If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary. Keep in mind, however, that these feats were created and balanced to be part of an archetype. These feats could be used to represent the payoff from extended magical research finding forgotten or forbidden lore in a lost corner of Golarion pleasing a god, patron, or other notable power a magical plane or artifact exerting its influence or any other number of situations that an adventurer might encounter while exploring. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing-a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic-but you don't have to limit yourself to this premise. While most spellcasters follow predictable patterns in their art, there are always exceptions. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. This isn't to say that spell tricksters come solely from high academia. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. The Fruits of ResearchWhile magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research.
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