Altcaster Season1
The Flow of Magic v0.5
Wizard, Cleric, Sorcerer
Spells slots granted by feats 3
Reserves granted by Archetype casting feats 3
Personal Reserve Per Level: Cleric 7
Personal Reserve Per Level: Sourcerer 10
Personal Reserve Per Level: Wizard 13
Altcaster is intended to be an exploration of alternate magic systems for pathfinder 2e to replace the “Vancian” casting system. Each season will explore a different concept. There is no fixed release schedule. Please feel free to take from this what you will, and remember to have fun.
This is version 0.5 of the flow of magic, and is currently missing bards and druids.
This season of alt-caster explores the concept of making casting a more fluid resource. It replaces spell slots for casting with a resource of spell points, which can be skinned as “mana,” “thaums,” or just left as “sp” to fit an individual campaign. Each class gains a reserve of these points, as well as a mechanism for supplementing that reserve.
These house rules have three primary balance concerns:
Instead of spell slots, a class using these rules casts spells with “spell points.” Each spell costs a number of spell points based on the level of spell slot it would normally be cast from. A character cannot expand more spell points on a spell slot than half their level rounded up, so the highest level of spell castable remains at ceil(level/2).
Most casting classes have access to one or more “Reserves” of spell points, which they can use to fuel spells. Full casters will have one or more ways to supplement this reserve or refill it throughout the day. The most common reserve is the “Personal Reserve,” which is a pool or spell points that is restored to its maximum value upon completing one’s daily preparations. A reserve cannot be reduced to less than zero spell points.
Some ancestry or class feats grant the ability to cast a spell X times per day at a particular level. Or provide a special spell slot just for a specific spell. The function of these feats is unchanged.
To calculate the size of the reserve used to cast spells granted by casting archetype feat, use the highest level spell slot granted under the base rules, and multiply by 1.5, rounding up. That is the number of spell points in the reserve. If they have the expanded casting feat, multiply the number by 2 instead. They also gain access to one of the following actions based on the archetype:
Add the following text to the “cast a spell” activity:
When you cast a spell,you bring into existence a manifestation of the spell. This can take the form of a magic circle, ball of energy, aura, floating runes, or other display appropriate to your character. This manifestation does not need to be more noticeable than supplying the spell components or the immediate effects of the spell. If you have an ability that lets you conceal the casting of a spell, this manifestation can be made invisible, but it still exists.
As part the “cast a spell” action, you may choose to transfer a number of spell points from one or more of your reserves into the manifestation of the spell. You cannot transfer fewer than zero or more than half your character level rounded up into the spell.
If you supply sufficient spell points as part of “cast a spell” you may elect to complete the spell castings immediately, or leave it incomplete. Completing the casting causes the spell to take effect as normal.
If the spells manifestation does not have enough spell points to equal the level of the spell, the “cast a spell” action is incomplete. You may not cast another spell until you complete or abandon your current spell. When the spell has sufficient spell points in its manifestation, you can complete the incomplete casing as a single action. If during your turn you do not complete the spell or use a “Hold Spell” action, the spell is automatically abandoned at the end of your turn.
Repeatedly casting spells over long periods of time can be as taxing as physical activity. The DM may at their discretion call for a fortitude save if spell casting continues for long periods of time, as a rule of thumb, these checks should begin once a character has cast 5x their character level in spell levels in less than an hour. The DC for this check should be an average DC for the character’s level. If they fail or critically fail, they become fatigued. If they are already fatigued, they become stupefied 1, or increase their stupefied level by one.
Levels of the stupefied condition gained in this way can only be reduced by spending 10 minutes without casting spells, which reduces the severity by 1.
It is recommended to only track this in exploration or downtime mode.
These actions are available to any character with access to the Cast A Spell activity.
