Houserules

Hero Points

APG Hero Point Rules will be used.

Out of Combat Spellcasting

For characters who have a spellbook, it is entirely possible to cast a spell directly out of the spellbook by taking one minute per spell level (30 seconds for a cantrip) in addition to the casting time of the spell. This does use up one of the memorized spells of the same or higher spell level. This has the net result of allowing spells to be cast out of combat, without memorization of them, but it does still use daily resources.

Wild Magic

If you have the Metamagic feat:
Prepared Spellcaster: DC 12 + 2(sum of adjusted level of spell) + Misc
Spontaneous Spellcaster: DC 10 + 2(sum of adjusted level of spell) + Misc

If you do not have the Metamagic feat:
Prepared Spellcaster: DC 17 + 2(sum of adjusted level of spell) + Misc
Spontaneous Spellcaster: DC 15 + 2(sum of adjusted level of spell) + Misc
Other Modifiers: High, Regular, or Low Magic regions; particularly volatile regions; +3 modifier for every spell level above what you can normally cast.

Summoning Spells (Changed as of 07/26/2010)

The Summoning spells (Summon Monster, Summon Nature’s Ally, and Summon Undead) all operate slightly differently than normally. The lists of creatures for the Summon (Whatever) spells are merely the most common things to summon; however, you can reach across the planes and draw other beings to come to your beck and call. Each of the spells can summon different types of creatures. Summon Monster is able to summon anything EXCEPT Aberrations, Constructs, Oozes, and Undead; any animals that are summoned using Summon Monster are Celestial or are Fiendish. Summon Nature’s Ally can summon Animals, Elementals, Fey, Humanoids, Magical Beasts, Monstrous Humanoids, Plants, and Vermin. Summon Undead can summon… Undead.

By making a Spellcraft check (DC 15 + 2x spell level of the spell being modified) you can add one or more new creatures to the summon monster list (This check takes one hour per spell level to complete); failure means that you fail at modifying the spell, and cannot attempt to add that monster again until you have gained additional ranks in the Spellcraft skill. Any monsters being added are subject to DM approval, must be of roughly equivalent power, and the modifier must be knowledgeable about the creature they are attempting to add (this can be represented by the appropriate knowledge check). This modification must be made to the spell when memorizing the spell, or before memorizing the spell. This new, modified spell counts as a new form of a spell and requires all appropriate work to do so. For each additional monster added to the list beyond the first one, increase the Spellcraft DC by 2. It is possible to have multiple versions of the same Summon Monster spell that while being the same level, have different lists.

Spontaneous casters are also able to modify their Summon spells (and the Summoner with his Summon Monster spell-like ability) with a DC 10 + 3x the spell level Spellcraft check. Doing this modification requires a move action to perform.

It is also possible to modify a Summon spell cast from a magic item, such as a scroll or a wand. This requires an additional move action and a DC 15 + 3x spell level Use Magic Device check to succeed. Failure of this check still expends the appropriate action to activate the magic item, and the magic item still expends its resources, either the scroll itself or the charge from the wand/staff, etc…

Guidelines: For the Summon (whatever) you can summon up to a CR equal to the spell level of the spell being used. By subtracting one from this value, you can summon 1d3 of these weaker creatures, and by subtracting two from this value, you can summon 1d4+1 of these weaker creatures.

Crits and Fails

Critical Hits and Critical Failures will be adjudicated by the usage of the Critical Hit Deck and the Critical Fumble Deck. Critical Fumbles must be confirmed using the same attack modifiers as the first attack; if it misses, than you draw a card. Critical Fumbles can also be negated if instead of using a card from the Critical Hit Deck, you merely “bank” it, and then play it when you fumble. Lastly, when a Critical Hit is scored, you have three choices: you can draw a card (or multiple if the crit multiplier is >2), you can “bank” a card in order to negate a future critical fumble, or you can simply take the normal extra damage (for example if you crit with a longsword, you can draw a card and apply the slashing critical effect or you can “bank” the card for the future or you can simply do 2x the normal damage)


Pathfinderized Classes
Changes to Pathfinder classes
Changes to Pathfinder Feats

Houserules

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