Dying Earth Spells as magic items? GP value?


Homebrew and House Rules


I've always wanted to see a faithful conversion of Vancian spellcasting. Being limited to about 100 in number, and being highly coveted and jealously guarded, I think "real" Vancian spells are sort of like unsloted magic items (or even minor artifacts) that require one or more skill checks to ready and to cast. The first skill checks determine how long it takes to prepare the spell as well as how many spells can be stored.

Low skill characters should be able to ready just one spell with a high likelihood that it will be miscast while skilled characters should be able to prepare up to 4 greater spells or 6 lesser spells.

Spells might cause ability damage or negative conditions when readied or while prepared.

The spell effects should be able to fit within the one of the usual 0-9 levels in mechanical terms and help to set skill DCs.

Since spells could be used more than once per day, but not at-will/continuously, what do you suppose the GP value per spell level should be?

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