Abandon Spell ◇ Conditions: you have an incomplete “cast a spell” You abandon the casting of your current spell. Any spell points in its manifestation are wasted. |
Complete Spell ◆ Conditions: you have an incomplete “cast a spell action” with enough spell points in its manifestation to be case. The spell is cast. You target the spell and decide its parameters. This has the same traits as the original “Cast a spell” action. |
Hold Spell ◆ [Concentrate] Conditions: you have an incomplete “cast a spell” The spell is not automatically abandoned at the end of your turn. As part of holding the spell, you can transfer additional spell points from one of your reserves. |
Strenuous SpellsCertain spells take more out of the caster than others. These spells have the [Strenuous] trait, and when calculating fatigue from spell casting they count as double their spell level. The DM is responsible for assigning the Strenuous tag to spells, but in general it should only be applied to spells with a long duration, or to instantaneous spells that leave a lasting change in the terrain (such as wall or stone, or disintegrate). |
Dynamic HighteningThis option replaces signature spells and preparing spells at higher levels to heighten them. Instead, a spell is heightened if the number of spell points in its manifestation is higher than its spell level. In this case the spell is heightened to a level equal to the number of spell points in its manifestation, up to half of the caster’s level rounded up when the casting is completed. Note that this means that the heightened level does not need to be decided when the cast a spell action is started. |
Double JeopardyIf a character is required to make a saving throw against a spell’s effect with the incapacitation trait, and they have already succeeded at a saving throw against a different casting of that spell from the same source in the last hour, their save result is automatically improved by one step. |
Aid CastingWhen you take an action that allows you to add or transfer spell points into a manifestation, you may do so targeting the manifestation of a spell cast by a willing recipient within 5 feet of you. You must have the ability to cast spells of the tradition used in the initial cast a spell action. When you do this, you may add spell points only up to the point where the manifestation has spell points equal to or less than half of your level rounded up. When the original caster completes the spell, if you are still within reach, and you spent at least one action adding to the spell, you may spend your reaction to allow them to cast the spell using spell points of up half of your level rounded up, heightening it as appropriate, even if that is higher than their normal limit. |
Given spells and powers in return for their faith and service, clerics have a great deal of flexibility in how they spend this energy. Clerics have a personal reserve, and a reserve in their divine font.
Clerics still prepare their spells as normal, however, a spell remains prepared after it is cast. The cleric may prepare spells in the same number and of the same levels as indicated in the core rule book. They can regain their spell points by leading others in prayer.
Divine Font Clerics have an extra reserve of energy, granted by their deity, which can only be used to cast certain spells (normally Heal or Harm), the same as in the core rule book. You do not have to have the corresponding spell prepared to cast it using your divine font. This font contains one spell point per level, and is continually replenished by the grace of your chosen deity or power, regaining 1 spell point every 10 minutes. |
All clerics gain the following exploration action:
Prayer You spend 10 minutes in prayer to your deity, or communing with the power you pay homage to. You may add 1 spell point either your personal reserve or divine font. If you lead other sentient beings in this activity, you may add one additional point for each such being, but this amount cannot exceed your charisma modifier. |
Level | Personal Reserve | Divine Font |
1 | 2 | 1 |
2 | 3 | 2 |
3 | 5 | 3 |
4 | 6 | 4 |
5 | 8 | 5 |
6 | 9 | 6 |
7 | 11 | 7 |
8 | 12 | 8 |
9 | 14 | 9 |
10 | 15 | 10 |
11 | 17 | 11 |
12 | 18 | 12 |
13 | 20 | 13 |
14 | 21 | 14 |
15 | 23 | 15 |
16 | 24 | 16 |
17 | 26 | 17 |
18 | 27 | 18 |
19 | 29 | 19 |
20 | 30 | 20 |
