Exotic Spells


Casting an Exotic Spell

Any spell from an another source other then the Pathfinder Core Rulebook (CRB) is considered an exotic spell. 

If the castor wishes to use a spell from another source that is within their class then (per DM approval) a special check is required to represent the power to learn its spell matrix and harness the power to manifest the spell. Once this check is made the spell can be added to the castors spell list and will not require a special check to cast. Casting an exotic spell happens in two steps; once you have located the exotic spell in question make sure that you have any components required. See component rules. 

For Arcane Castors: You must make a Knowledge Arcana check (DC is spell level +15). Second make a Spellcraft Check (DC is spell level +15).  If the spell requires any material components you must have those on hand. 

For Divine Castors: You must make a Knowledge Religion check (DC is spell level +15). Second make a Spellcraft Check (DC is spall level +15).  This of course is contingent upon your deities approval or favor. Per DM's discretion, which means there maybe more involved in obtaining the spell.  If the spell requires any material components you must have those on hand. 

Modifiers to DC include the following:

Casting in harsh conditions +3
Casting in battle +5
Casting defensively +8
In poor favor with deity +10

If you succeed in both rolls consecutively - success! 
Success = spell works! You may now add the spell to your list of spells.
Failure = You have tapped into the primal forces of the universe and a backlash occurs.  Roll on the Primal Magic table for effect. If you failed by 5 or more in a edition you experience mana burn. You loose a point from your main casting attribute. This is temporary and can be regained through healing or rest. 

Additional Modifiers

School
Depending on the school of magic that you are trying to pull from can effect the DC modifier for casting the new spell for the first time. School DC modifiers are as follows:

Abjuration +4


Conjuration +4


Divination +1


Enchantment +2


Evocation +4


Illusion +1


Necromancy +5


Transmutation +5


Source Book

Some spells have very rare sources and therefore the energy to create them maybe even more difficult to channel.  Depending on the original source of the spell effects the DC of being able to cast the spell for the first time. 


Core Rule Book +0


Ultimate Combat + 5


Ultimate Magic +5


Advanced Player's Guide +3


Advanced Class Guide +3


Alternative Pathfinder Source +8


Third Party +10


Subpages (1): Primal Magic
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