Quickleaf
Legend
Here is my replacement for arcane spell failure.....
Guidelines for Creating Taboos:
Benefit: Most taboos provide a single benefit, the equivalent of any 1st level class ability.
Reduced Casting: Refers to those conditions under which you function as a spellcaster 2 levels lower (or half your level, whichever is the greater penalty). Exceptions are noted
Prohibited Casting: Refers to those conditions under which you must make DC 20 Will save to cast spells and are fatigued after attempting, whether or not the spell is successfully cast. Exceptions are noted.
Special: These are additional restrictions (or minor benefits) that complete the flavor of the taboo, including restrictions on spell selection, limiting available classes, oaths, social repercussions, alternate ways to memorize spells, etc.
Collective Consciousness (Taboo)
Your magic depends upon you remaining unobserved. The laws of reality are shaped by a collective consciousness. The presence of others seeing your magic calls upon the collective disbelief or condemnation of such things by the greater community.
Coincidental Magic: You gain the coincidental magic feat.
Prohibited casting: When in a large crowd, you must make a successful DC 20 Will save to cast spells. Whether the spells succeeds or not, this strenuous casting fatigues you.
Special: Casting "wiz-bang" types spells in plain view is hazardous for your reputation, and possibly your life. For every 6 spell levels worth of "loud" magic you cast in plain view in a populous area, you suffer a -2 penalty to all Cha-based checks in that community. Likewise, base reaction toward you in that community decreases by one step (e.g. indifferent to unfriendly). Should reaction toward you shift to hostile, a lynch mob forms to burn you for witchcraft, heresy, consorting with dark powers, atheism, etc.
Hedge Mage (Taboo)
Hedge mages answer the call of the communities they serve in, acting as working-class wizards. Sometimes they charge a fee, but often they will accept gifts of spells, land or livestock. Even promises are legal tender where a hedge mage is concerned. Theirs is the job of agricultural advisor, youth counselor, veterinarian, matchmaker, astrologer, charm crafter, physician, midwife, weather forecaster, herbalist, and arbiter. Your magic is weaker than other wizards, and you find “loud” magic and high-level spells especially intimidating.
Magic in the Mundane: All hedge mages have an ability referred to as magic in the mundane, allowing them to weave their spells into everyday actions. This requires at least one minute to perform. Short actions, like felling a small tree, cradling a baby, or telling a story can be imbued with any 3rd level or lower spell the mage knows. Long-terms actions, like harvesting wood for the winter, nursing a child, or staying in a village for one month as an entertainer can be imbued with any 6th level or lower spell the mage knows. Such spells become indistinguishable to mundane actions, provided they don’t have any material components. Only another hedge mage can detect the spell.
Reduced Casting: When not using the magic in the mundane ability to cast a spell, or when attempting a 7th level or higher spell. Essentially this means a hedge mage must be 15th level to cast a 7th level spell (instead of 13th).
Prohibited Casting: When casting spells which directly target other spellcasters or casting in a royal court.
Special: You gain +2 on all Charisma-based checks among the people of you community you work in, but suffer -2 on all Charisma-based checks made with wizards who look down on your craft. In addition, a hedge mage recovers spells during extended periods of low-intensity work, and not through rest. The hedge mage chooses one skill which is the skill she was taught by her family or mentor. When performing the action of the skill for an hour (e.g. working a loom, caring for the horses, chopping wood), the hedge mage makes a skill check (DC 10). Each additional hour provides a +5 bonus to the check. For each degree of success one spell is recovered. When unable to perform the specific skill, but able to do something similar instead, the base DC is 14, and the mage only gets +2 to the check per extra hour spent.
For example, Sibrun is a hedge mage who uses a pottery wheel to regain spells, the vessels formed from her own hands breathing magic into her. She has a Craft (pottery) skill of +8. Working the wheel for 3 hours (+10), Sibrun rolls a “6” on her skill check. Her total for the check is 24, so she beat the difficulty (10) by 14, which allows her to recover 14 spells.
Court Magus(Taboo)
Every ruler has their vizier, and many pay just as much heed to their court mage. You wear many hats in service to your liege: advisor, diviner, entertainer, herald, scribe. Naturally, like any political creature, you have your own motives, and don’t hesitate to manipulate your lord to get what you want. As an advisor in the royal court, you see magic as a means to an end. You disdain the parlor tricks of lesser mages, and you fully realize the limits of magic ability. Your magic suffers when you are made to act beneath your station, and when acting treacherously against your liege (only if he knows about it though).