Chant◆◆ (Cleric 4) [Cleric][Auditory] Prerequisite: you have an incomplete spell, you can speak. Chanting a litany, scripture, or other appropriate utterance, you ask for your patron’s aid in casting an incomplete spell. You gain the benefit of the “hold spell” action. You can add 1 spell point to the manifestation. Up to your charisma modifier in other creatures can aid you in your chant (if they have prepared to do so), by spending their reaction. For each creature that does so, you may add an additional spell point. The DM may determine that some creatures are not suitable to aid you in this way (such as those who worship opposed deities, or who have recently broken your deities anathema). Additionally, if the spell you are casting is wasteful or harmful in the eyes of your deity, the DM may determine that you gain reduced or no spell points. |
Holy Dead (Cleric 8) [Cleric] Frequency: (once per day). After successfully completing a noteworthy task directly in line with your deity’s teachings, you may request your DM to recognise this with an infusion of spell points equal to the highest cleric spell level you can cast, which can be divided between your personal reserve and divine font. Suitable feats must be difficult enough to have a chance of failure with repercussions for the cleric. Suitable feats include:
|
Lead Service (Cleric 12) [Cleric][Exploration] You spend 30 minutes leading at least 10 followers of your deity in prayer. This must be at a location sacred to your deity, such as a church or temple. You can spend a day of downtime to prepare a temporary church or temple. Once per day when you do this, you can regain all spell points in your personal reserve and divine font. You gain a temporary reserve of spell points equal to your level that can only be used on the premises where you lead the service. Only one cleric can benefit from each service in this way, and while the 10 faithful may attend additional services in the same day if they so choose, they do not count towards the total number of faithful needed for another service until they have rested. |
Rather than study or the patronage or outsiders, sourcers derive their magic, and thus their spell points, directly from their magical heritage.
Sorcerers using the flow of magic system do not change their spells known, but replace casing from slots with a large personal reserve of spell points, which continually refills on its own. In addition to their personal reserve, sorcerers have a bloodline reserve, which can only be used to power their bloodline spells.
All sorcerers gain the following class ability:
Powerful Blood The magic you inherited from your ancestors continually wells up within you. Every 10 minutes, you add one spell point to your bloodline reserve. If this would overfill your bloodline reserve, any excess is added to your personal reserve, up to its normal maximum. At 5th level and every 4 levels thereafter, the amount of spell points added is increased by 1. You do not have to concentrate or take any special actions to gain this benefit. |
Level | Personal Reserve | Bloodline Reserve |
1 | 2 | 1 |
2 | 3 | 2 |
3 | 5 | 2 |
4 | 6 | 3 |
5 | 8 | 3 |
6 | 9 | 4 |
7 | 11 | 5 |
8 | 12 | 6 |
9 | 14 | 6 |
10 | 15 | 7 |
11 | 17 | 8 |
12 | 18 | 9 |
13 | 20 | 9 |
14 | 21 | 10 |
15 | 23 | 11 |
16 | 24 | 12 |
17 | 26 | 12 |
18 | 27 | 13 |
19 | 29 | 14 |
20 | 30 | 15 |
Bloodline Release◆ (sorcerer 4) You draw from your magical vitality to fuel your spells. You become drained 1, or increase your drained condition by 1. If you are drained 4, you cannot use this action. This drained condition cannot be removed until your next daily preparations after which it can be reduced normally. You restore half your level rounded up spell points to your bloodline reserve, overflowing into your personal reserve as normal. |
Heated Blood ◇(sorcerer 8) Requirement: you are in combat Frequency: once per 10 minutes The excitement of combat energizes your sorcerous blood. For the next minute, your bloodline reserve gains one spell point per round, overflowing into your personal reserve. |
Devour Magic (sorcerer 8) Prerequisite: Counterspell Frequency: once per minute When you counterspell an opponent's spell, and do not reflect it or otherwise redirect its energies, you can instead choose to consume a portion of the energy of the spell, either regaining half of the spells level (rounded up) in spell points, or healing yourself by 1 hit point per level of the spell. |
Wizards are taught to master the gathering of ambient magical energies to supplement their own power. As such they have a smaller reserve, but can use their bonded item or familiar to gather spell points.
