Signature Spells: An Alternate Spell System That Needs Your Help!


Homebrew and House Rules


So I've been working on this alternate spell system for a little while, and while I have most of the ideas well-processed, there's still a few spots where I'm having trouble.

It's called Signature Spells, and it goes a little like this...

Signature Spells

In the standard spell system for pathfinder, characters utilize spell lists composing of up to hundreds of spells, all pre-designed and pre-arranged for their convenience. Alternately, thanks to the Words of Power system, characters are able to create a wider variety of spells by combining differing effects for various bonuses. The Signature spell system hopes to literally combine these systems into one overarching concept.

In terms of flavor, characters that use this system normally utilize the basic building blocks of magic when preparing or spontaneously casting spells. Rather than memorize spells, a wizard or witch might craft metaphysical constructs or matrices that represent her spells. A cleric, rather than praying for specific spells, might simply envision the effects she would like when she prepares her spells, and the wordspells prepared would represent the manifestation of these desired effects. Signature spells themselves represent exceptionally focused spells born of heavily-researched formulae, a deity’s will, or perhaps the power of a character’s ancestors.

In the Signature spell system, characters normally utilize the Words of Power spell system. They do not cast pre-built spells such as magic missile or fireball, but rather combine the building blocks of magic in order to cast spells. They all begin as wordcasters, and cast wordspells as-directed in the Words of Power rules located in Ultimate Magic.

However, in this system, spellcasters also gain access to special “signature spells” which they can cast in addition to their wordspells. For several spellcasters, such as clerics or sorcerers, this is already built into their class in the form of domain spells, bloodline spells, or some other form of spells that they would normally be able to cast in spite of the Words of Power system. For some classes, however, the system differs.

Classes gain signature spells in the following ways, based on class:

Cleric: A cleric’s domain spells are considered signature spells for the purpose of this system. If a cleric selects an archetype that removes her domain spells, then she no longer gains access to signature spells.

Oracle: An oracle’s mystery spells are considered signature spells for the purpose of this system. If an oracle selects an archetype that removes her bloodline spells, then she no longer gains access to signature spells.

Sorcerer: A sorcerer’s bloodline spells are considered signature spells for the purpose of this system. If a sorcerer selects an archetype that removes her bloodline spells, then she no longer gains access to signature spells.

Summoner: At 2nd, 5th, 8th, 11th, 14th, and 17th level, the summoner may select a single signature spell in place of a word he would learn at that level. Signature spells for the summoner must be on the summoner’s spell list, and must be of the Conjuration school.

Witch: A witch’s patron spells are considered signature spells for the purpose of this system. If a witch selects an archetype that removes her patron, then she no longer gains access to signature spells.

Wizard: At every even level except 20, a wizard gains access to a single signature spell and adds it to his spellbook. This replaces one of the two spells he would normally learn upon gaining that level. A wizard’s signature spells must be of a level which he can cast, and must be selected from his specialty school. A universalist wizard’s signature spells may be from any school, but must be one level lower than the highest level spell he can cast. If a wizard selects an archetype that removes his arcane school, he does not gain access to signature spells.

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As you can hopefully see, the intent here was to allow characters access to signature spells without increasing the number of spells they would otherwise know. Summoners and wizards must add these spells within the boundaries of the spells they would normally learn at a given level, rather than adding them to their spell list in addition to the spells they would normally learn.

You will also likely notice that there are several classes missing from the above list. These are classes wherein I need help. The above classes made their signature spell assignment relatively easy through pre-established systems or ideas. However, the rest of the spellcasters lack an easy-cheat way to assign signature spells (a wizard's school, a summoner's innate connection to the conjuration school). In addition, druids, paladins, and rangers present a particular problem in that they are divine casters. They do not "learn" spells, like other casters. They simply have access to a whole list, so there's no easy replacement system to use.

So, I ask you, the people of the Paizo messageboards, to help me out here. I need to figure out a way to grant these missing classes signature spells. If you have any ideas, please post them.

The classes currently missing signature spell assignment are as-follows: Alchemist, Bard, Druid, Inquisitor, Magus, Paladin, and Ranger.

...Catch Phrase,

-Chris

Dark Archive

Christopher Delvo Said wrote:
Signature spells themselves represent exceptionally focused spells born of heavily-researched formulae, a deity’s will, or perhaps the power of a character’s ancestors.

Following this definition here are my suggestions for the following classes

Alchemist- Signature "Spell" Would be his extracts, their list is extremely limited and it would fit your description of "Heavily-researched formulae

Druids-Domain Spells, if no Domain, no Signature Spell.

Bards, Inquisitors, Magus, Paladins, and Rangers- No Signature Spells. They are not Pure Casters and have plenty of other abilities.


Nimon is right about Alchemist they are wizards... They can take spells but no one can take from them.

Magus would fall under Wizard

Bards could get them based on the performance

So Verbal they would have to have Sing Oratory etc
Somatic they would have to have instrument dance etc

Paladins could be required to pick a domain that their some of their spells fell under

Rangers could do the same

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