Apprehend the Invisible Thread: You are keenly attuned to the telltale signs of magical influence. After interacting with someone who is under the influence of a spell with the charm or compulsion descriptor (or has been within the past 24 hours), you may automatically make a Sense Motive check to notice they’re being manipulated by magic. The DC is the original spell’s DC plus the influencing caster’s Charisma bonus. If a magus who is aware of magical influence spends a minute in conversation with the affected person, they may determine the extent and nature of the influence (DC as above +5). Finally, a magus may determine who the influencing caster is (DC as above +10).
Reduced Casting: When you are insulted in court and are unable to make a cutting reply or stand up in your defense, when you are forced to obey the will of a commoner, when the court believes you’re guilty of some crime (even if you’re innocent), when your liege is suspicious of your motives.
Prohibited Casting: Inside the home and properties of a hedge mage, in a kingdom where nobility isn’t recognized, in the court of your patron’s enemies, when your own liege is against you.
Special: You must choose who your liege is upon selecting this taboo. Should you ever fall out of favor with your liege, you suffer the effects of reduced casting until you gain a new patron. If betrayal was involved in your losing your office, and word has spread of your infidelity, you may have to make do with a less than perfect patron. Often this involves fleeing many miles from the old court.
If we get a couple ideas for taboos, I'll compile them and put them in a nice format for the tsunami relief project which is helping Oxfam help the flood survivors
Arcane Taboos:
Each arcane spellcaster must select an arcane taboo upon character creation. A taboo describes the conditions under which a caster functions at a lower level, cannot funciton at all, or other special penalties to their spellcasting. Here are some guidelines followed by 3 examples of what I'm thinking...Guidelines for Creating Taboos:
Benefit: Most taboos provide a single benefit, the equivalent of any 1st level class ability.
Reduced Casting: Refers to those conditions under which you function as a spellcaster 2 levels lower (or half your level, whichever is the greater penalty). Exceptions are noted
Prohibited Casting: Refers to those conditions under which you must make DC 20 Will save to cast spells and are fatigued after attempting, whether or not the spell is successfully cast. Exceptions are noted.
Special: These are additional restrictions (or minor benefits) that complete the flavor of the taboo, including restrictions on spell selection, limiting available classes, oaths, social repercussions, alternate ways to memorize spells, etc.
Collective Consciousness (Taboo)
Your magic depends upon you remaining unobserved. The laws of reality are shaped by a collective consciousness. The presence of others seeing your magic calls upon the collective disbelief or condemnation of such things by the greater community.
Coincidental Magic: You gain the coincidental magic feat.
COINCIDENTAL MAGIC [Metamagic]
In order to remain hidden, you have learned to disguise your magic with coincidence.
Benefit: When you cast a coincidental spell, those who observe the effects of the spell assume it is
simply extraordinary coincidence, but not magic. When describing the coincidence you seek to emulate, the GM will determine whether it is likely (DC 30), unlikely (DC 20), or far-fetched (DC 10). A wizard observing the coincidence can attempt a Spellcraft check to see it for what it really is – magic! Obviously not every spell can be couched as coincidence, and the GM will have to arbitrate. When casting the spell, you may decide to delay the coincidence for up to 5 rounds after the time you cast. A coincidental spell uses up a spell slot one level higher than the spell’s actual level.
Special: Unless you take other feats to disguise your spellcasting, you must perform this feat hidden or otherwise out of sight. If others realize you are casting a spell, they connect the coincidence that results to your waving your hands, gesticulating wildly, and pulling out strange materials.
Reduced casting: When observed by a small group (1-10) of people who disbelieve in or condemn magic, you function as a spellcaster 2 levels lower (or half your level, whichever is the greater penalty). Thus, a 1st or 2nd level caster functions as if 0th level and cannot cast spells at all. Likewise, whenever you cast a spell with an obvious effect that would be witnessed by someone who doubts or condemns magic, you suffer these effects.In order to remain hidden, you have learned to disguise your magic with coincidence.
Benefit: When you cast a coincidental spell, those who observe the effects of the spell assume it is
simply extraordinary coincidence, but not magic. When describing the coincidence you seek to emulate, the GM will determine whether it is likely (DC 30), unlikely (DC 20), or far-fetched (DC 10). A wizard observing the coincidence can attempt a Spellcraft check to see it for what it really is – magic! Obviously not every spell can be couched as coincidence, and the GM will have to arbitrate. When casting the spell, you may decide to delay the coincidence for up to 5 rounds after the time you cast. A coincidental spell uses up a spell slot one level higher than the spell’s actual level.
Special: Unless you take other feats to disguise your spellcasting, you must perform this feat hidden or otherwise out of sight. If others realize you are casting a spell, they connect the coincidence that results to your waving your hands, gesticulating wildly, and pulling out strange materials.
Prohibited casting: When in a large crowd, you must make a successful DC 20 Will save to cast spells. Whether the spells succeeds or not, this strenuous casting fatigues you.