Wizards still prepare their spells as normal, however, a spell remains prepared after it is cast. The wizard may prepare spells in the same number and of the same levels as indicated in the core rule book.
As usual, specialist wizards can prepare one additional spell of each level that is within their school of magic. Specialist Wizards gain the following action:
School Efficiency ◇ [Arcane] [Wizard] Trigger: you use the “cast a spell” action with a school spell, your bonded item or familiar is within 30’. Frequency: once per 10 minutes. Your extra training allows you to power spells of your school with greater efficiency. You add 1 spell point to the spells manifestation. At 5th level, and every 4 levels afterwards, the amount you add increases by 1. This action gains the trait of your school. |
Universalists gain a different action:
Recycle Energy◆ [Arcane] [Wizard] Requirement: Your last action was to cast a spell using spell points. Frequency: once per 10 minutes. You can scavenge traces of energy lingering from the last spell you cast. If you cast a spell before the end of your next turn, you can add one spell point to the manifestation. At 5th level, and every 4 levels afterwards, the amount you add increases by 1, but the amount you add may never exceed the spell points used to cast the previous spell -1. |
Replace the “Drain Bonded Item” action with the following action. Also remove class feats that refer to the “Drain Bonded Item” Action.
Channel Bond ◆◆ [Arcane] [Wizard][Concentration] Requirement: You have an incomplete spell. Your bonded item or familiar is within reach. You gain the benefits of the “hold spell” action. You add 1 spell point to the manifestation. This action gains the traits of the original cast a spell action. |
Remove the “Spell Blending” arcane thesis. Replace it with the following:
Arcane Vesel Theory You have studied the flow of magic into and out of living casters, and have found a way to duplicate some of the power of sorcerers in your bonded object. Your bonded object gains a reserve of spell points equal to half your level (rounded up). If this reserve is not full, it gains one spell point every 10 minutes. |
At 5th Level, all wizards gain the following exploration activity:
Ritual of Invocation You spend 10 minutes gathering arcane power and carefully filling your personal reserve with 1 spell point. Every 4 levels past 5, the amount restored increases by 1. This cannot increase your personal reserve to above its normal capacity. If you are interrupted during this time, the gathered energy is lost, otherwise, you make an arcana check against a normal DC of 20. If you are an expert in arcana, you can instead attempt a DC 25 check to restore 2 points. A master may attempt a DC 30 check to regain 3 points. If you are legendary in arcana you can attempt a dc 35 check to regain 4 points. Critical Success: you restore double the normal number of spell points. Success: you restore the normal number of spell points. Critical Failure: you leak energy from your personal reserve, losing half of your remaining spell points. At the DM’s option this can manifest as harmless display of light and sound proportional to the spell points lost. |
Level | Personal Reserve |
1 | 2 |
2 | 3 |
3 | 5 |
4 | 6 |
5 | 8 |
6 | 9 |
7 | 11 |
8 | 12 |
9 | 14 |
10 | 15 |
11 | 17 |
12 | 18 |
13 | 20 |
14 | 21 |
15 | 23 |
16 | 24 |
17 | 26 |
18 | 27 |
19 | 29 |
20 | 30 |
Fast Channel (Wizard 4) [Wizard] Your “Channel Bond” action now only requires a single action |
Effortless Channel (Wizard 8) [Wizard] Your “Channel Bond” no longer has the concentrate trait. While you are holding a spell, you can still cast other spells, but must be able to cast them immediately. |
Object Channel◆◆ (Wizard 12) [Arcane] [Wizard] You channel spell points from a staff, wand, or scroll that you are holding, although not at full efficiency. You gain the benefit of the “hold spell” action. If you are channelling from a staff, you can drain a number of charges to add that many charges -1 to a spell manifestation. For a wand or a scroll, you expend one casting from the wand or the scroll, to transfer a number of points equal to the level of the spell. This has the same cost as casting the spell, such as consuming the scroll, or over-charging the wand if it has already expended its energy. |