Pathfinder 1E New Spells, Feats, Prestige Classes, etc.

Michael Morris

First Post
Packing into this thread a plethora of new materials (well, new to most outside my group at least) that I'm looking for outside input on.

New Subschools and Descriptors

Abjuration (Dispel), Abjuration (Ward)
The abjuration school is split into these two sub schools. This primarily helps to make clear what is and is not a ward.

Time
Spells with the Time descriptor manipulate time or divine through time in some fashion: haste, slow, moment of prescience, augury, etc.

Divination (Insight), Divination (Sensory), Divination (Scrying)
I think scrying is already in pathfinder, but included for completeness. All divination spells divine into one of these three sub-schools. Sensory spells extend the senses - detect magic, see invisibility, true seeing. Insight spells give insight into the situation - true strike, moment of prescience, foresight...

Evocation (Invocation)
Spells which directly invoke a deity's power go into this subschool - divine power, righteous wrath, miracle, etc. A couple of spells where moved from transmutation to this school (not like transmutation is a school in need of more spells). The sub-school also has echoes of 1st and 2nd edition in it's naming.

Metamagic
Metamagic spells, like feats, alter the subject's use of magic. Mnuemonic Enhancer, Arcane concordance (APG), etc.

Triggered
The spell responds to a triggering event. There are some new global rules on these spells - most importantly that if multiple spells would trigger from an event only the strongest will do so. This prevents someone from placing 100 explosive runes on the happy fun wall of death for hundreds of dice of damage. Under the new triggering rules only one of the strongest spells will trigger when the all are read - the others will be wasted.

Vapor
This is a descriptor I'm considering adding but on the fence about. Vapor spells create a vapor as part of their effect: fog, solid fog, cloudkill, glitterdust, gaseous form, etc.

Abora, Balcra, Shunra, Sodra, Valra
Spells in Dusk are aligned. The setting glyph runes for each alignment is below.
glyphs.jpg
Without getting into too much detail as to what that all means, a spell's alignment describes the philosophy behind it and a clue to how it is used.
 
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In My humble opinion, every spell should belong to at least one subschool and/or have at least one descriptor. Subschools and descriptors are good breeding ground for other things like magic items, other spells, class features, monsters, and so on. Keep up the good work.
 

Rituals and Incantations
In short, a spell with a full round casting time or less is an incantation, otherwise it's a ritual. Wizards cast rituals directly from their spellbook, Sorcerers must use a scroll or a ritual book, Clerics must refer to a prayerbook and so on. Rituals simply take too long to memorize any significant part of them, and the longest rituals can take many hours to cast.

The bard and sorcerer class are the most affected by this change. Spells like scrying and sending are now available to them without occupying one of their precious spells known slots.

A character can perform any number of rituals so long as their spell levels do not exceed her character level. So a 9th level character can perform a 5th level ritual and a 4th level ritual in the same day, or a 4th level ritual and 5 1st level rituals in one day, and so on.

Non-spellcasters may also attempt rituals if they have the spellcraft skill. They may perform a ritual if they have more ranks in spellcraft than twice the spell's level (a 5th level spell takes 10 ranks in spellcraft to cast). The combined level of the rituals performed cannot exceed half the character's ranks in spellcraft. Hence a 10th level fighter with 10 ranks in spellcraft can perform one 5th level ritual. For purposes of this rule divine and arcane spellcraft are separate skills.

If a character attempts a ritual not on their spell casting list (a druid attempting a cleric spell) but of the same general type of magic (in this example, divine) they use the ritual as a non-spellcaster. That said, it is considered extremely taboo for a cleric to use a druid ritual.

Some spells can be cast as an incantation or as a ritual. When slowed down and cast as a ritual most spells last longer. Rituals can also be used to cast eligible spells permanently, and as a result permanency isn't an independent spell in the setting.

Feats
Repeatable Spell
[Metamagic]


You may use spells repeatedly.
Benefit: You may cast a repeatable spell once every ten minutes (approximately once an encounter). The spell takes a slot four levels higher than normal. A sorcerer who uses a repeatable spell regains the spell slot after ten minutes has elapsed.
Normal: Spell slots are only recovered after 24 hours rest.

Improved Repeatable Spell
[Metamagic]


You may use spells very frequently.
Benefit: An improved repeatable spell can be cast once a round. It occupies a spell slot 6 levels higher than normal.

More materials (still in draft) are in this document.
View attachment 55907

Even if you're not looking for a new setting (most of us aren't) the feats and class materials should be useable in any setting.
 


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