Creating Spells
Today we shall cover how to craft spells in my hack. On the "Spellcasting" tab of my hack, there's a lot of info. I will try to run it down here with some simple examples so folks can understand.
1: Caster Level (CL)
This is pretty straight forward but for covering bases. This is the limits of your casting power, which is capped at the same number your Level is. One cannot purchase a CL higher than their Lvl, but may have a CL lower than their Lvl and dabble in spellcasting. This number governs the effects of your spells.
2: Manifesting and Casting
We run where Psionics and Magic are equal forces that exist in tandem in the world. Dispel Magic can dispel Psionic Powers and Detect Magic can detect Psionic Powers which are active and vice versa.
3: Spell Points (SP)
These replace "Spell Slots" and work just like the Power Points (PP) of Psionic Powers. You spend SP in order to cast a spell, the amount of SP determined by the "strength" of the spell, or it's Spell Level (SL). 1 SP for a 1st level and +2 SP per SL over this is the cost, which may be modified by Racial traits or Spellcasting Proficiency to lower this in some situations. You may not cast spells which cost more SP than your CL. So if you have a CL of 4, you may only cast 2nd level spells which are 3 SP to cast. A 3rd level spell costs 5 SP and is beyond your capability.
4: Spell Components
We have split up the basic "Spell" into 6 basic components. These are:
1: CL (Power Governor)
2: SP (Fuel)
3: Range (Distance limitations)
4: Target (Area of Effect)
5: Duration (Length of Spell Effect)
6: Seed (Spell Effect)
You purchase all of these via spending XP, and with Seeds, after creation, you must roll vs the "Learn" DC with a Spellcraft check to learn them. Failure means you fail to learn but spend the XP in the process and must try again, spending more XP. This is due to the power of the magic system and inherent risk of dealing with powerful supernatural forces. The components 3-6 on this list all have a SL cost to apply in building your spells. This means that you compile the SL cost of 3-6, Range through Seed in order to find the end SL of your spell to figure out the SP cost.
However: This means a number of the SL involved in your Spell aren't bound to the "Effect", which is just the "Seed" portion. This is important, as the DC of spells in PF were governed by overall SL (IE Fireball was SL 3 and modified DC by 3). In this setup, the Seed Level or SdL is what governs the DC. If you have Long Range (SL 3) and 20' diameter burst (SL 3) and Fire 2 (SL 2) this is a SL 8 spell, but the SdL is only 2 for Fire 2. This means the DC bumps only by 2. In this way, the DC of spells gets a nerf, which synergizes with the higher Attributes that players end up with in my hack. Your caster with a 26 in their casting stat at level 4 might start with a stat 8 higher than normal, but his spells DC are inherently weaker as well broken down like this, balancing things out a bit.
The R, T, D components are listed on the chart in the center of this tab, with a one time XP cost to buy, then the SL cost to Apply to each cast. This setup means large AOE spells, long duration spells, and long range spells cost much more than single targets you touch within arms reach for instant effects like reaching over to touch the Fighter for a quick 1 SP Heal that grants 4d6 HP at CL 4. This same spell at 100' range would become a 5 SP spell due to tacking Medium Range (+2 SL) onto it. Your standard Fireball or Magic Missile are more expensive in my hack due to their ranges and AOE and effects setup. Mage Armor for instance, with it's Level 1 and Hour/CL standard in basic DnD/PF has a nerf as well, where as a Level 1 Armor Seed with 1 hr/Level (+3 SL) becomes a 4th level spell, but is only 1 SP to touch Self+1 round/CL.
5: Spell Proficiency
If you stay at the top of my Spellcasting tab and scroll right you will find a small chart where you can pickup abilities that enhance your spellcasting outside of the above components. Things that reduce the cost of adding components like the Expert Range, Target and Duration options will if you pick up all 3 let you put 1 SL of Range, Target and Duration on every spell you cast for free, without increasing it. So you can cast all spells with Close, 5' diameter Burst or 15' line and with the option to turn it into a 1 min/CL duration all for "Free" like so:
Mage Armor is (Armor 1+Range+Target+Duration) option which grants +4 Defense (Armor) with the variables set by components added. With the "Expert" options for 9 XP investment you can take:
Mage Armor 1 (Armor 1+ Close + 5' burst + 1 min/CL) which is normally a 4th level spell into:
Mage Armor 1 (Armor 1+ Close + 5' burst + 1 min/CL)= 1 SP via Expert (R, D, T) proficiency.
