Tweaking the Mechanics

Last post I shared a custom magic mechanic for my Pathfinder game and there were some problems with it. I have listened to those who told me about how broken it was and I have made some changes, I’d love to get some more feedback before I work on coming at this fromĀ  different angle.

NOTE: This campaign will be using CORE RULEBOOK ONLY

Wizard, Sorcerer, Druid, and Cleric are no longer playable classes in my game.

Magic(Arcane) [Prerequisite Int 13] and Magic(Divine) [Prerequisite Wis 13] are feats. Only one magic feat may be taken.

There are no spell level requirements.

Spells must be learned, taught, or bestowed.

Spell points per level = 1+ 1/2 Int(Arcane) or 1/2 Wis(Divine) modifier.

Upon taking magic the player chooses 20 levels of spells known with 0 level spells costing 1/2 level each. The list must get DM approval.

Spells cost 1 point per level to cast, level 0 spells being free.

Players can spend 1 temporary point of Con to gain 5 additional spell points, for every Con point sacrificed after the first they take an additional 1d4 con damage.

Spell points are recovered at 1 per hour. Additional spell points gained from sacrificing Con must be recovered before regular spell points are recovered.

In addition, all spell DCs are +5 because of the rare but potent nature of spells in this world

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1 Comment

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One response to “Tweaking the Mechanics

  1. KJ

    NOPENOPENOPENOPE
    SELF BUFFING FIGHTER WITH CUSTOM SPELL LIST IS BAD THING. BADBADBAD.

    Also, why the hate for the real spellcasting classes? The shapeshifting druid has a ton of fantastic flavor to it, and a fantasy world without men in pointy hats seems lacking. Also, under this system, why would anybody ever not just be a martial class that happens to use magic on the side? Dedicated “wizards” would possess literally no advantage over “dabblers”.

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