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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spellcasting Time
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<blockquote data-quote="I'm A Banana" data-source="post: 1249860" data-attributes="member: 2067"><p>The main motive for it is a flavor consideration on spellcasting -- they're basically spontaneous casters, but can know a nice collection of spells, so they need this 'extra full round' to rapidly prepare a spell before casting it. They basically know 1 spell/level, and are limited to casting per day one of their highest level spells, plus a handfull of lower level spells. </p><p></p><p>The class has different focuses....</p><p></p><p>One of the focuses is healing. The class gains lots of curative/restorative/defensive spells, the ability to roll dice for minor healing 1/day/level, protective ward (as the protection domain), the ability to use the Heal skill to give temporary hit points or revive a dying character to 1 hp (full-round actions), and a few bonus feats.</p><p></p><p>One of the focueses is destruction. The class gains lots of elemental/death/destruction spells, the ability to cast spells twice in the time it takes to have one, the ability to increase their spellcasting statistic (and thus DC's) for a time, and a few bonus feats.</p><p></p><p>One of the focuses is time/space. The class gains temporal spells, travel spells, and curses. They gain divination powers, and 'floating' +x bonuses and rerolls, and a few bonus feats.</p><p></p><p>You get the idea...and it does sound like that extra round may be too long to wait for most of the magic here (which should definately be at least alongside the wizard or cleric in terms of battle readiness...) Perhaps I'll give them a bonus for casting it slower, though....lowering the spell a level or two?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1249860, member: 2067"] The main motive for it is a flavor consideration on spellcasting -- they're basically spontaneous casters, but can know a nice collection of spells, so they need this 'extra full round' to rapidly prepare a spell before casting it. They basically know 1 spell/level, and are limited to casting per day one of their highest level spells, plus a handfull of lower level spells. The class has different focuses.... One of the focuses is healing. The class gains lots of curative/restorative/defensive spells, the ability to roll dice for minor healing 1/day/level, protective ward (as the protection domain), the ability to use the Heal skill to give temporary hit points or revive a dying character to 1 hp (full-round actions), and a few bonus feats. One of the focueses is destruction. The class gains lots of elemental/death/destruction spells, the ability to cast spells twice in the time it takes to have one, the ability to increase their spellcasting statistic (and thus DC's) for a time, and a few bonus feats. One of the focuses is time/space. The class gains temporal spells, travel spells, and curses. They gain divination powers, and 'floating' +x bonuses and rerolls, and a few bonus feats. You get the idea...and it does sound like that extra round may be too long to wait for most of the magic here (which should definately be at least alongside the wizard or cleric in terms of battle readiness...) Perhaps I'll give them a bonus for casting it slower, though....lowering the spell a level or two? [/QUOTE]
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Spellcasting Time
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