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<blockquote data-quote="Ry" data-source="post: 1753340" data-attributes="member: 8314"><p>Here's a variant that might get a little more mileage in terms of fantasy flavor: </p><p></p><p>First, limit the classes to just the spontaneous casters, and use the Spirit Shaman and Favored Soul (or alternatively, the Spontaneous Divine Caster alternate rules from UA).</p><p></p><p>Now here's the part that gives it flavor: Call the spells in the "spells known" list the character's signature spells, and allow them to "know" other spells after training or research, but drastically increase the casting times for non-signature spells. </p><p></p><p>Interrupt spells become 5 rounds</p><p>Free action spells become 1 minute</p><p>Move-equivalent spells become 5 minutes</p><p>Standard action spells become 10 minutes</p><p>Full-round action spells become 1 hour</p><p>One minute spells take 12 hours</p><p></p><p>and spells beyond one minute take multiple days to cast.</p><p></p><p>Maybe these are too drastic, but the idea is to let the characters have some out-of-combat magical flexibility that in no way changes their combat roles. I would also suggest adding Incantations from Unearthed Arcana if you were going to go this way.</p><p></p><p>The only obvious exploits are for item creation off-stage. if you are trying to cut item creation back, and the removal of Wizards and their bonus feats isn't enough for you, then you won't want this variant.</p></blockquote><p></p>
[QUOTE="Ry, post: 1753340, member: 8314"] Here's a variant that might get a little more mileage in terms of fantasy flavor: First, limit the classes to just the spontaneous casters, and use the Spirit Shaman and Favored Soul (or alternatively, the Spontaneous Divine Caster alternate rules from UA). Now here's the part that gives it flavor: Call the spells in the "spells known" list the character's signature spells, and allow them to "know" other spells after training or research, but drastically increase the casting times for non-signature spells. Interrupt spells become 5 rounds Free action spells become 1 minute Move-equivalent spells become 5 minutes Standard action spells become 10 minutes Full-round action spells become 1 hour One minute spells take 12 hours and spells beyond one minute take multiple days to cast. Maybe these are too drastic, but the idea is to let the characters have some out-of-combat magical flexibility that in no way changes their combat roles. I would also suggest adding Incantations from Unearthed Arcana if you were going to go this way. The only obvious exploits are for item creation off-stage. if you are trying to cut item creation back, and the removal of Wizards and their bonus feats isn't enough for you, then you won't want this variant. [/QUOTE]
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