Spell Alterations

Variant Rules

Three optional rule systems from Pathfinder Unchained that alter normal spellcasting. Each system is self-contained and can be adopted individually or in combination. GMs should be ready to adjudicate unexpected interactions — the systems are deliberately open-ended.

Optional Rules. All three systems are opt-in. They can be used individually or layered — see the With … notes in each section for recommended combinations.

Limited Magic

Under normal rules, the efficacy of spells scales with caster level, causing wide swings in power as characters level up. The limited magic rules keep spells more tightly tiered by spell level and reduce the degree to which caster power escalates.

When using limited magic, all spells are cast at the minimum caster level and with the minimum required ability score. The minimum caster level is fixed at 2 × spell level − 1 and does not change based on class levels. Because a spell's level can vary by class, different classes may have different minimum caster levels for the same spell. The minimum ability score is 10 + the spell's level, making the save DC for each spell (10 + spell level + ability modifier) also constant.

Table 4–3: Limited Magic

Spell Level CL (9)* CL (6) CL (4) Min. Ability Score Save DC
1st1141111
2nd3471213
3rd57101314
4th710131416
5th9131517
6th11161619
7th131720
8th151822
9th171923

* Sorcerers: increase the minimum caster level for 2nd-level spells and higher by 1.  |  CL (9): cleric, druid, wizard, etc.  |  CL (6): bard, etc.  |  CL (4): paladin, ranger. If a class's progression differs, it overrides this table.

Magic Items

Spells from magic items use the same limited-magic rules. A fireball from a wand has the same save DC and damage dice as one cast by any sorcerer or wizard. When calculating the base cost or price of a magic item, always use the minimum CL from this system. Potions and scrolls default to the appropriate cleric, druid, or wizard spell level for base cost.

Heighten Spell

Spells can still be improved with Heighten Spell. A heightened spell uses the minimum CL but does so as though it were a higher-level spell. For example, a fireball heightened to 5th level has a DC of 17 and deals 9d6 damage — the same as a cone of cold cast in the same slot.

Other Considerations

Limited magic reduces spellcaster power dramatically but can speed up play by reducing the need to look up monster, NPC, and item caster levels. It encourages better-rounded spellcasters — with constant DCs, pumping a single casting ability gives diminishing returns.

If a class gets a spell at a lower level than another class does, that spell's effects are weaker for the former class — a bard's heroism is not as good as a wizard's. Classes with slower spell progressions (bard, paladin, ranger) have other abilities that keep them competitive.

Consider adjusting other rules to account for lower average DCs. For instance, Great Fortitude, Iron Will, and Lightning Reflexes might grant only +1 on saves, or Spell Focus/Greater Spell Focus DCs could increase by up to 2.

Pairs well with Esoteric Components. Using both systems means overall weaker spellcasting that can be boosted occasionally by characters willing to spend resources — see Esoteric Components for details.

Wild Magic

Magic is not always easy to predict. Wild, uncontrolled magic sometimes surges as a side effect of spellcasting or magical experimentation. When a character casts a spell or takes an action that could trigger a surge of wild magic, roll on Table 4–4: Wild Magic Surge (d%).

Roll to determine the surge effect before the spell is cast, but apply it after (unless it alters the spell itself, such as changing effective caster level). Any reference to "the spell" or "the spell's level" applies to the spell being cast. Wild magic surge effects do not allow saving throws, even if they replicate spells that normally would. Effects that would normally be capped by Hit Dice ignore that cap. Higher results on the table are more likely to be beneficial.

If the wild magic surge effect isn't possible due to the nature of the spell, roll instead on Table 4–5: Universal Surge Effects. If an effect requires a caster level, use the caster's full character level.

Implementing Wild Magic

The rules on when to trigger wild magic are deliberately vague to give the GM leeway. Suggestions from simplest to most complex:

  • Failed Concentration: When a caster fails a concentration check and loses a spell, some of the spell's energy escapes in a wild magic surge.
  • Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject.
  • Wild Zones: In magically unstable areas, any casting of a spell, spell-like ability, or magic item activation causes a wild magic surge.
  • Boost Casting: A caster can attempt to apply a metamagic feat without expending a higher-level slot by attempting a caster level check (DC = 10 + spell level + 5 per spell-level increase the metamagic feat requires). On a success, the spell gains the metamagic benefit and triggers a wild magic surge. On a failure, roll on Table 4–4 anyway, subtracting the amount by which she failed.

