All About Spells

Monday, April 16, 2018

Spells are magical formulas with esoteric components, including words of power, gestures, and unusual ingredients, that when taken together create extraordinary magical effects. Spells have always been a crucial part of Pathfinder and the fantasy genre as a whole. But what's new about spells in the playtest? Let's take a look!

Action!

You cast spells by using some combination of the Verbal Casting, Somatic Casting, and Material Casting actions (the most common combination is Verbal and Somatic Casting actions for 2 total actions). Not every class interfaces with those actions in the same way. For instance, clerics can use a divine focus to satisfy the Material Casting action, sorcerers use their magical blood, and bards can use instruments that change up several aspects (for instance, even if you're gagged or otherwise unable to speak, you can play your violin to provide the Verbal Casting portion).

Heightened Spells

In the playtest, you'll be able to heighten your favorite spells in order to gain greater effects than ever before. Heightening a spell works much like it did previously, where you prepare a spell in a higher-level slot (or cast it using a higher-level slot if you're a spontaneous caster), except now all spellcasters can do it, and you gain much more interesting benefits. Want to fire 15 missiles with magic missile or turn into a Huge animal with animal form? Just heighten those spells to the appropriate level! There's no longer any need to learn long chains of spells that are incrementally different and each require you to refer back to the previous spell.

Incidentally, the idea of using a spell's level to determine its power has led to some really interesting interplay between spells. For example, how many times have you run into a situation where your high-level illusionist is foiled by a simple detect magic spell or a similar effect? Now, illusions of a higher spell level than a detect magic cantrip can foil detection! Similarly, dispel magic has a harder time dispelling spells of much higher spell levels, while it can crush lower-level spells with ease. This extends to many other similar interactions; while in Pathfinder First Edition, a creature with some basic spell effect that's constantly active might be flat-out immune to your character's spells, now you can heighten your spells and overcome that obstacle!

Illustration by Wayne Reynolds

Cantrips

In the playtest, cantrips are spells you can cast at will, but they are no longer level 0. Instead, they automatically heighten to the highest spell level you can currently cast. That means if you're 5th level, your ray of frost is 3rd level and deals more damage, and your light cantrip is better at counteracting magical darkness.

Domain Powers and Beyond

Pathfinder has always had domain powers, school powers, bloodline powers, and other special class-based spell-like abilities that you can use a certain number of times per day rather than using your daily spell slots on them. In the playtest, we've expanded this idea, allowing even more classes to gain these kinds of powers and standardizing the way we talk about the powers and their daily uses. The powers are now treated as a special kind of spell, and they are all cast using Spell Points. There is power in naming something; while you don't really count them differently than if you had a pool of uses per day, this allowed us to create new and interesting abilities that cost multiple Spell Points or that you could add extra features to at the cost of more Spell Points, in a way that works across classes more smoothly.

10th-Level Spells

So what's the deal with 10th-level spells? Jason mentioned these all the way at the beginning, and many of you have given excellent guesses for what they will be. They start with a class of spells that used to be 9th level+, by which I mean, they were 9th level, but even for that level they were usually balanced by expensive material costs. Spells like wish and miracle. In the playtest, these spells are free to cast but are 10th level. Then we added some brand-new and amazing spells, like fabricated truth and nature incarnate. I'm guessing you guys will quickly figure out what these spells do, but here's a hint: one of them had a critical failure effect previewed in the Critical Hits and Critical Failures blog!

Rituals

Ever since we introduced them in Pathfinder RPG Occult Adventures, rituals have been a favorite both among fans and the adventure developers here at Paizo. If you haven't checked them out yet, they're story-rich spells with a long casting time that anyone skilled enough could conceivably try to perform as long as they have the hidden knowledge. Typically they involve some number of secondary casters, which can get the whole party involved or make a nice set-piece encounter with an evil cult.

