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*Pathfinder & Starfinder
Arcane spellcasters (and spell lists) for a low-magic world
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<blockquote data-quote="candidus_cogitens" data-source="post: 1154600" data-attributes="member: 770"><p>You're quite right that this may not be truly "low-magic"--at least not without other changes in the setting such as restricted availability of magic items (which I think is the most important change to be made). My objective was NOT to weaken the class. Rather, I wanted to alter the flavor in such a way that magic seems less easily acquired.</p><p></p><p>The changes I made were these:</p><p>1. No automatic acquisition of new spells upon reaching a new level. All spells have to be found. That way, spells are less to be taken for granted. The player feels like he has to do something to acquire new spells, such as seeking out wizardly contacts, exploring dungeons where spellbooks or scrolls might be found, killing other wizards, or simply stealing their spellbooks. Upon finding a new spell, the spell must be LEARNED through the use of the spellcraft skill. This is more of a hassle at low levels than later on, but it should still help to reinforce the necessity of actually having to work to acquire skills. At first level, the wizard will have two chances (against a DC 21) to learn a first level spell. If he fails, he will be casting cantrips only until he succeeds at that check.</p><p></p><p>2. Evocation spells are eliminated, along with certain other spells, as suggested by S'mon (see post above). Wizards have a school specialization in exchange for forsaking Evocation spells. School specialization becomes all the more valuable because of the new emphasis on Spellcraft.</p><p></p><p>3. A new ability is added (Quick Spell), partly to compensate for the above limitations, and partly to put an emphasis on the necessity of the spellbook and the process of spell preparation so that the spellbook does not become something taken for granted in the roleplaying.</p><p></p><p>4. Certain other minor perks are added to compensate for the restrictions of #1 and #2. Namely, a broader array of class skills and more weapons.</p><p></p><p>As I've said before, I want the wizard to still be a viable, balanced class. Furthermore, I believe that changes to base classes should be as subtle as possible, so as not to upset balance and other game mechanics.</p></blockquote><p></p>
[QUOTE="candidus_cogitens, post: 1154600, member: 770"] You're quite right that this may not be truly "low-magic"--at least not without other changes in the setting such as restricted availability of magic items (which I think is the most important change to be made). My objective was NOT to weaken the class. Rather, I wanted to alter the flavor in such a way that magic seems less easily acquired. The changes I made were these: 1. No automatic acquisition of new spells upon reaching a new level. All spells have to be found. That way, spells are less to be taken for granted. The player feels like he has to do something to acquire new spells, such as seeking out wizardly contacts, exploring dungeons where spellbooks or scrolls might be found, killing other wizards, or simply stealing their spellbooks. Upon finding a new spell, the spell must be LEARNED through the use of the spellcraft skill. This is more of a hassle at low levels than later on, but it should still help to reinforce the necessity of actually having to work to acquire skills. At first level, the wizard will have two chances (against a DC 21) to learn a first level spell. If he fails, he will be casting cantrips only until he succeeds at that check. 2. Evocation spells are eliminated, along with certain other spells, as suggested by S'mon (see post above). Wizards have a school specialization in exchange for forsaking Evocation spells. School specialization becomes all the more valuable because of the new emphasis on Spellcraft. 3. A new ability is added (Quick Spell), partly to compensate for the above limitations, and partly to put an emphasis on the necessity of the spellbook and the process of spell preparation so that the spellbook does not become something taken for granted in the roleplaying. 4. Certain other minor perks are added to compensate for the restrictions of #1 and #2. Namely, a broader array of class skills and more weapons. As I've said before, I want the wizard to still be a viable, balanced class. Furthermore, I believe that changes to base classes should be as subtle as possible, so as not to upset balance and other game mechanics. [/QUOTE]
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