
martinaj |

So I'm about to start a campaign on Akiton that will eventually lead to the release of the King of Biting Ants and the party working with a half-senile Jatembe.
Obviously I need to create a Worm that Walks graft to make the BBEG, but I'm not THAT worried about that part, because the rules for doing so are pretty fun, though if anyone has any ideas it would be appreciated!
My bigger issue is that there is a technomancer in the group, and if they're working with Jatembe, I'll bet dollars to donuts he'll be interested at the prospect of learning from this archmage who has pre-gap magic at his command. I feel like just giving a flat out "no" would be kind of a dick move as a GM.
So if I wanted to provide a player-friendly option for "above 6th level magic," what would you suggest? I feel like just trying to copy/paste high level spells from pathfinder would be a trap option, but was thinking of creating a new archtype that causes their BAB to stop progressing at +10, and exchange they get the ability to spend resolve points to do something similar to mythic spellcasting to simulate uncommonly powerful magic, and maybe one or two conditions to refresh resolve (maybe that can only be used to power spells) to make sure they aren't too resource starved?

SirShua |
I was thinking of having pre-gap spells come up in a future campaign. Mostly because the magic to call a Glabrezu or Marilith doesn't exist anymore.
My thought was to have them be a spellbook, maybe requiring a full action to cast since you're reading them. If you know the spell then it would not use a spell slot. Since some of them are similar.

The Goat Lord |

So I'm about to start a campaign on Akiton that will eventually lead to the release of the King of Biting Ants and the party working with a half-senile Jatembe.
Obviously I need to create a Worm that Walks graft to make the BBEG, but I'm not THAT worried about that part, because the rules for doing so are pretty fun, though if anyone has any ideas it would be appreciated!
That sounds fun! For simplicity, you could try going without the graft and make a unique NPC with abilities comparable to a worm that walks and simply call it a worm that walks. At sfrpgtools.com you can have fun creating NPCs. When you're at the point of giving the NPC special abilities, you can pick the ones you want off a list or create your own that resemble traditional Pathfinder worms that walk.
My bigger issue is that there is a technomancer in the group, and if they're working with Jatembe, I'll bet dollars to donuts he'll be interested at the prospect of learning from this archmage who has pre-gap magic at his command. I feel like just giving a flat out "no" would be kind of a dick move as a GM.
So if I wanted to provide a player-friendly option for "above 6th level magic," what would you suggest? I feel like just trying to copy/paste high level spells from pathfinder would be a trap option, but was thinking of creating a new archtype that causes their BAB to stop progressing at +10, and exchange they get the ability to spend resolve points to do something similar to mythic spellcasting to simulate uncommonly powerful magic, and maybe one or two conditions to refresh resolve (maybe that can only be used to power spells) to make sure they aren't too resource starved?
I agree with you about trying to avoid saying "no." I would perhaps approach magic of 7th level or higher to how rituals are handled in Occult Adventures. Using the ritual creation rules in that book you can make rituals that the whole party can participate in, with the technomancer in the ritual leader role. When the ritual is successfully completed the spell produces the desired effect. This will ensure that the technomancer isn't breaking the game by unleashing these spells during combat, as rituals take much longer to perform. Casting these spells as rituals is certainly not game breaking.

S. J. Digriz |

You could create an archetype, 'Archemage', or 'Oblivion Scholar', or whatever suitable moniker, that replaces the additional 6th level slots gained at 18th, 19th, and 20th level with a 7th level, an 8th level, and a 9th level slot that can be used for pregap spells, and that replaces one of their magic hacks with the ability to use pre-gap spell books to 'memorize' spells using any of their spell slots (1st - 9th) just like a pre-gap wizard. If a slot is used for a memorized spell, it can only be used to cast that spell until the technomancer replenishes their spell slots.
You could allow them to gain the archetype only after studying with Jatembe and getting to a level where they have a magic hack to trade for the ability to 'memorize' spells.