Table 4–4: Wild Magic Surge

d% Surge Effect
01–02The caster takes 1d6 points of damage per spell level.
03–04The caster is affected by a slow spell for 5 rounds.
05–08The spell takes effect at a random location within the spell's range. (d% range inferred — verify against physical book)
09–10The caster is confused for 1 round (as confusion).
11–12The caster takes 1 point of Constitution bleed.
13–14The caster takes 1 point of ability bleed that matches her spellcasting ability score (determine randomly if not a spellcaster). (d% range inferred — verify against physical book)
15–16The caster is dazed for 1 round (as daze monster).
17Effect unclear from source — verify against physical book.
18–19The spell deals half as much damage as normal.
20Effect unclear from source — verify against physical book.
21–29The caster can't cast or concentrate on spells for 1 round.
30–32The caster is affected by reduce person for 1 minute.
33–38The caster becomes sickened for 5 rounds.
39–43A zone of truth appears, centered on the caster.
44–50The caster is affected as if targeted by the spell.
51–58All targets of the spell are affected by lesser restoration.
59–64All targets of the spell are healed of 1d8+1 points of damage (positive energy effect).
65–71The spell's area or targets become affected by silence for 3 rounds.
72–74All targets of the spell become invisible for 1 round (as invisibility).
75–78The area of the spell is filled with daylight.
79–80A shatter spell affects a 5-foot radius around each target of the spell (or the spell's area).
81–83The spell's area is coated in grease.
84–86One random tree or animal targeted by or in the spell's area is affected by awaken.
87–90An instrument appears adjacent to each target (as summon instrument).
91–92Every door within 100 feet of the caster is affected by a knock spell.
93–95The caster teleports to a square of her choice adjacent to the spell's target or within the spell's area.
96–97The next spell targeting the caster is turned back, as spell turning.
98The caster gains 2d6 temporary hit points that last 1 hour and don't stack with any other temporary hit points.
99A random creature from the summon monster I list is summoned adjacent to the caster, under her control.
100The caster is affected by tongues for 10 minutes.

Rows marked with uncertain d% ranges (05–08, 13–14, 17, 20) were not recoverable from the source text — verify against Pathfinder Unchained pp. 148–149 before use. Also verify whether 98–100 map to: tongues (10 min) · haste (5 rounds) · spell extended · spell maximized · slot not expended — the table may have more high-end entries than shown.

Table 4–5: Universal Surge Effects

Use this table when a wild magic surge effect isn't possible due to the nature of the spell.

d% Surge Effect
01–20The caster takes 1d6 points of damage that can't be prevented in any way.
21–80The caster is affected by faerie fire for 1 round.
81–100The caster gains 1d6 temporary hit points that last for 1 hour (don't stack with other temporary hit points).

Active Spellcasting

Under core rules, a spellcaster is largely passive when resolving her spells — she announces the spell, and targets roll their saves. Compare this with attacks, where the attacker rolls all the dice. The following variants help spellcasters feel more involved in spell resolution. The four sub-rules can be used individually or layered; see each section's With … notes for recommended combinations.

Overclocked Spells

Confident spellcasters can attempt to weave more power into their spells as they cast them — but deviating from the stable, standard formulation risks collapse of the spell and the magical energy therein.

As a swift action while casting a spell, a spellcaster can attempt to increase either the spell's DC or her caster level for that spell. She makes a Spellcraft check (DC = 15 + spell level + minimum caster level of that spell for her class). On a success, she increases either her caster level or the DC by 2. On a failure, the spell is not cast and the slot is lost. On a failure by 5 or more, she also suffers a mishap (Core Rulebook 491).

With Limited Magic

On a successful overclocked spell, instead of +2 to CL or DC, the caster gains the standard benefits of her full caster level and ability scores.

