You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. Your spellcasting ability is Charisma. Green: Good options. Ability that use focus are called Focus Spells and are used like all other magical abilities in the book, but may have different origin. Blue: Fantastic options, often essential to the function of your character. For focus spells I do have a few houserules I am tempted to add when I gm. It is worth nothing the duration of the two play-cycles are an important distinction. Even some classes that don’t normally grant spellcasting, such as the champion and monk, can grant focus spells. Swash's Panache is entirely mundane, whereas Focus Powers would be supernatural in flavor. Like the new school could focus on a particular spell school that already exists and you still get your extra spell slot for it, but you get a different focus spell. I am thinking that maybe letting players automatically be able to recover 2 focus points at 12, and 3 focus points at 18 might be an interesting choice. Important spells like Mage Armor scale with spell level, allowing them to stay relevant long after you learned them. They've been given a prominent place in the core of many classes' mechanics. The Focus Charge must be spent before the end of your next turn or the charge is lost. I was making a Shadow Dancer monk and realized to regen more focus I needed to take a KI Spell for some reason. You could have some feats that grant temp FP when certain conditions are met, and or focus spells that grant FP themselves either unconditionally as a part of the spell identity or conditionally as a part of the level of success/failure or the number of targets affected. The full rules for focus spells appear in Chapter 7 on page 300 of the Core Rulebook. Abjuration Sorcerer. [–]ZoulsGamingGM 0 points1 point2 points 4 days ago (0 children). It costs 1 Focus Point to cast a focus spell. use the following search parameters to narrow your results: If you are viewing this you are browsing using the old version of Reddit. Personally though I LOVE focus spells. [–]RedditNoremac 15 points16 points17 points 4 days ago (1 child). You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your focus spells (see below). A Druid at level 3 could cast tempest surge 3 times a battle by level 4. Would they still be focus spells, or focus acts/maneuvers? This scaling keeps cantrips a reliable source of damage output at any level, though you'll still want to rely on leveled spells when they suit the situation rather than counting on cantrips as your only source of damage output. The main difference would up the nature of the created effect. [–]KillchronoGM 2 points3 points4 points 4 days ago* (0 children). Since wizards don't use a Spell Repertoire, you only need to learn a spell once, then you can prepare it at any level that you can cast. 2. When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. [–]PolarFeather 0 points1 point2 points 4 days ago (0 children). Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. Panache has a largely similar play-pattern to what I described, yes. Kind of like what we saw from the Magus playtest, but with less awkwardness and more flexible options to choose from every turn. Here's a pretty solid analysis/comparison. For some of them like monks and rangers they're even optional. pf 2 uses encounter powers, it just calls them focus spells. Focus is, essentially, a high-value renewable resource. Because your number of cantrips are limited, try to split your options between damage and other option… I get your point here, but you actually made me think of an interesting design solution: make a "martial" spell tradition. Focus spells are close to encounter powers, but they are not quite the same thing, for three reasons. Or just give each school more entry level and advanced focus spells to choose from. encounter) spells, gives you some spells automatically (your bloodline spells), and gives you a 'blood magic' effect that triggers when you cast a bloodline or focus spell. Surging Focus gives 1 FP with a condition, Champion gives 1 FP with an action. But I agree, that's an overpowered solution to a problem that seems like not many people have. Also I might just change the rules to say "when you get a new focus spell gain a focus point". Focus spells are automatically heightened to half your level rounded up, much like cantrips. I wouldn't say that the 2 or 3 feats to get your pool up to 3 is a feat tax. Spell Focus is incredibly useful for Sorcerers, as your limited number of spells tend to fall into a certain pool of abilities from one or two schools, making them quite powerful in the long run thanks to the DC boost. Casting any of your focus spells costs you 1 Focus Point. If the wand contains a spell you might want to limit the ability to once a day but if its a wand that modifies a spell that is cast then you could allow it to be used as often as they have Focus Points! It is so nice to be able to pick one or two spells and use it in every combat. The Warblade from D&D was one of the things kicking around in the back of my head when thinking about how we could explore the design space of focus spells. [–]DaveSW777 2 points3 points4 points 4 days ago (0 children). Maybe something that has a focus spell as a part of every feat in its class feat "buckets"? Focus spells are automatically heightened to half your level rounded up, just like cantrips are. They utilise spell proficiencies, traditions, DCs, etc. Skill Focus (Knowledge [arcana]) Spell Focus; Still Spell; Bloodline Arcana: Great for any offensive spell, and makes metamagic much more useful.