Input on homebrew drawback / boon for spheres of power


Homebrew and House Rules


I'm trying to create a couple of casting traditions for a homebrew campaign featuring Spheres of Power. And I'm wondering what other people think of this drawback and associated boon. Specifically, how many drawbacks would you consider each to be worth/cost? What other thoughts do you have about these casting traditions? Also, I mention "source of magic" - all casting traditions in this campaign require one drawback that's a valid "source of magic."

Drawback: Fount of magic

You possess an inner source of magic which refills your spell points once a day when you rest. As a result, you can be detected by detect magic or the base divine ability. Your aura strength is your Caster level associated with this magical tradition. Additionally, your ability to cast magic can be dispelled. For the purposes of dispel, you count as a magical item with your Caster level associated with this magical tradition. If you are dispelled, all spell effects that require concentration immediately end, and you may not cast spells associated with this tradition for 1d4 rounds. However, when a dispel check would force you to be destroyed, such as by Greater counterspell or Mage’s disjunction, you merely lose all spell points and spell-casting abilities. The next time you would normally gain spell points, you regain spell-casting abilities but no spell points. The day after that, you begin to regain spell points normally. You typically cannot regain spell points while in an anti-magic field or magical dead zone.

Finally, it should be noted that some spellcasters have devised ways to use your power to fuel their spells. Specifically, sphere casters who use a magical focus as their source of magic, and identify you as a source of magic may attempt a concentration check (DC 20 + 1/2 the caster level) combined with an opposed magical skill check to use your magic (including your spell points) to power their spells provided that they are in range to affect you with that spell. Additionally, some ritual casters have learned that your blood is particularly useful for powering their spells (every 2 spell points you have when sacrificed counts as an additional HD).

Boon: Independent Magic

Since you always bring your magic with you, you are less affected by anti-magic fields and magical dead zones than others.

When in an anti-magic field, you may spend a spell point to attempt a magical skill check against the anti-magic field. If you succeed, spells which you cast using this ability take effect normally if they target you or a touched target and have a duration of instantaneous. If the spell has a duration of concentration, you must succeed at a concentration check of (20 +½ CL of the spell you are trying to cast) and a magical skill check against the anti-magic field each round as part of the action to maintain the spell. Spells cast at targets outside the anti-magic field take effect normally. Finally, if a spell can be cast from outside an anti-magic field into an anti-magic field and take effect normally (such as a Stone Blast) the spell works as normal.

When in a magical dead zone you may spend an additional spell point to cast a spell that you would normally be able to cast using your fount of magic tradition. In a magical dead zone, spells which you cast using this ability take effect normally if they target you or a touched target and have a duration of instantaneous. If the spell has a duration of concentration, you must succeed at a concentration check of (15 +½ CL of the spell you are trying to cast.) each round as part of the action to maintain the spell. All other durations are reduced by one step (1 min/CL becomes 1rd/CL). All other ranges are reduced by 50%, with unlimited range spells being reduced to long. You may spend an additional spell point to return this to normal.

Finally, you regain spell points 1/5th as fast in an anti-magic field, and 1/10th as fast in a magical dead zone.

To select this boon, you must choose the "Fount of Magic" drawback as your source of magic.


Quote:
The next time you would normally gain spell points...

So if they're dispelled, they get their magic back next level? Because gaining spell points is distinct from regaining them, as you mention elsewhere. That is brutal.


GM Rednal wrote:
Quote:
The next time you would normally gain spell points...
So if they're dispelled, they get their magic back next level? Because gaining spell points is distinct from regaining them, as you mention elsewhere. That is brutal.

Good catch. Thanks. That was supposed to be regaining spell points. That sentence should read:

The next time you would normally regain spell points, you regain spell-casting abilities but no spell points.

Further thoughts?


Still brutal if enemies actually take advantage of that weakness. For some characters, that's removing upwards of 90% of their options and restricting them to more-or-less sitting out of the game. I think it would be better for the dispelling to limit their ability to use spell points, but not prevent them from using talents that don't have an SP cost. That makes it like putting a lid on the boiling pot of water that your power is, but some steam is still gonna push out to escape.


GM Rednal wrote:
Still brutal if enemies actually take advantage of that weakness. For some characters, that's removing upwards of 90% of their options and restricting them to more-or-less sitting out of the game. I think it would be better for the dispelling to limit their ability to use spell points, but not prevent them from using talents that don't have an SP cost. That makes it like putting a lid on the boiling pot of water that your power is, but some steam is still gonna push out to escape.

That's a good point. What if I added this: The loss of spell-casting abilities in this manner can be healed by any spell or talent that can heal all ability damage or ability drain. However, any lost spell points are still lost.

Or do you think I really need to have something like this too: Additionally, as a standard action you may spend 1 spell point to make a magical skill check against the roll that dispelled your magic, if successful your spell-casting abilities immediately return.


Eeeeeeh. Knowing that it's a threat, the first thing any sane player is going to do is go get themselves a few Greater Cleansing Potions (official item, cures all ability damage, 200 GP) and swig them down when they're dispelled. Maybe look for a quick-drink item to turn it into a swift action or something. That hands over a bit of gold but largely removes the threat this drawback poses, which feels like it goes against your goals. I'd make it either a time-based thing - like losing casting for 1d4 rounds - or limiting the use of spell points for a long time but leaving basic casting alone.

Shadow Lodge

Losing all spell casting ability seems pretty harsh. Since spell points are required for most spherecasting, I am not sure I'd risk losing it entirely just for a once per day refill.

That said, it seems like a drawback with a built in boon, and I don't think that is in line with the other drawbacks in the system.

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