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*Pathfinder & Starfinder
Spells for Non-Spellcasters 101
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<blockquote data-quote="Stormborn" data-source="post: 1674342" data-attributes="member: 14041"><p>How about this:</p><p>Require a feat that makes Spellcraft a class skill. A feat is a way of impossing penalties in itself. Since we are talking about training here, feats often represent sepcialized training. This feat would require that the character have a mentor spell caster who was at least His level +3 (I think twice his level is a bit much, but I agree that the mentor needs to be of a significantly higher level.) There after the character can learn a number of spells equal to his Intelligience Modifier of arcane spells or his Wisdom Modifer of Divine Spells. A characer cannot learn a spell if its level is higher than he would know if he was of his tutors class. INOW, a 6th level fighter cannot learn a spell that a 6th level wizard couldn't learn. Learning requires a week per spell level (min 1 week) and at the end of which a Spellcraft check is made of DC 15+the spell level. If succesful then he has learned the spell, if not then he may make another check after a second week has passed, otherwise start over, your basic concept is flawed. </p><p>To cast a spell requires a full round action (its harder for the noncaster to do it) and a Spellcraft check of 10+spell level (since it is easier to cast once you know it than to learn). Spells are always cast at the minimum caster level needed to cast the spell. If the spell is cast succesfully the caster temporarilly looses STR equal to 1 point per spell level, minimum 1. These are recovered at the normal rate. I don't think HP is a good alternative, since the classes we are talking about have tons of that. STR on the other hand is their bread and butter, if you are going to step outside your normal idiom it should cost you. I would limit the spells available to those that had no costly material components of XP costs, those should remain the province of the experts on magic. </p><p></p><p>Why do this? Knowing a spell is potentially more valuable than having an item since it can't be taken away, used up, or rendered useless. Not to mention the element of suprise. And its actually cheaper and more adaptable in the long run.</p><p>Why do it this way? A feat will make it more balanced, the limit on number of spells will keep the spells valuable and rare, the need to roll keeps the integrity of the spell casting classes by making magic more diffiuclt for the unintiated, ditto for the increased casting time, ditto for minimum caster level, and the STR penatly will mean that spells are the last resort of a warrior not the first.</p><p></p><p>Or there is the ritual magic system from Arcana Unearthed/Urban Arcana.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1674342, member: 14041"] How about this: Require a feat that makes Spellcraft a class skill. A feat is a way of impossing penalties in itself. Since we are talking about training here, feats often represent sepcialized training. This feat would require that the character have a mentor spell caster who was at least His level +3 (I think twice his level is a bit much, but I agree that the mentor needs to be of a significantly higher level.) There after the character can learn a number of spells equal to his Intelligience Modifier of arcane spells or his Wisdom Modifer of Divine Spells. A characer cannot learn a spell if its level is higher than he would know if he was of his tutors class. INOW, a 6th level fighter cannot learn a spell that a 6th level wizard couldn't learn. Learning requires a week per spell level (min 1 week) and at the end of which a Spellcraft check is made of DC 15+the spell level. If succesful then he has learned the spell, if not then he may make another check after a second week has passed, otherwise start over, your basic concept is flawed. To cast a spell requires a full round action (its harder for the noncaster to do it) and a Spellcraft check of 10+spell level (since it is easier to cast once you know it than to learn). Spells are always cast at the minimum caster level needed to cast the spell. If the spell is cast succesfully the caster temporarilly looses STR equal to 1 point per spell level, minimum 1. These are recovered at the normal rate. I don't think HP is a good alternative, since the classes we are talking about have tons of that. STR on the other hand is their bread and butter, if you are going to step outside your normal idiom it should cost you. I would limit the spells available to those that had no costly material components of XP costs, those should remain the province of the experts on magic. Why do this? Knowing a spell is potentially more valuable than having an item since it can't be taken away, used up, or rendered useless. Not to mention the element of suprise. And its actually cheaper and more adaptable in the long run. Why do it this way? A feat will make it more balanced, the limit on number of spells will keep the spells valuable and rare, the need to roll keeps the integrity of the spell casting classes by making magic more diffiuclt for the unintiated, ditto for the increased casting time, ditto for minimum caster level, and the STR penatly will mean that spells are the last resort of a warrior not the first. Or there is the ritual magic system from Arcana Unearthed/Urban Arcana. [/QUOTE]
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