Feat Magic


Homebrew and House Rules


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*Warning: Wall of Text* So while working on building a new campaign setting with a friend we decided that we really wanted to revamp magic while we were at it. I know, big goal, right? Anyway our original thinking was that we would use the "generic classes" from the 3.5 SRD. We realized both the "warrior" and "expert" classes were differentiated by class options and specialized with feats, but that "casters" were only differentiated by which spells they chose, but they had no restriction on which spells they wanted (being able to choose from every single spell in the book).

So here is our thought. We fashion a "generic" spell list that all casters have access to. From this list any caster can select spells for their "spells known". It would be basic, staple spells that are just too iconic or necessary to put into a specialist list. Then, in order to pick spells that aren't on this list, you have to spend feats. Taking these feats would add a "specialist list" to your options for "spells known". It doesn't directly add anything to your list, but just opens up your options.

Each specialization has three layers that equate into a feat chain. The base level feat opens up level 0-3 spells, the improved feat opens up 4-6 and the greater feat would open up 7-9. You'd have to take the previous feat to take the next one.

The specializations include most spell schools and keywords. Some of the larger and more diverse schools (like Conjuration) are split into sub-schools. All of the elemental keywords share the same list of elemental spells, but the type of damage is based on the elemental specialty chosen (basically giving free Energy Substitution).

The spell feats are tentatively as follows:
Abjuration
Summoning/Calling
Healing
Creation
Divination
Enchantment
Fire
Cold
Electricity
Acid
Force
Sonic
Illusion
Phantasm
Shadow*
Necromancy
Transmutation
Polymorph

*Emulates the elemental spells and summoning/calling spells at X% reality a la Shadow Evocation/Shadow Conjuration.

Each of the previous feats are Base, Improved and Greater. Example: Fire, Improved Fire and Greater Fire. To take Improved Fire, you have to take Fire.

When taking more than one Elemental list (which share identical spells) you get to choose which elemental type to use. For example, if a caster has both the Cold and Fire feat, they may cast "fireball" with either fire or cold damage. Taking an "admixture" feat would allow you to apply both damage types.

Metamagic works like normal. You simply have to have access to the appropriate level spell slot, but you do not need the higher level spell list. For example, if you want to Empower a Fireball, you would need to be able to cast 6th level spells and have the feat Fire, but you would not need Improved Fire.

Areas where we need suggestions help:
Generic Spell List - Is the Adept list good enough? Do we need to add 6th-9th level spells, or should we require casters to specialize by level 11?
Specialized Lists - Are the lists adequate? Are there gaping wholes? Are any of the lists too large or too small?
Domain/School Powers - What to do with them? Is gaining access to them worth a feat? Should they be given for free to casters? Should they be discarded altogether?
Blind Spots - With everything, I know that I'm not seeing the whole picture. Is there something (a consequence, an interaction, etc.) that is obvious to you that could make this system brokenly over- or underpowered?

Thanks in advance to any and all comments and suggestions.


Personally, I love this sort of thing. If you put it together at a high enough quality, I'd probably use it.

If you want a short list of the most iconic D&D spells, I'd look to the 1e Rules Compendium.

As far as holes, not really. I'm from the camp that wizards are too good, so anything done to hamper them is fair game. If it creates an interesting mechanic, so much the better.

In order to make the feat list, I think you will figure that out by playing. This isn't an over night, one sitting type thing, but as you play people will ask for new feats.


I noticed that there is no Holy or Unholy on your list. That would make it a nice round 20 items on the list. I think this is an interesting take on the magic system, and am interested in seeing more.


Just bumping this thread, hoping to get some new eyes on it.


Interesting idea. It's too late at night for me to post anything terribly insightful, but are you familiar with Monte Cook's Arcana Evolved? It has something extremely similar to what you're describing here. They use different spells than Pathfinder, but the spells are divided into Simple, Complex, and Exotic categories; everyone knows all the Simple spells, and access to the more advanced spells is gained a number of ways--but particularly with feats, which give access to more advanced spells of a specific theme (such as fire or air). The spells are generally lower-powered than Pathfinder's spells, but it might be worth looking at for an idea of what spells could be considered common enough to be on the generic list.

Also, the Midnight campaign setting restricts access to schools of magic with feats in a much simpler way than you're attempting here, but they do divide Conjuration and Evocation spells into Basic and Advanced schools. I'd recommend checking it out--even if you don't take a lot from it, the campaign setting itself is awesome :)

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