Even in the Pathfinder RPG Core Rulebook, there were spells that sort of followed that mold already—the 8th-level spell binding is a perfect example. In the playtest, these sorts of spells have been made into rituals. This means that these downtime spells don't take up your spell slots, and that martial characters who manage to attain a high enough proficiency rank in magic-related skills like Arcana can cast them! This is particularly great when, for instance, the cleric dies but the monk can perform a resurrection ritual. (Don't worry, there is still also the non-ritual spell raise dead in case you need someone back in action faster, though a group that wants death to be more uncertain can easily omit that spell for an instant shift in the tone of the campaign.) Rituals also have delightful potential failure effects. For instance, if you critically fail planar binding, you call something dark and horrible that isn't bound by your wards, and it immediately attempts to destroy you!

Magical Traditions

Magical traditions, such as arcane and divine, have always been a part of Pathfinder spells. But the playtest gives us an opportunity to really explore what they mean, what makes them different, and how they metaphysically interconnect in a way that enriches the game's story. Magic taps into various essences in the cosmos. For example, arcane magic blends material essence (the fundamental building blocks of all physical things) and mental essence (the building block of rational thoughts, logic, and memories). This means that arcane traditions share a lot in common with science, as arcane spellcasters tend to use logic and rational methods to categorize the magic inherent in the physical world around them. Divine magic is the exact opposite; it blends spiritual essence (the otherworldly building block of the immortal self) and vital essence (the universal life force that gives us instincts and intuition). This means that divine traditions are steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. These ideas have led to some exciting new additions of spells into each tradition's repertoire.

Example Spells

Let's put everything we've talked about into perspective by taking a look at a spell that can be heightened and that uses actions in an interesting way: heal. (By the way, notice the new spell school!)

Heal Spell 1

Healing, Necromancy, Positive
Casting Somatic Casting or more
Range touch, Range 30 feet, or Area 30-foot aura (see text); Target one willing living creature or one undead creature

You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 + your spellcasting modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

  • Somatic Casting The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.
  • Somatic Casting, Verbal Casting The spell has a range of 30 feet and doesn't require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
  • Material Casting, Somatic Casting, Verbal Casting You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version of the spell, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.

Heightened (+1) Increase the amount of healing or damage by 1d8, or by 2d8 if you're using the one- or two-action version to heal the living.

So you can cast heal with 1 action and restore quite a few Hit Points to a touched target, especially for a single action. This is particularly useful if you cast heal several times in one turn on someone who needs emergency assistance after a critical hit! For 2 actions, you can cast safely from the back lines, and for 3 actions, you can change the area to a burst and heal living creatures while harming undead at the same time. It restores fewer hit points to each target that way, but if you have multiple allies in need of healing, it can be really efficient. This one spell, using heightened effects, combines the effects of all the cure wounds spells in one place.

At the bottom of the stat block, you see what one type of heightened entry looks like. This one gets better proportionally for each spell level above 1st. So a 2nd-level heal spell heals one target for 3d8 + your spellcasting ability modifier, a 3rd-level one heals one target 5d8 + your spellcasting ability modifier, and so on.

But heal is a classic spell chain that you already knew and loved in Pathfinder First Edition and that has already been revealed in tidbits through podcasts. How about its big sister regenerate?

Regenerate Spell 7

Healing, Necromancy
Casting Somatic Casting, Verbal Casting
Range touch; Target one willing living creature
Duration 1 minute

The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the stump.

Heightened (9th) The regeneration increases to 20.

Regenerate was always necessary to restore lost limbs or organs (a rare situation to come up in the game), but the way it worked made it fairly ineffective for use in combat. This version is much more attractive during a fight, particularly if your foe lacks access to acid and fire!

This spell doesn't increase in power incrementally as its level increases (except for being harder to dispel); instead, it has a specific heightened benefit at 9th level.

But what about something you've never seen before? Let's take a look at vampiric exsanguination!

Vampiric Exsanguination Spell 6

Death, Necromancy, Negative
Casting Somatic Casting, Verbal Casting
Area 30-foot cone

You draw life force from creatures and send it into your outstretched arms. You deal 10d6 negative damage to all living creatures in the area. As long as at least one creature in the area takes damage, you also gain half that many temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.

