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General Tabletop Discussion
*Pathfinder & Starfinder
Reconstructing Generic Classes & Magic Traditions
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<blockquote data-quote="monboesen" data-source="post: 1847608" data-attributes="member: 4647"><p>The idea of tagging magic schools to different magic schools it is not bad at all. I'm not sure I agree on all the combinations (see below).</p><p></p><p>One potential problem is that the system makes it most attractive to be a Hermetic spellcaster. The reason is that they will have high intelligence, that means many skillspoints and a better Spellcraft score (somewhere between 2-5 points better). Thus they will be the best at learning spells from other traditions. That could be a reason to make that Tradition have the least attractive Favored Schools.</p><p></p><p>It also seems wrong somehow that once a caster has mastered a spell from a non-favored school they can use is just as well as any spell from their favored schools.</p><p></p><p>How about letting the relevant stat for spellcasting being tied with the favored school. So if casting an Abjuration you have to use Wisdom (for determining if you can cast the the spell, DC and so on.) regardless of tradition. That means that spellcasters will need all three mental abilities to be good (or at least decent). And barring very good ability scores spellcasters will only know relatively low level spells outside of their traditions. That limits spellcasters but has a nice flavor.</p><p></p><p>My take on the traditions favored schools would be something like this.</p><p></p><p>Hermetic - Intelligence based</p><p>Favored Schools: Conjuration (Calling, Summoning, Teleportation), Divination (Scrying and Detection spells), Illusion, Transmutation, Universal and any spell that involves items (like Shrink item, Simulacrum, Magic weapon and so on)</p><p></p><p>Spiritual - Wisdom based</p><p>Favored Schools: Abjuration, Conjuration (Calling, Creation, Healing), Divination (except scrying), Necromancy, Universal</p><p></p><p>Sorcerous - Charisma based</p><p>Favored Schools: Evocation, Enchantment, All spells with elemental or energy descriptors (acid, air, cold, earth, electricity, fire, sonic and water), any spell enchancing or chaging their body (Eagles splendor, Alter self, Polymorph etc.), Universal</p></blockquote><p></p>
[QUOTE="monboesen, post: 1847608, member: 4647"] The idea of tagging magic schools to different magic schools it is not bad at all. I'm not sure I agree on all the combinations (see below). One potential problem is that the system makes it most attractive to be a Hermetic spellcaster. The reason is that they will have high intelligence, that means many skillspoints and a better Spellcraft score (somewhere between 2-5 points better). Thus they will be the best at learning spells from other traditions. That could be a reason to make that Tradition have the least attractive Favored Schools. It also seems wrong somehow that once a caster has mastered a spell from a non-favored school they can use is just as well as any spell from their favored schools. How about letting the relevant stat for spellcasting being tied with the favored school. So if casting an Abjuration you have to use Wisdom (for determining if you can cast the the spell, DC and so on.) regardless of tradition. That means that spellcasters will need all three mental abilities to be good (or at least decent). And barring very good ability scores spellcasters will only know relatively low level spells outside of their traditions. That limits spellcasters but has a nice flavor. My take on the traditions favored schools would be something like this. Hermetic - Intelligence based Favored Schools: Conjuration (Calling, Summoning, Teleportation), Divination (Scrying and Detection spells), Illusion, Transmutation, Universal and any spell that involves items (like Shrink item, Simulacrum, Magic weapon and so on) Spiritual - Wisdom based Favored Schools: Abjuration, Conjuration (Calling, Creation, Healing), Divination (except scrying), Necromancy, Universal Sorcerous - Charisma based Favored Schools: Evocation, Enchantment, All spells with elemental or energy descriptors (acid, air, cold, earth, electricity, fire, sonic and water), any spell enchancing or chaging their body (Eagles splendor, Alter self, Polymorph etc.), Universal [/QUOTE]
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