[SoP] Making some new Drawbacks. How many Effective Drawbacks?


Homebrew and House Rules


Illusion-Laced Magic:
Your magic relies on others buying into it. You gain the Illusion Sphere as a bonus talent, and you can only use sphere effects that you could currently imitate through the Illusion Sphere. All sphere effects you create are treated as Illusion effects or their original sphere, whichever is worse for you. Furthermore, if an effect you create has a Fortitude or Reflex save, creatures may choose to make a Will save instead, with success being treated as though they succeeded at said Fortitude or Reflex save.

Martial Casting:
Your magic can only be channeled through mundane violence. Sphere effects you create fail unless you succeed at a singular melee or ranged weapon attack that you make at the end of the effect's casting time. You must prepare the weapon you plan to attack with when you begin casting. You don't provoke Attacks of Opportunity while casting, unless as usual if you chose to prepare a ranged weapon attack. The casting time can never be reduced below a standard action for you. Unless you only target yourself, Summon through the Conjuration sphere, or Create through the Creation sphere, with any sphere effect, you must target/affect at least one creature or object hit by your weapon attack with the effect (you may exceed the usual range for this subject, but the area of effect must be placed as close to you as possible while doing so). Scatter and splash weapons don't allow you to exceed the number of creatures/objects affected by sphere effects. You can never gain [instill], [range], or [strike] talents, except Energy Bomb from the Destruction sphere, which instead takes effect immediately.

Sound-Based Magic:
Your magic only works for those that hear you. Creatures and Objects that don't hear you cast cannot be targeted or affected by sphere effects you create. You must have the Verbal Casting drawback to take this drawback.

How many drawbacks should each of these be worth?


Is there anything unclear?


It depends. In a low level game ILM above isn't any kind of drawback - a spellcaster who takes it is presumably planning to specialise in the illusion sphere anyway. In a high level game it's utterly crippling to a high-caster and a serious problem for many (not all) mid-casters, and probably not a problem for a low-caster because they'll likely be avoiding save-based effects anyway.

Martial casting is crippling for anyone including a gish. I can't see how it'd be usable. Admittedly that may be missing something, I'm not an expert on Spheres.

Sound-based magic looks like a normal, singular drawback. Crippling when it comes up (you're mute/gagged, target's deaf, or either the environment is very noisy or magically silenced) but all of those should be rare and most have workarounds.


I was thinking of younger casters that would manifest their imaginations when I wrote up ILM.

I based Martial Casting off of the [strike] talents (which basically lets any spellcaster use a Magus' Spellstrike), altering things a little so that all sphere effects would be usable.

Shadow Lodge

Material Casting is a bit much, and in theory abusable. I cast [sphere talent] and then stomp on the ground, which has an AC of 5. Don't even need a weapon.

It removes three kinds of talents, only one of which makes sense(Strike) since it basically gives that talent for free to ALL spheres and the other talent types(instill and Range) either push the casting off until later(Instill) or increase the range of a ranged sphere effect(which would make sense to allow, since a lot of them start at close and need the Range talent to be able to go further). Removing Talents it usually a Sphere-Specific Thing, so this feels less like a drawback and more like a Casting Tradition. It also shares a name with another Drawback, so that needs altered.

I'd alter it so its a [Strike] version of the Monastic Tradition instead.

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