delay this final note as long as desired, continuing the chant until they are ready to cast the spell; if the casting is delayed, make a concentration check with a DC equal to 10 + the spell level each round as a move action to maintaint the chant. Treat this final action as a normal casting acton, subject to counterspells, and use the standard concentration check DCs for any distractions or interruptions.


Chant Magic:
Prerequisite(s): Wisdom 14 OR Charisma 14
Benefit(s): As Lesser Chant Magic, with the following exceptions: You may now learn to cast spells of a level equal to your relevant ability score -10, up to a maximum of 5. Learning a new spell now only require 7 days of study, however, you are still required to spend 8 hours composing your chant. You are now able to shorten your chants to only 15 minutes per spell level. Subtract 5 from the DC to complete the chant. You are now able to maintain one additional instrument for use in your chants, up to a maximum of 2.


Greater Chant Magic:
Prerequisite(s): Wisdom 16 OR Charisma 16
Benefit(s): As Chant Magic, with the following exceptions: You may now learn to cast spells of a level equal to your relevant ability score -10, up to a maximum of 7. You are now able to shorten your chants to 10 minutes per spell level. Subtract 5 from both the DC to complete the chant, and the DC to maintain a chant past its required time. You are now able to maintain 2 additional instruments for use in your chants, up to a maximum of 4.
Special: You now count as a divine spell caster for the purpose of qualifying for feats, spell effects, class or race abilities, or prestige classes.


Chant Magic Master:
Prerequisite(s): Wisdom 18 OR Charisma 18
Benefit(s): As Greater Chant Magic, with the following exceptions: You may now learn to cast spells of a level equal to your relevant ability score -10, up to a maximum of 9. You are now able to shorten your chants to 10 minutes per spell level. Subract 10 from both the DC to complete the chant, and the DC to maintain a chant past its required time. You are now able to use any instrument you wish for your chants.




I'll get you these as soon as possible!!

Amechra
2014-12-16, 08:09 PM
These really need a minimum level. Because a Human could end up casting 9th level spells at 5th level, and that ain't right.

not.a.newb
2014-12-17, 12:50 PM
Ahh, yes. I didn't really consider that... My group doesn't usually try to break the game, but not every player is so kind, and some might not be able to resist the temptation if such a system were in place. Any thoughts on where you'd put the level minimums, and how to express them? Maybe, 3HD, 7HD, 11HD, 15HD? It'd obviously still be giving spells earlier than any spellcasting class, but the situations you can use them in (and the spells known) are extremely limited, so I'd say that'd be reasonable. Thoughts?

Amechra
2014-12-17, 01:00 PM
I'd say 5 HD, 9 HD, 13 HD, and 19 HD. Because like it or not, spells are a bit higher than level appropriate; any lower than that and you should feel very silly for not grabbing them. You shouldn't be getting them quicker than the "real" spellcasters do, otherwise you get Wish at 13th level.

I could actually see a PrC that focuses on "running through" Circles more quickly that would function as a substitute for Arcane spellcasters. Might be interesting...

not.a.newb
2014-12-17, 02:42 PM
I actually did intend to have the spells available earlier than through normal casting, because the intent of the feat chain is to open up access to high level spells earlier than normal, and the large time and space investments (plus a week to learn each spell) are there to prevent it from replacing (or outperforming) arcane casting classes. If the level requirements were to not change, would you suggest limiting spell use and/or spells known instead? I could see even at the Master levels only allowing 1 9th level spell known, and also maybe adding an expensive (time and resources wise, not money) ritual to renew those spells. I like the idea of lower level spell casters being able to do the same things higher level spell casters do, with a much greater investment of time and resources, and I'm even okay with a build focused around abusing the feats, as long as it isn't entirely better than standard arcane casting.

Edit: Another thought- I could also see changing the learn time to 10 days per spell level at start, and 5 days where it drops. This would mean well over a month of study for a 9th level spell, which would make it far less useful- sure, you can cast wish at 13th level... If you spend 45 days studying for it, at which point you probably could have earned/found the money to have someone else cast it for you just as easily, at that level.

not.a.newb
2014-12-19, 11:45 AM
Any other thoughts from anyone? All feedback is appreciated :)