With Spell Fumbles

Apply a spell fumble result (Table 4–6) in place of the scroll mishap when failing by 5 or more.

Spell Attack Roll

When casting a spell or using a magical effect that allows a saving throw, the caster makes a spell attack roll instead of the target making a save. Roll d20 with a bonus equal to spellcasting ability modifier + spell level. Any bonus that normally makes a spell harder to avoid (e.g., Spell Focus) also applies. The DC of this roll equals 11 + target's relevant save bonus. On a success, treat the spell as if the target failed its save; on a failure, treat it as a success. A natural 1 is an automatic failure; a natural 20 is an automatic success.

Example: A wizard (Int 18) casts charm person on an orc (Will modifier −1). Normal DC = 15; the orc needs a 16 to succeed — 80% failure rate. Under spell attack rolls: the wizard rolls d20 + 5 (DC = 15 − 10) against DC 10 (11 + −1). He needs a 5 to succeed — still 80% success.

This variant puts more dice in the players' hands. Consider running NPC spellcasters under the core rules so players feel responsible for their own saves. Write the spell attack roll bonus (spellcasting ability modifier + spell level) for each spell level on your character sheet.

Faster Variant

Roll a single spell attack roll and apply it against all targets, rather than rolling separately for each. This speeds play but makes results more extreme and moves further from the base math.

Spell Critical Hits

Spells that require attack rolls already follow the standard critical hit rules. With this variant, spells requiring a saving throw gain the same benefit.

If a creature rolls a natural 1 on its saving throw, the spell threatens a critical hit. That creature rolls the save again — if it fails the second roll, the critical hit is confirmed, and any numeric effect of the spell is doubled. For spells with no direct numeric effect (such as charm person), the duration is doubled instead. A spell requiring both an attack roll and a saving throw (e.g., ray of enfeeblement) can threaten a critical hit only on the attack roll.

The GM is encouraged to apply other forms of doubling where appropriate — for instance, a poison spell might afflict the target with 2 doses on a critical hit.

With Spell Attack Rolls

A natural 20 on the spell attack roll threatens a critical hit; roll again to confirm. Avoid the Faster Variant of spell attack rolls if also using crits, or roll to confirm each target separately.

With Spell Fumbles

This system is meant to be used alongside spell fumbles, though both can be used separately.

Spell Fumbles

Spells have a chance to automatically miss, just like any other attack. Normally this is represented by a target rolling a natural 20 on its save. This variant adds a more dramatic fumble result.

If an enemy rolls a natural 20 on its save, it rolls the save again. If it succeeds at the second save, the spell has fumbled — roll 1d10 on Table 4–6: Spell Fumbles. You can fumble only once per spell cast; if more than one target rolls a 20, only the first target rolls to confirm the fumble.

Table 4–6: Spell Fumbles

d10 Fumble Result
1A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the caster.
2The spell strikes the caster or an ally instead of the intended target.
3The spell takes effect at a random location within the spell's range.
4The spell's effect on the target is contrary to the spell's normal effect.
5The spellcaster suffers some minor but bizarre effect related to the spell. Most effects last as long as the original spell's duration, or 2d10 minutes for instantaneous spells.
6A random innocuous item or items suddenly appear in the spell's area.
7The spell's effect is delayed. Sometime within the next 1d12 hours, the spell activates in the general direction of the original target, up to the spell's maximum range if the target has moved away.
8The caster can't cast or concentrate on spells for 1 round.
9The caster is dazed for 1 round.
10The caster takes 1 point of Constitution damage.

With the Critical Fumble Deck

Draw a fumble card and apply the Magic result instead of rolling on Table 4–6. The deck can be used for spell fumbles even without using it for other fumbles.

With Wild Magic

Use Table 4–4: Wild Magic Surge instead of Table 4–6. Roll 1d20 instead of d% when using Wild Magic for fumbles.

With Spell Attack Rolls

A fumble may occur on a natural 1 on the attack roll. Roll the attack roll a second time — if it would miss again, the spell has fumbled.