Developing to Spec: part 9 (c) — Quickened and Silent
This is a continuation of Part Nine of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read long as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written) here.
While we were going through the PF core rulebook feats in order, we’ve hit a whole class of feats that play on rules that don’t exist in Starfinder — metamagic feats. Having developed a plan for converting those (and wanting to stay consistent with our development), it seems smart to tackle all the rest of the metamagic feats before we move on to the next in alphabetical order.
So, that brings us to Quicken Spell and Silent Spell.
Quicken Spell is an issue because the action economy in Starfinder is different from that of Pathfinder, and the quickened spell magic hack is clearly more limiting and already in place, and available to just one class. So, how do we quicken spells, without overlapping and invalidating that magic hack? Well, that hack applies only to spells with casting times of 1 standard action or less. So, we look only at other spells.
QUICKEN SPELL
You can cast some of your spells much more quickly than other spellcasters.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level, if it has a casting time of 1 round, you can instead cast it in 1 standard action. If it has a casting time of multiple rounds, you cast it in 1 round. If it has a casting time for 1 minute, you can cast it in 2 rounds. If it has a casting time of 10 minutes, you can cast it in 1 minute.
Okay, so, Silent Spell. That feat’s benefit in PF is that it prevents you from needing to fulfill verbal components when casting a spell–but Starfinder doesn’t HAVE verbal components. But it DOES note that spells have obvious elements, and creatures around you can tell you are casting a spell. So, what if it wasn’t that YOU were silent, but literally that your SPELLS could be silent?
SILENT SPELL
You can produce magic without audible consequences.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level spell, you can make a Bluff or Stealth check (your choice), opposed by observer’s Perception checks, to prevent anyone who cannot target you with a precise sense other than hearing from being aware you have cast a spell. On a failed check such observers do not know you have cast a spell, and are unaware of the spell itself unless it have physical effects.
Okay, having done that, it’s clear what Still Spell will be, right?
STILL SPELL
You can produce magic without visible consequences.
Prerequisites: Able to cast more than one spell level of spells.
Benefits: When you cast a spell with a lower spell level than your highest-spell-level spell, you can make a Bluff or Stealth check (your choice), opposed by observer’s Perception checks, to prevent anyone who cannot target you with a precise sense other than sight from being aware you have cast a spell. On a failed check such observers do not know you have cast a spell, and are unaware of the spell itself unless it have physical effects.
Okay, tomorrow we tackle Widen Spell… and some stragglers we missed.
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Posted on October 31, 2019, in Business of Games, Game Design, Pathfinder Development, Starfinder Development and tagged #Microfeats, Development, feats, Game Design, gaming, Geekery, Genre Feats, Pathfinder First Edition, Starfinder. Bookmark the permalink. Leave a comment.
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