To put it plainly, I find it is a very specific way of handling magic & that it is thus relatively overused in the D&D roleplaying tradition, especially as systems of higher power level (like PF2, for instance) can easily make it a bookkeeping chore. And I think PF2 absolutely makes it a bookkeeping chore.
Vancian spellcasting is at its best, in my opinion, at low power levels, & when it represents a restrictive, tenuous or academic mastery of magic. I absolutely think making it the default for a game of epic fantasy like PF2 was a thoughtless decision made by force of habit.
And I have to commend the designers for confusely expressing a similar sensibility through the Focus Points system; because I'm going to steal that.
And I have to commend the designers for confusely expressing a similar sensibility through the Focus Points system; because I'm going to steal that.
Focus
Spellcasting classes start with 3 Focus Points (FP). Other classes might obtain FP through their cutomisation choices. Casting a spell requires & consumes 1 FP.
Characters can spend 1 exploration turn refocusing to regain all of their focus.
During combat, characters can use the Refocus action:
- [1] REFOCUS (concentrate, magical)
Test your Refocus statistic, as determined by your class.
T: regain 2 FP.
S: regain 1 FP
F: ¤
B: Refocusing costs [2] actions for the remainder of this turn.
Casting time & Components
The other thing I'm going to steal is the modular casting time: spellcasters will be able to choose how many actions to contribute to the spell between [1], [2], [3], or [6] (two whole turns spent casting), which will translate to a number of required components, and effects of varying power.
This is awesome & all spells featuring this mechanic are among the most interesting spells in PF2; I am baffled by the fact it is not a standard.
- Verbal components (sonorous): require the caster to be able to speak loudly & intelligibly.
- Somatic components (manipulate): require the caster to be able to move at least one distinct arm & its hand to be free of anything their class does not deem a catalyst.
- Material components (manipulate): require the caster to be able to move at least one distinct arm with a free hand & to be in possession of necessary ingredients or implements (defined by their class), which may be consumed by the spell.
- Catalytic components: require the caster to be holding a catalyst, the nature of which depends on their class.
[1]-action spells will require one of these components, [2]-action spells will require two of them, [3]-action spells three, & [6]-action spells all four.
Classes will have a default order by which these components are added to a spell, an order which may be subverted through feats.
A spell will have twice the number of actions spent to cast it as its Power value, which will be allocated into effects & parameters (see below).
Casting an offensive spell requires an attack roll (determined by class as one's magic attack skill), & targets the Save of the caster's choice, assuming they are able to target it.
Casting a spell on an ally is an automatic Success.
Effects durations count down at the end of a creature's turn.
Effects durations count down at the end of a creature's turn.
- [1]/[2]/[3]/[6] CAST SPELL (attack, magical; manipulate/sonorous)
Test your magic attack skill, as determined by your class.
Triumph: maxmise damage, effects last 3 turns & can be sustained.
Success: roll damage, effects last 2 turns & can be sustained.
Failure: 1 damage, effects last 1 turn.
Bungle: ¤
- [1] SUSTAIN SPELL (concentrate, magical)
-1 FP
Choose one of your active spells: its effects' duration doesn't count down at the end of their next turn.
Defining Parameters
A spell obtains twice a much Power as the number of actions spent to cast it.
This Power can be spent during casting into parameters defining the shape & nature of the spell, with the following costs:
Save
- Choose what Save opposes the spell; this defines what effects the caster can use
- Damage
- 1 Power: d4 damage of one type mastered by the caster.
- +2: increase damage die size by one step (d6, d8, d10, d12).
- +2: add another type of damage.
- +3: make one type of damage Persistent.
- +3: increase damage die size by two steps (d8, d12) but inflict half the attack's damage to the caster as well as their target (a Fumble still inflicts half damage to the caster). Any healing to the caster that would result from this parameter is instead suffered as force damage.
- Afflictions & Boons
- 1 Power: inflict a boon or an effect mastered by the caster.
- +3: inflict another effect.
- 0 Power: target oneself or no one.
- Targeting range
- +1: target in mêlée.
- +2: target in adjacent areas at the farthest.
- +3: target in any one area of the battlefield.
- +4: target in all areas of the battlefield.
- +5: target in any several areas.
- Target selection
- +1: target one more creature in targeted areas.
- +3: target all creatures in targeted areas.
- +4: target all allies or all foes in targeted areas.
- +5: target the ground in targeted areas, meaning all creatures entering or starting their turn in them will be exposed to the effect as long as the spell is sustained.
Classes will have ways of making specific effects or parameters be more powerful through cost reduction & other shenanigans.
Aquiring Effects
At every level, a caster will be able to master 2 new effects; an "effect" being either the use of a damage type against one Save, the use of an Affliction against one Save, or the use of a Boon. Spells can only inflict effects mastered by the caster.
Damage types:
Damage types are mastered once for every Save the caster wants to be able to target with a spell inflicting it. Damage types can only target specific saves, as noted below for each one.
- Bludgeoning - VIG/ REF
- Piercing - REF
- Slashing - REF
- Acid - VIG / WIL
- Cold - VIG / WIL
- Electricity - VIG / REF
- Fire - VIG / REF
- Sonic - VIG / WIL
- Negative - VIG / WIL, heals the undead.
- Positive - VIG / WIL, heals the the living.
- Force - VIG
- Poison - VIG / WIL
- Mental - WIL
- Alignment - WIL, can only harm creatures of alignments opposite to the caster.
Afflictions:
Afflictions are mastered once each for every Save the caster wants to be able to target with a spell inflicting it.
- Blinded (applied separately to various senses): relevant attacks or Perception rolls are Impaired (condition); relevant attacks cannot be Precise.
- Clumsy: can only use objects while holding them with two hands.
- Drained: persistent damage no longer counts down on its own; +1 negative persistent damage on application.
- Enfeebled: mêlée attacks are Impaired (condition).
- Exhausted: VIG Saves are Impaired (condition).
- Febrile: REF Saves are Impaired (condition).
- Fogged: ranged attacks are Impaired (condition).
- Immobilised: cannot move.
- Perturbed: cannot concentrate.
- Restrained: cannot manipulate.
- Slowed: regain 1 less action each turn.
- Faltering: Save are Impaired (condition).
- Stunned: cannot React.
- Stupefied: WIL Saves are Impaired (condition).
- Weakness to [damage type]: mastered separately for each chosen damage type.
Boons:
- Anchored: cannot be displaced.
- Barrier: REF Saves are Favoured (condition).
- Bolstered: VIG Saves are Favoured (condition).
- Elusive: Agility is Favoured (condition).
- Exalted: WIL Saves are Favoured (condition).
- Guided: first attack each round ignores Impairements.
- Imbued with [damage type]: Strikes also inflict [damage type]; mastered separately for each chosen damage type.
- Obscured (applied separately against various senses): relevant Stealth rolls are Favoured (condition).
- Transported: gains a specialised Reaction that can be spent to move or Escape after any other action is resolved.
- Resistant to [damage type]: mastered separately for each chosen damage type.
Excluding any modifications to these lists, more specific effects, inspired by existing spells or a more mystical idea of magic, will likely be products of class feats.
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