You can take "Scorching Ray": (Fire 1+Close+1 Ray/4 CL) Which is normally a 3rd level spell in my hack to:
Scorching Ray (Fire 1+Close+1 ray/4 CL) as a 1st level, 1 SP spell.
Below these options are more specific options that allow you to ignore Spell Components, or invest heavily into the mastery of a Seed, even a line of options to really juice up the Summon Seed for a specialist. These are the equivalent of "Greater Weapon Specialization" and "Weapon and Armor Training" that Fighters get for spellcasters in essence. Fine tuning the control a caster has with manipulating magic to their advantage for an up front XP investment.
Seeds
Seeds are the foundation of spellcasting when it comes down to it. We are testing a generic selection of Seeds which might be expanded on later, which replace the "Schools of Magic" and "Spell Effects" of the standard spell lists. We use these as the building blocks to craft organic spells that fit our needs. We can "Mix" seeds, which is the equivalent of blending two spell effects into one. There is a required Mix DC you roll every time you cast a spell with 2 or more seeds mixed via the Spellcraft skill to see if you succeed, or the spell fails and a wild magic event occurs. The reason for this is you can simulate the Quicken Spell metamagic feat without a SL cost which normally is +4 SL to do here by say, blending Armor + Ward to grant Defense + Energy Resistance as a single cast, single action. This is a powerful ability for buffing the party. You can also mix say, damage seeds, Mixing Fire and Acid 1 at CL 5 for instance allows you to take 5d6 Fire and 5d6 Acid and hurl it at the enemy for 3 SP as a single action. This is strong, and requires a Mix DC 15 check.
We have listed the Seeds in play currently on this tab, and the generic effect level for each seed level in the chart to refer to. These are guidelines to encourage creative thinking to fit the needs of the player on the fly. I, the DM rule on where an effect fits in my games so if you, the player have an idea you run it by me, I give you the X Seed at Y level requirement based on these guidelines on the chart. Many of the spells you might commonly cast are linked on this chart, when a flat +X Armor or XdY damage isn't listed. Things like Sleep and Haste and Entangle fall under various seeds here (Muddle 1, Gravity 2, Flora 1 respectively), and the general format is:
If your spell effect was a 1st or 2nd level spell in PF, it's a 1st level Seed in my hack.
If it was a 3rd or 4th level spell: It's a 2nd level Seed Effect.
If it was a 5th or 6th level spell: It's a 3rd level Seed Effect.
If it was a 7th or 8th level spell: It's a 4th level Seed Effect.
If it was a 9th level spell: It's a 5th level Seed Effect.
This breakdown is meant to allow us to pull in a secondary seed for "Complex spells" like Cloak of Winds (Air 1+ Ward 2) or Black Tentacles (Water 2+ Creation 1+Transform 1), along with the Range, Target, Duration components. If I didn't condense the Seeds levels, we'd need to expand Spell Levels to level 20 and that would make things absurd.
In order to widen your repertoire of spellcasting options, you learn new seeds, increase the level of the seeds you know, and increase the investment into your Range, Target and Duration components. These are inherently Known and able to be flexed and cast in any combination you know as long as you have the SP to power the spells once you spend the XP and successfully learn them without need for a Spellbook or a linked Familiar. They cannot be taken from you and blocked by a God if you don't follow their tennents. They are yours and your investment and imagination are the limits here. Not what is listed on a spell list. While my table seems to hold less options than the massive spell list of all of the supplement books printed at first glance, it's potential in the hands of creative players is much wider to craft new spells to fit need as they keep gaining new seeds and advancing.
I hope this clarifies a bit on how casting works in my hack for folks. Thanks for reading, and if you have questions, as always, just ask.
Hacking pathfinder on no sleep. Classed games are boring af.