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*Pathfinder & Starfinder
Prestige Class magic balancing
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<blockquote data-quote="Spatzimaus" data-source="post: 414765" data-attributes="member: 3051"><p>Higher Spell is the ability I listed at 4th level in the original post: You can use a higher-level spell in place of a lower-level one (like Delayed Blast Fireball instead of Fireball) if it's a clear upgrade (i.e., same school, superior range/damage, all the same tags like Fire).</p><p>This lowers the cost of the item by 5% for each level difference. So, use DB Fireball instead of Fireball to lower the item's cost by 20%. This stacks with all other cost reducers, like Magical Artisan.</p><p></p><p>Yes, the idea of this was a class that misses out on the higher-level spells. This hurts Sorcerers somewhat, although I always liked the lower-level stuff anyway. It doesn't hurt Psions much at all, since it's difficult for them to have multiple disciplines high enough to select spells.</p><p>Sorcerers don't give up anything when they take a "+1 spellcasting level" class. I wanted to give a lot of item-related special abilities, but it has to cost them somehow. All they have are spells per day (they have plenty), spells of high level, spells known, and caster level. My original 10-level concept sacrificed spells per day and high-level spells to keep the other 2; the latest 5-level version sacrifices all four but lets you get full progression for the other 5 levels so it's a 50% in each.</p><p></p><p>One idea I was playing with was letting an Artificer still gain one known spell, but of his class level (i.e., at first level he gets a level 1 known spell, at second he gets a level 2, and so on). Just a token spellcasting thing, of course, not enough to unbalance things. Also, one of the new Gifts they could pick would add 3 new Known spells (total level equal to your caster level, no spells higher than you can cast). You can't take the same Gift multiple times, so it'll never make up for the loss of spellcasting.</p><p></p><p>Alchemy: my bad, that was supposed to be on the class list from the start.</p><p></p><p>Transference: Honestly, I don't want this to be that easy, so I don't think that Feat is balanced. It shouldn't be an ability every class can get, in the first place, but it should also have other limits. Forcing the person to be present, having the caster take half the drain, etc. is a start.</p><p></p><p>I was thinking of another ability, based on the Master Dorje psionic Feat, giving Sorcerers a similar ability with Wands, but there's probably some Feat like that in one of the splatbooks.</p><p></p><p>I also want to change the Precise Magic ability. How does this sound:</p><p>"Artificers can create finely-detailed objects with crude spells like Wood Shape and Stone Shape.</p><p>When using any spell allowing for finely-detailed work, the Artificer may take longer to cast the spell in order to improve the item quality. For each extra round spent, add +2 to his Craft check. The number of extra rounds cannot be higher than the Artificer class level."</p><p>(i.e., an Artificer 3 can spend 3 extra rounds to add a +6 bonus. These spells aren't 1-action things to begin with, so it's not as bad as it sounds.)</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 414765, member: 3051"] Higher Spell is the ability I listed at 4th level in the original post: You can use a higher-level spell in place of a lower-level one (like Delayed Blast Fireball instead of Fireball) if it's a clear upgrade (i.e., same school, superior range/damage, all the same tags like Fire). This lowers the cost of the item by 5% for each level difference. So, use DB Fireball instead of Fireball to lower the item's cost by 20%. This stacks with all other cost reducers, like Magical Artisan. Yes, the idea of this was a class that misses out on the higher-level spells. This hurts Sorcerers somewhat, although I always liked the lower-level stuff anyway. It doesn't hurt Psions much at all, since it's difficult for them to have multiple disciplines high enough to select spells. Sorcerers don't give up anything when they take a "+1 spellcasting level" class. I wanted to give a lot of item-related special abilities, but it has to cost them somehow. All they have are spells per day (they have plenty), spells of high level, spells known, and caster level. My original 10-level concept sacrificed spells per day and high-level spells to keep the other 2; the latest 5-level version sacrifices all four but lets you get full progression for the other 5 levels so it's a 50% in each. One idea I was playing with was letting an Artificer still gain one known spell, but of his class level (i.e., at first level he gets a level 1 known spell, at second he gets a level 2, and so on). Just a token spellcasting thing, of course, not enough to unbalance things. Also, one of the new Gifts they could pick would add 3 new Known spells (total level equal to your caster level, no spells higher than you can cast). You can't take the same Gift multiple times, so it'll never make up for the loss of spellcasting. Alchemy: my bad, that was supposed to be on the class list from the start. Transference: Honestly, I don't want this to be that easy, so I don't think that Feat is balanced. It shouldn't be an ability every class can get, in the first place, but it should also have other limits. Forcing the person to be present, having the caster take half the drain, etc. is a start. I was thinking of another ability, based on the Master Dorje psionic Feat, giving Sorcerers a similar ability with Wands, but there's probably some Feat like that in one of the splatbooks. I also want to change the Precise Magic ability. How does this sound: "Artificers can create finely-detailed objects with crude spells like Wood Shape and Stone Shape. When using any spell allowing for finely-detailed work, the Artificer may take longer to cast the spell in order to improve the item quality. For each extra round spent, add +2 to his Craft check. The number of extra rounds cannot be higher than the Artificer class level." (i.e., an Artificer 3 can spend 3 extra rounds to add a +6 bonus. These spells aren't 1-action things to begin with, so it's not as bad as it sounds.) [/QUOTE]
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