Special: Casting "wiz-bang" types spells in plain view is hazardous for your reputation, and possibly your life. For every 6 spell levels worth of "loud" magic you cast in plain view in a populous area, you suffer a -2 penalty to all Cha-based checks in that community. Likewise, base reaction toward you in that community decreases by one step (e.g. indifferent to unfriendly). Should reaction toward you shift to hostile, a lynch mob forms to burn you for witchcraft, heresy, consorting with dark powers, atheism, etc.
Hedge Mage (Taboo)
Hedge mages answer the call of the communities they serve in, acting as working-class wizards. Sometimes they charge a fee, but often they will accept gifts of spells, land or livestock. Even promises are legal tender where a hedge mage is concerned. Theirs is the job of agricultural advisor, youth counselor, veterinarian, matchmaker, astrologer, charm crafter, physician, midwife, weather forecaster, herbalist, and arbiter. Your magic is weaker than other wizards, and you find “loud” magic and high-level spells especially intimidating.
Magic in the Mundane: All hedge mages have an ability referred to as magic in the mundane, allowing them to weave their spells into everyday actions. This requires at least one minute to perform. Short actions, like felling a small tree, cradling a baby, or telling a story can be imbued with any 3rd level or lower spell the mage knows. Long-terms actions, like harvesting wood for the winter, nursing a child, or staying in a village for one month as an entertainer can be imbued with any 6th level or lower spell the mage knows. Such spells become indistinguishable to mundane actions, provided they don’t have any material components. Only another hedge mage can detect the spell.
Reduced Casting: When not using the magic in the mundane ability to cast a spell, or when attempting a 7th level or higher spell. Essentially this means a hedge mage must be 15th level to cast a 7th level spell (instead of 13th).
Prohibited Casting: When casting spells which directly target other spellcasters or casting in a royal court.
Special: You gain +2 on all Charisma-based checks among the people of you community you work in, but suffer -2 on all Charisma-based checks made with wizards who look down on your craft. In addition, a hedge mage recovers spells during extended periods of low-intensity work, and not through rest. The hedge mage chooses one skill which is the skill she was taught by her family or mentor. When performing the action of the skill for an hour (e.g. working a loom, caring for the horses, chopping wood), the hedge mage makes a skill check (DC 10). Each additional hour provides a +5 bonus to the check. For each degree of success one spell is recovered. When unable to perform the specific skill, but able to do something similar instead, the base DC is 14, and the mage only gets +2 to the check per extra hour spent.
For example, Sibrun is a hedge mage who uses a pottery wheel to regain spells, the vessels formed from her own hands breathing magic into her. She has a Craft (pottery) skill of +8. Working the wheel for 3 hours (+10), Sibrun rolls a “6” on her skill check. Her total for the check is 24, so she beat the difficulty (10) by 14, which allows her to recover 14 spells.
Court Magus(Taboo)
Every ruler has their vizier, and many pay just as much heed to their court mage. You wear many hats in service to your liege: advisor, diviner, entertainer, herald, scribe. Naturally, like any political creature, you have your own motives, and don’t hesitate to manipulate your lord to get what you want. As an advisor in the royal court, you see magic as a means to an end. You disdain the parlor tricks of lesser mages, and you fully realize the limits of magic ability. Your magic suffers when you are made to act beneath your station, and when acting treacherously against your liege (only if he knows about it though).
Apprehend the Invisible Thread: You are keenly attuned to the telltale signs of magical influence. After interacting with someone who is under the influence of a spell with the charm or compulsion descriptor (or has been within the past 24 hours), you may automatically make a Sense Motive check to notice they’re being manipulated by magic. The DC is the original spell’s DC plus the influencing caster’s Charisma bonus. If a magus who is aware of magical influence spends a minute in conversation with the affected person, they may determine the extent and nature of the influence (DC as above +5). Finally, a magus may determine who the influencing caster is (DC as above +10).
Reduced Casting: When you are insulted in court and are unable to make a cutting reply or stand up in your defense, when you are forced to obey the will of a commoner, when the court believes you’re guilty of some crime (even if you’re innocent), when your liege is suspicious of your motives.
Prohibited Casting: Inside the home and properties of a hedge mage, in a kingdom where nobility isn’t recognized, in the court of your patron’s enemies, when your own liege is against you.
Special: You must choose who your liege is upon selecting this taboo. Should you ever fall out of favor with your liege, you suffer the effects of reduced casting until you gain a new patron. If betrayal was involved in your losing your office, and word has spread of your infidelity, you may have to make do with a less than perfect patron. Often this involves fleeing many miles from the old court.
If we get a couple ideas for taboos, I'll compile them and put them in a nice format for the tsunami relief project which is helping Oxfam help the flood survivors
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