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General Tabletop Discussion
*Pathfinder & Starfinder
Rare Material Components to boost spells?
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<blockquote data-quote="GreatLemur" data-source="post: 3152252" data-attributes="member: 28553"><p>The way I've been envisioning the mechanic, there'd just be a general rule that reagents can be applied to spells with effects or descriptors similar to the powers and type of the creatures from which they were harvested. So creatures with the fire subtype are useful for spells with the fire descriptor, etc. I'd probably keep the actual effects of reagents simple and static, like granting +1 caster level, or maybe a free 1-spell-level metamagic feat (not sure if the caster would have to have the feat or not . . . maybe yes, but using the reagent for that would require a spellcraft check?).</p><p></p><p>Anyway, recognizing the potential of a monster carcass could be a Knowledge (arcana) roll, with the DC based either on the critter's CR, or type, or something else. Succeeding once would mean not having to roll for that kind of creature again. Actually cutting out the heart or whatever would require a Craft (reagent harvesting) roll--not necessarily by the same character--against a DC of something like 15 + CR (maybe modified by creature type and size), which would consume some resources in the form of specimin jars and whatnot (and no taking 20 allowed). Because I like variable levels of success, maybe the amount by which you exceed the DC could determine how long the preserved bits will stay potent, or even how many uses' worth you can get.</p><p></p><p>Components taken from tougher creatures would, naturally, be useful for more powerful spells (maybe max spell level = CR / 2). And <em>maybe</em> more powerful reagents would have greater effects with weaker spells (like +1 caster level per 2 CR over spell level?), but I'm not sure about the balance on that, especially when PCs could potentially harvest bits from creatures defeated by powerful NPCs. </p><p></p><p>I think I'd mostly limit reagent harvesting to magical creatures, but maybe having a wolf skin could help someone polymorph into a wolf, or an orgre heart would be handy when casting bull's strength. Then there's the question of non-corpse-related reagents, like gems and herbs and such, but I'm still thinking about that stuff.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3152252, member: 28553"] The way I've been envisioning the mechanic, there'd just be a general rule that reagents can be applied to spells with effects or descriptors similar to the powers and type of the creatures from which they were harvested. So creatures with the fire subtype are useful for spells with the fire descriptor, etc. I'd probably keep the actual effects of reagents simple and static, like granting +1 caster level, or maybe a free 1-spell-level metamagic feat (not sure if the caster would have to have the feat or not . . . maybe yes, but using the reagent for that would require a spellcraft check?). Anyway, recognizing the potential of a monster carcass could be a Knowledge (arcana) roll, with the DC based either on the critter's CR, or type, or something else. Succeeding once would mean not having to roll for that kind of creature again. Actually cutting out the heart or whatever would require a Craft (reagent harvesting) roll--not necessarily by the same character--against a DC of something like 15 + CR (maybe modified by creature type and size), which would consume some resources in the form of specimin jars and whatnot (and no taking 20 allowed). Because I like variable levels of success, maybe the amount by which you exceed the DC could determine how long the preserved bits will stay potent, or even how many uses' worth you can get. Components taken from tougher creatures would, naturally, be useful for more powerful spells (maybe max spell level = CR / 2). And [i]maybe[/i] more powerful reagents would have greater effects with weaker spells (like +1 caster level per 2 CR over spell level?), but I'm not sure about the balance on that, especially when PCs could potentially harvest bits from creatures defeated by powerful NPCs. I think I'd mostly limit reagent harvesting to magical creatures, but maybe having a wolf skin could help someone polymorph into a wolf, or an orgre heart would be handy when casting bull's strength. Then there's the question of non-corpse-related reagents, like gems and herbs and such, but I'm still thinking about that stuff. [/QUOTE]
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Rare Material Components to boost spells?
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