Spell duplication (Sorcerer learned casting feat)


Homebrew and House Rules

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Including cross link to my Wizard system

Fluff: In my mind the way Sorcerers and Bards work magic is by basically grabbing reality by the short and curly hairs and pulling. They learn, by trial and error, how to work magic. If the Wizard is a Spanish fencer, using formulae and charts to learn how to attack, the Sorcerer is the axe fighter, relying on power to get the job done. They may not even know the mechanics of how their magic works, simply if you go from A to B to C, you get magic missile. If you go A to B to D, you get shield, etc. Most rely on these trial and error methods to learn ‘spells known.’ They hurt themselves going from A to D to B to E, so they don’t. But once they learn A to B to F is fireball, well, that’s a new spell known.

Sorcerers (and bards) who study magical theory can sometimes use that theory to their advantage. Instead of forcing magic through ‘what works’ they just grab it and try to pull it in the direction they want to go. While this can result in a successful spell, it can also result in a crippled caster.

Spell Duplication
Prerequestites: Knowledge Arcana (5 ranks), Spellcraft (5 ranks) Optionally Knowledge Religion (5 ranks)
Benefit: You can channel raw magic to emulate a spell you have seen.
Normal: Better make the best of the spells you have...

System: A spontaneous caster with the Spell Duplication feat can take a spell slot and use it to cast a spell they previously have identified with spellcraft, or deciphered from a scroll. Normally the spell must be arcane, though casters with five ranks of Knowledge (religion) may also attempt to emulate divine spells.
To duplicate a spell, the sorcerer must sacrifice a spell slot of at least one level higher than the spell they wish to duplicate. The caster must then make a caster level check with the DC as described below.

  • Arcane spell on the Sorcerer/Wizard list DC = 15 + (level of spell emulated * 2)
  • Arcane spell not on the Sorcerer/Wizard list: DC = 15 + (level of spell emulated *3)
  • Non-Arcane spell not on the Sorcerer/Wizard list: DC = 20 + (level of spell emulated * 3)

    If the roll is successful, you cast the spell selected at the spell’s normal level. If the roll is failed by 5 or more, you take Charisma burn equal to the level of the spell you were trying to emulate. Any expensive components or arcane foci (anything not covered under the eschew materials feat) must be provided. Divine foci do not need to be provided.

    Special: A character with Skill Focus (Use Magical Device) may add that modifier to their caster level roll. Also a GM with access to a wild magic chart may choose to allow the player to roll on that chart once in place of a point of Charisma burn damage.

    Example 1:

    Spoiler:
    Suzi the Sorcerer is stuck with wounded companions, including the cleric who is stable but at negative hit points. A hoard of goblins is coming down the hall. Her third level spell known is dispel magic.
    First she has to take care of the goblins. None of her second level spells won’t stop a hoard, she decided to sacrifice a spell slot to cast web, knowing it will block the passage and buy her time. Fortunately she recently deciphered a scroll of web so she meets that qualification.
    Suzi must roll a caster level check of 19. (19 + (the second level spell, *2). If she rolls a 19 or higher, the web goes off. If she rolls a 14-18, the spell would be unsuccessful. Below a 14, results in her taking two points of Charisma burn, as the energies of the spell get away from her. (or one point and a roll on the DM’s wild magic chart)

    Example 2:

    Spoiler:
    After the goblins are all tied up, Suzi needs to heal the cleric to heal everyone else. To emulate the bard cure light wounds spell would only require a DC of 18 (15 plus the first level spell *3) However, she’s never studied a bard casting cure light wounds, so she has to emulate the cleric, having been on the receiving end more than once. This DC is 23 (20 plus the first level spell *3) Suzi’s player grabs the dice, hoping that the party will invest in potions from now on…

    Note: Essentially you can do the same thing with Wish and Limited Wish, without the icky side effects.


  • I like it, but it's still a little powerful. Instead of a flat cost in Knowledge skills, maybe require ranks equal to the spell level, or even double. I think this is particularly important with the divine spell lists, since that's a major power boost in a few cases (raising the dead is definitely stepping on some toes). I might even add another line for druids requiring Knowledge: Nature

    Just a suggestion. Great idea!

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Azazyll wrote:

    I like it, but it's still a little powerful. Instead of a flat cost in Knowledge skills, maybe require ranks equal to the spell level, or even double. I think this is particularly important with the divine spell lists, since that's a major power boost in a few cases (raising the dead is definitely stepping on some toes). I might even add another line for druids requiring Knowledge: Nature

    Just a suggestion. Great idea!

    Thanks!

    I figured the knowlege requirements would mean it's 5th level and up.

    For Raise dead, you're talking min caster level 12 Figure 24 charisma for a +6, that's +18. Raise dead would be a DC of 35. So that's a 17 or higher, with 11 or lower resulting in 5 points of Charisma burn. Ability burn can only be healed naturally, so not the best idea.

    A 20th level caster, with an cha of 40 would fail only on a 1 by my math, or he could just use limited wish or wish. :-)

    Plus I'm aiming at sorcerers mostly. That's two skill points taken care of, maybe three. When you add in the feat cost, it's a heavy investment to possibly cripple yourself as a caster.

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