3.P Homebrew Magic Options

Some spellcasters and manifesters choose to specialize in schools and disciplines to the detriment of others.  Others prefer to split the difference, dabbling in martial arts, technological crafts, or even finance.  In any case, the sacrifice made by these individuals goes beyond simple opposition schools and crosses into the realm of forbidden magics.

In the Floating Cities the study of necromancy is forbidden just as spellbooks are a lost art to the Spice Isles.  Characters who observe these limitations are necessarily less powerful and versatile, but the freedom they gain to pursue other vocations is more than worthwhile.  More precisely, taking one of these archetypes reduces the effective tier of a spellcaster or manifester for purposes of Character Point costs.  The exact amount and circumstances are listed below:

Table: Spontaneous Spells per Day
LevelSpells per Day
1st2nd3rd4th5th6th7th8th9th
1st 3
2nd 4
3rd 5
4th 6 3
5th 6 4
6th 6 5 3
7th 6 6 4
8th 6 6 5 3
9th 6 6 6 4
10th 6 6 6 5 3
11th 6 6 6 6 4
12th 6 6 6 6 5 3
13th 6 6 6 6 6 4
14th 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 4
16th 6 6 6 6 6 6 5 3
17th 6 6 6 6 6 6 6 4
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6
Table: Spontaneous Spells Known
LevelSpells Known
0th1st2nd3rd4th5th6th7th8th9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

This archetype transforms a prepared spellcaster into a spontaneous spellcaster.  For example, instead of a wizard preparing spells from his or her spellbook each morning, that wizard might spontaneously cast spells as a sorcerer, instead.  Generally, this is sufficient to decrease your tier by 0.5 (move the class half a tier lower).

Like other spellcasters, a character using this archetype can cast a certain number of spells per day. His base daily spell allotment is given on Table: Spontaneous Spells per Day.  In addition, he receives bonus spells per day if he has a high ability score (see Table: Ability Modifiers and Bonus Spells).  Use the same ability score which would govern bonus spells per day for the base class.  For instance, a 1st-level druid with 18 Wisdom using this system can cast three 0-level spells and two 1st-level spells per day.

However, the spellcaster's selection of spells known is limited. At 1st level, the character begins play knowing four 0-level spells and two 1st-level spells of your choice, plus a 1st-level domain spell (if a cleric), a school spell (if a specialist wizard), or any other extra spell slots given by the base class. At each new level in the character's spellcasting class, he gains one or more new spells, as indicated on Table: Spontaneous Spells Known.

Characters who use this option lose the ability to spontaneously cast cure, inflict, or summon nature's ally spells in place of other spells. However, each time the character gains a new spell level, he gains one or more bonus spells known to add to his list. A cleric may add his two domain spells to his list of spells known, while a druid may add the appropriate summon nature's ally spell to her list of spells known. (An entry of 0 on the table indicates that the cleric knows only his domain spells of that level, and the druid knows only the summon nature's ally spell of that level.)  This follows simiarly for other base classes with specific spontaneous spellcasting options.

If a prepared spellcaster would depend upon a spellbook, familiar, or other resource to prepare spells each day, he or she no longer requires that resource (but they can still benefit from options for that resource in other ways, such as a witch's familar serving as a scout, etc.).  Fifteen minutes of concentration is sufficient to ready spells for the day after a full night's rest, as a Sorcerer readying spells.

Upon reaching 4th level, and at every even-numbered class level after that, a spellcaster can choose to learn a new spell in place of one he already knows. This functions identically to the sorcerer's ability to swap out known spells, except that a cleric may never choose to lose a domain spell, a druid may never choose to lose a summon nature's ally spell, etc.

For example, a cleric has chosen the domains of Good and Healing, which means that at 1st level, he automatically knows cure light wounds and protection from evil. In addition, he chooses four spells from the list of 0-level cleric spells (cure minor wounds, detect magic, light, and read magic) and two spells from the list of 1st-level cleric spells (bless and shield of faith). He now knows four 0-level spells and four 1st-level spells.

Another example: At 4th level, a druid learns a new 0-level spell and a new 2nd-level spell. She can also choose to replace one of her 0-level spells known with a different spell of the same level. She chooses to replace know direction with detect poison.

This archetype modifies the Spells, Domains, Spontaneous Casting, Arcane Schools, and similar class features of the base class.  It is still combatible with other archetypes which modify spellcasting, so long as those archetypes do not explicitly reference prepared spellcasting or prepared spell slots.

This archetype prevents a spellcaster or manifester from utilizing several forbidden schools or disciplines.  Whether by choice or the demands of others, these characters must learn how to do more with less - or simply specialize within a narrow focus to remain effective.  For example, necomancy is banned in the Floating Cities just as psychokinesis is denied in the Industrial Kingdoms.

This goes further than a wizard's opposing schools and outright prevents the learning or casting of spells (and similarly for powers).  In practice, a spellcaster or manifester has access to about half as many spells or powers as a character of the base class normally would.  This effectively reduces a class's tier by 0.5 (moves your class half a tier lower).

At character creation, choose 4 classic schools or 3 classic disciplines.  These are your forbidden schools or disciplines.  At least one of the schools must be Transmutation or Conjuration, and you can't choose Divination.  At least one of your disciplines must be Metacreativity or Psychometabolism, and you can't choose Clairsentience.  You can't learn, cast, or manifest spells or powers from these schools or disciplines.  Not even from domains, knowstones, or methods of automatic spell/power retrieval.  Any spell-like or supernatural abilities function normally, as do spell-trigger/completion items such as wands or scrolls (you may need to make Use Magic Device checks for spells no longer on your list, however).

This effectively blocks any attempts to use these forbidden abilities.  If a character finds a workaround, such as 100% real shadow-evocations or summoned spellcasters with access to forbidden spells, then this archetype may not necessarily continue to reduce the tier of the base class.  Similarly, forbidden subschools or subdisciplines are possible, but subject to GM approval on a case-by-case basis (in general, half or more of all spells/powers must be forbidden).

For example, a sorcerer might select conjuration, necromancy, evocation, and enchantment as her forbidden schools.  She can't learn or cast spells of these schools, not even through those provided by her bloodline.  She can still learn and cast transmutation, illusion, divination, and abjuration spells normally.  Forbidden spells can still be accessed through wands, scrolls, or other items with a use magic device check.

This archetype modifies the Spells, Powers, Domains, Spontaneous Casting, Arcane Schools, and similar class features of the base class.  It is still combatible with other archetypes which modify spellcasting or manifesting, so long as those archetypes do not explicitly depend upon spells or powers from a forbidden school or discipline.