custom rules for my reification of paizogolarion
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This post contains information on the mechanics of Zmavli'ygolariion, which is my reification of Paizo's Pathfinder system.

Differences between Zmavli'ygolariion, Lintagolarion (of Lintamande), Ezergolarion (of Iarwain), and Paizogolarion (the official Paizo system) will be listed below each rule. If there is no difference, it will be marked explicity: them not being listed does not necessarily mean that there is no difference, only that I am likely unsure and have chosen to leave it blank.

Replies will be numbered and tagged based on their content.

Please contact me on Discord if you notice discrepancies or errors.

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1.) Saving Throws

Saving throws are equal to 1d20 + class bonus + relevant stat bonus (DEX for Ref, CON for Fort, WIS for Will) + other bonuses. A natural roll of 20 is not an automatic success. A natural roll of 1 is not an automatic failure.

A natural roll of 1 in addition to failing the saving throw exposes items held or worn to being damaged.

Differences:

Lintagolarion: Saving throws are 1d10+5 rather than 1d20.

Ezergolarion: Identical to Lintagolarion.

Paizogolarion: A natural roll of 20 is an automatic success. A natural roll of 1 is a natural failure, and exposes items held or worn to being damaged.

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2.) Noticing Spells Being Cast, Noticing Spell Effects, Identifying Spells

Spells may have verbal, somatic, or material components, or foci. Spells do not evoke lights, wind, or other sensations in the casting – they may only do this when they have been cast and are producing their effect.

Verbal components involve chanting at a volume similar to that of normal conversation. They cannot be whispered or subvocalized (except with Silent Spell, which negates the need for the verbal component).

Somatic components involve gesturing, usually with the whole arm up to the shoulder. They cannot be done by gesturing with the fingers only (except with Still Spell, which negates the need for the somatic component).

Material components are materials consumed in the casting of the spell. Material components disappear when the spellcasting is begun. Preferably, the material component is held in hand, but it is also possible to have the material component be pressed flush against the skin (of any part of the body) with no more than a one layer of fabric between it and the skin. This skill requires some training, but not much (not enough to count as a feat, and is possessed by many casters, especially those who are combat casters). Eschew Materials negates the need for material components cheaper than 1gp.

Worldbuilding Note: The price limit for Eschew Materials relates to the value of the item, not the price. Cheap material components are cheap because they do not have much 'inherent magical energy'. Components such as diamonds possess larger amounts of 'inherent magical energy', and so are still required even with Eschew Materials.

Foci are similar to material components, but are not consumed in the casting of the spell. Eschew Materials does not affect focus components.

Spells can be identified based on the verbal, somatic, material or focus components thereof. Spells become more difficult to identify if Silent Spell, Still Spell, or Eschew Materials are used to remove the necessity of one or more of the casting components. This method requires Spellcraft training, with a DC of 15 + spell level, with +5 being added to the DC per casting component present in the base spell that has been removed. The difficulty of the check is reduced if the identifier is intimately familiar with the spell, such as if they cast the same spell themselves often (circumstance bonus). Even if the spell is unsuccessfully identified, the presence of the components might mean that the observer at least knows that some spell is being cast.

Alternatively, spells can be identified based on the effect or result of the spell. This requires familiarity with the spell or specific training.

The difficulty of spells being identified using this way is dependent on the popularity of the spell, as well as the specific training or background of the identifier. For example, very popular or 'iconic' spells such as Fireball, Magic Missile, Cure Light Wounds, Raise Dead, and Mending can be identified even by commoners. Combat personnel are likely to know and recognize the more obscure combat spells such as Admonishing Ray or Expeditious Retreat. This is a Knowledge (Arcana) check. In general, people in Zmavli'ygolariion are more familiar with magic and so the DC to identify the spell is only 15 + spell level. Further, the check may be skipped if the background of the character means that they ought to know the spell, as stated previously.

A spell with an obvious effect can be noticed and identified based on that effect (e.g. Fireball). Spells with obvious effects are much easier to identify, and are more likely to be known.

A spell without an obvious effect cannot be noticed and identified based on the effect unless the effect is somehow revealed.

For spells targeting a person, the person immediately knows that some spell has been cast on them (even if the spell has no obvious effect, and that they did not observe the casting of the spell) if the spell requires a Fortitude or Reflex save.

For spells requiring a Will save (and are a subtle effect such as Charm Person) they are only able to notice that some spell has been cast on them if they succeed on the saving throw by 5 or more, assuming that they do not notice the spellcasting itself. If they succeed, they can try to identify the spell based on the sensation of it, which is a Knowledge (Arcana) check (DC 20 + spell level), unless their background is such that they are deeply familiar with the spell (e.g. Chelish wizards with Detect Thoughts). Otherwise, they unconsciously shake off the spell. If they fail their Will save, they are unaware that any spell has been cast on them, and do not treat any effects of the spell as being abnormal or unreal (unless the spell produces an unsubtle effect such as Dominate Person, in which case the Will save represents them fighting off the attempt to Dominate them).

The exception are divination school spells, which are never noticeable when they fail, unless they produce a magical sensor. The Perception check DC to detect this sensor is 20 + spell level.

Spells or effects similar to Detect Scrying are necessary to notice non-sensor spells.

 

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