Spell Matrix Option

Through meditation, inspiration, study or sheer will, castors have the ability to channel energy through their being and focus that energy through an energetic template to create a desired effect. This energetic template is known as a mana matrix. 

In order to begin a spell, a mana matrix must be formed. This matrix is the expulsion of mana energy from the individual. This matrix is a conduit, which focuses and dictates the flow of power tapping into energies that already exist within the universe. It represents the cyclical flow of the energies and turns that power to manipulatable ends. The mana matrix appears briefly in front of the caster and the formation varies widely depending upon the casters own energy. As the caster forms the matrix it allows the energy that the caster is focusing within the matrix to be released in the most conducive way for the caster’s desired affect.

Spells Known/ Spells Prepared
All castors cast spells 'spontaneously'. No class requires spell preperation or memorization. There are no longer 'spells known'. Spell castors have access to define how their spell energy is manifested.

With the infinite amount of spells available, a castor class can gather an amazing array of different spells at their disposal. Initially, when a spell caster class attains a spell level they can only draw from spells in the Pathfinder Core Rulebook (CRB) for their class spell lists or if the class is a homebrew class, from their homebrew class spell list. These are considered their “standard” spells. Spells from any other source, are considered “exotic, and initially unavailable. 

Though some may say that this system 'nerfs' normally spontaneous spell casters as you will see below they gain new abilities in this system that still makes them formidable. 

Exotic Spells

Mana Points / Spell Levels 

When a spell castor gains access to a new level of spells they gain that access after a regular period of rest/ meditation or prayer.  The table below gives the Caster Level / Class Spell Level. 

Every castor has a reserve of mana points based on class and level (see Table: Mana Points_Spell Level). Characters also gain bonus spell points from a high ability score (see Table: Bonus Mana Points). These mana points provide the magical power behind the castor's spells

Table A Bard, Inquisitor

Table B Cleric, Druid, Wizard, Mage, Dochar, Witch, Summoner, Magus

Table C Paladin, Ranger 

Table D  Sorcerer, Oracle, Giestorvan, Occultist

Mana Points_Spell Level

Bonus Mana Points ‎‎‎‎(Maximum Spell Level)‎‎‎‎

Regaining Mana Points

Mana points naturally replenish themselves while performing normal activities that do not include fighting/ casting/ strenuous activity or critical thinking. Mana points are regained at the following rate, Total Mana Points/ 24 = Mana Points Recovered per hour (round off).  When resting/ sleeping/ meditating / prayer Mana returns faster. Their are also magic items that recharge mana faster and mana potions that replenish mana. Rumors speak of amazing magical natural locations that also recharge mana. 

Castors still need to rest and recover from the exertion of adventuring and using magic. If castors do not get a 8 hour rest period within 24 hours they become fatigued and gain a 15% chance of spell failure. This spell failure increases every additional 8 hours they go without a rest period by 10%.

O-level spells

All casters who normally get access to O level spells at first level still retain this, however in this system 0 level spells do not cost mana to cast as long as they have 1 reserve Mana Point.  If a caster is completely depleted of mana then they can not cast any spells. 

Spell Mana Cost

Mana Point Cost

Each spell costs a certain number of mana points to cast. The higher the level of the spell, the more points it costs. Table: Mana Point Costs describes each spell’s cost. 

Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage are based on the original casting level (such as magic missile, searing light, or lightning bolt) and deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration. 

For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. 

A character must pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell unless a metamagic feat is applied. In addition a caster can not spend more spell points on a single spell in a round then his combined casting levels. 

For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. 

Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting him one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting him a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).

Metamagic Feats

These work just like normal; the Spell Point Cost is equal to the adjusted level of the spell. i.e., a Fireball (3rd Level Arcane) that has been Maximized (+3 Level adjustment) will Cost 11 Mana Points. Note that, you cannot spend more spell points on a spell then your total HD. 

Eldritch Dissonance 

Channeling mana points into the spell matrix isn’t as tidy or elegant a process as casting a prepared spell. The energy from mana points tends to leave a residue in the aura of the spellcaster, creating a kind of mystic static or interference called “eldritch dissonance.” 

Mana point spellcasters must cleanse their aura of any dissonance from the previous casting. Each time after the first a spontaneous mana point spellcaster casts the same spell since clearing their aura, it costs one additional spell point. 

For example, Xasha is a 7th level bard with charm monster, and she’s trying to sneak into a minotaur encampment. As she meets a minotaur guard at the edge of camp, she hits him with charm monster, spending 4 spell points. She convinces the monstrous humanoid to act as if she is his prisoner, and escort her into camp. When she has the minotaur take her into the chieftain’s tent she encounters one of his wives, and casts another charm monster, spending 5 spell points. If the chieftain arrives before she can find the map she is looking for in his tent, she may need to cast another charm monster, which will cost her 6 spell points.

Casters require 15 min of silent meditation/ prayer or study to cleanse their aura. They cannot perform any other activity during this time. 

Eschew Materials

You can cast any spell with a Material component value of 20gp or less without needing components. Those requiring material components of 20gp or more, do require components to be in your possession.

Polyarcanist Spell Restrictions

Spells that can take the form of many different spells such as shadow magic, limited wish, wish, miracle, etc are the exception to this rule and cast as a regular spell. 

Class Modifications

Divine casters still get their spells from meditation or prayer with a deity, deific power or force. All other classes still obtain their spells as outlined in their class description.