On designing a feat to make spells hard to identify


Homebrew and House Rules

The Exchange

I'm contemplating adding a house feat called something like "Esoteric Method" that would increase the Difficulty Class of Spellcraft checks made to identify the spell. Given that it'd be a feat of great but infrequent utility (claiming you're casting detect magic when you're actually throwing out charm monster, for example), how much of a DC boost to the Spellcraft check do you feel would justify expending a feat on it?

(Bear in mind this would be a feat geared toward bards, illusionists, enchanters, rogue/wizards and so forth: it wouldn't be much use when casting fireball.)


Would it be a metamagic feat and if so: one with a fixed "bump" or more like Heighten Spell?

The Exchange

Probably not a metamagic spell at all, since it would have no effect on the spell cast: it'd simply make it less likely for observers with Spellcraft to be able to identify it. Sort of the magical equivalent of a feint.


I think +5 DC sounds about right. I wouldn't make it so that they think you are casting a different spell but that it is harder to identify what spell you are casting because you have a esoteric style of casting. Each caster casts things a bit differently so it makes sense that a feat could make a caster have an unusual and hard to identify style of casting spells. Maybe tack on another minor effect to go along with the +5 DC and that would be a decent feat.

The Exchange

Hm... +1 to overcome SR? +1 against attempts to dispel?...


Would that be similar the a feat from "Forgotten Realms" called Spell Thematic?


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Check this FAQ for a feat that got cut in development that does what you want...

so you better make it powerful.


Page 44 of Players Guide to Faerun


Pathfinder Rulebook Subscriber

How about a +1 for each level of spell the feat user is capable of casting? That way it begins as a +1 and scales up to a maximum of +9. As long as it is restricted to application to the DC to identify a spell being cast, it doesn't seem over powered given that the spellcaster trying to identify the spell can increase her Spellcraft modifier by 1 rank every level.

You might even say that, if the opponent fails her check to identify the spell you are casting, you can make a Bluff check as a free action against the result of her Spellcraft check to give the impression of casting a different spell.


That's a pretty weak feat, IMO. At most it should be an extra benefit of a better feat.


Spell Thematics
( Player's Guide to Faerûn, p. 44)

[General]

Your spells manifest with a distinct theme or appearance.

Prerequisite

Arcane spellcaster level 1st,

Benefit

Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don't need to select this feat again to acquire new thematic spells. Nearly any theme is possible, so long as you can describe a visual link for unifi cation. For example, your theme might be "lightning," " spheres," o r " screaming s k ulls." I f you choose spheres as your theme, your magic missiles might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is "lightning," your haste spell might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your spell manifestations invisible, nor do your spell thematics change the type of damage a spell deals, regardless of its appearance. This feat supersedes the version found in Magic of Faerűn.

The Exchange

That's a good example, Solientious. In fact, almost exactly what I was aiming for. But I'm pretty sure we're not supposed to quote those spells verbatim. It violates... something or other, I forget. Thanks for the heads-up though; I may see if I can track the book down.


Yea you're proably right.....


Sorry ...who maybe watching....careless use of cntrl+c and cntrl+v


I think you should be careful with any effect that gives +caster level; while a +1 doesn't sound like a lot, people tend to stack them up to do silly things not intended (like controlling solars). I'd drop that.

I'd say +4 difficulty to ID the spells, and a +1 DC to counterspell.


Ilja wrote:

I think you should be careful with any effect that gives +caster level; while a +1 doesn't sound like a lot, people tend to stack them up to do silly things not intended (like controlling solars). I'd drop that.

I'd say +4 difficulty to ID the spells, and a +1 DC to counterspell.

Agreed.


Opposed Spellcraft check. If you win, the DC to identify the spell goes up by an amount equal to your primary casting ability modifier.


Interjection Games wrote:
Opposed Spellcraft check. If you win, the DC to identify the spell goes up by an amount equal to your primary casting ability modifier.

Why introduce what is basically a new mechanic? There is already a published feat for the subject, balanced for and built using the existing mechanics of 3.x which PFRPG is based on.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

There's also the Rakshasa-blooded Sorcerer's Bloodline Arcana. Not exactly the same thing, but fairly similar. I've used it to great effect with illusions.

Bloodline Arcana wrote:
Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).


Skylancer4 wrote:
Interjection Games wrote:
Opposed Spellcraft check. If you win, the DC to identify the spell goes up by an amount equal to your primary casting ability modifier.
Why introduce what is basically a new mechanic? There is already a published feat for the subject, balanced for and built using the existing mechanics of 3.x which PFRPG is based on.

Why NOT introduce new mechanics? It's what I do.


Interjection Games wrote:
Skylancer4 wrote:
Interjection Games wrote:
Opposed Spellcraft check. If you win, the DC to identify the spell goes up by an amount equal to your primary casting ability modifier.
Why introduce what is basically a new mechanic? There is already a published feat for the subject, balanced for and built using the existing mechanics of 3.x which PFRPG is based on.
Why NOT introduce new mechanics? It's what I do.

Because you're adding an opposed roll to a mechanic that really doesn't need it.

Just make it +5 and call it a day. Or swift action, +5 DC, and you get to decide what the spell looks like.


That feat found its way into many, many lists of the 10, 25, 50, what have you, worst feats in 3.5. New system.


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Interjection Games wrote:
That feat found its way into many, many lists of the 10, 25, 50, what have you, worst feats in 3.5. New system.

Haha, good point. No that we've both made bad suggestions, do you have an idea?


The issue with the feat above was it's bonus to spell level and fuzzy "theme" reliance. Not the higher DC to identify.

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