  • Success Half damage.
  • Critical Success No damage.
  • Failure Full damage.
  • Critical Failure Double damage.

Heightened (+2) Increase the damage by 3d6.

So we're dealing some reasonable damage in a cone; cone of cold isn't going to be jealous. But the trick here is that if you can get at least one foe (or minion) to critically fail its save against the spell, you gain a huge number of temporary Hit Points! If you're a wizard with a Constitution score of 12, that hapless creature might just provide you nearly 50% more Hit Points (incidentally, if you deal a lot of damage, you could kill a minion who critically fails the save, so use it responsibly). And since you're drawing in life force, guess who gains access to this spell? (Urgathoans rejoice!)

More New Spells

I'm going to close out by giving just the names of a smattering of new spells. What might they do? I'll leave it up to you guys to see what you think!

  • Alter reality
  • Collective transposition
  • Crusade
  • Disappearance
  • Divine inspiration
  • Duplicate foe
  • Energy aegis
  • Mariner's curse
  • Moment of renewal
  • Moon frenzy
  • Nature's enmity
  • Primal phenomenon
  • Punishing winds
  • Revival
  • Soothe
  • Spellwrack
  • Spiritual epidemic
  • Spiritual guardian
  • Tangling creepers
  • Unfathomable song

Mark Seifter
Designer

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Liberty's Edge

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Fuzzypaws wrote:

Re school and other traits: just list the school first, with other traits in parenthesis. So the Heal spell is Necromancy (Healing, Positive).

Re spell areas, having a square origin instead of a vertex origin is more natural and intuitive. So if something is a 20 ft radius, it hits the target, four squares out in each cardinal direction, and three squares out in each diagonal direction. I have literally never seen anyone use vertex origin at any table, to the point that I didn't realize until this thread that it is technically the official rule. Just go with what people actually intuitively use in real world play.

That way it become a 22.5 foot radius. And at my table we never used the square origin, so "Just go with what people actually intuitively use in real world play." don't work. For your group squares are intuitive, for mine vertex and actual distances are intuitive, adapting them to a square grid is chafing.

Liberty's Edge

Bardic Dave wrote:
Mark Seifter wrote:
Friendly Rogue wrote:
But the Druid gets access to neither Cone of Cold or Fireball by default
The rest of your post made some pretty good points, but are you sure about this one? ;)

This lends further credence to the Four Essences spell lists theory! Wizards are Material/Mental and Druids are Material/Vital. Cone of Cold and Fireball are on the Material spell list, so Druids and Wizards will both get access to them!!

I really like this setup in general. My only concern: where do the really Druid-y spells like Goodberry and Shillelagh live? If they're Vital, then Clerics get them; if they're Material, then Wizards get them. If that winds up being the case it'll take an adjustment on the players' part, but I suppose it's something I could get used to. Of course, there's always other possible solutions; for instance, the really Druid-y spells could become spell point powers.

I feel a bad feeling of 2nd ed. AD&D spheres. Something that I did find limiting and at the same time too permissive. With the help of a friend I ended redoing it with specific spell list for each god.

If the Druids where to receive a spell list based only on the Material/Vital groups they will move away from the nature oriented theme to something different. A problem that they had with some sphere in 2nd ed AD&D.

To make an example of spells that don't fit a Material/Vital spell list (unless some spell have mixed descriptions and require access to both lists): losing reincarnation. I can see how most druid spells can be stretched to fit into that description, but for some it seem really forced.


This is the nice thing of using Roll20. You just switch to the drawing tool and make a 20 foot radius circle, and then adjust the circle to hit where the party wants it.


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I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.

Liberty's Edge

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nogoodscallywag wrote:
Diego Rossi wrote:

CLARIFY FROM THE START IF SPELLS AND ABILITIES HAVE SOME FORM OF MANIFESTATION AND IF IT IS VISIBLE, AUDIBLE OR PERCEIVED IN SOME OTHER WAY

Sorry for shouting that, but I think it is important. It change the balance about having access to mind affecting magic.

Personally I am in favor of easily perceptible manifestations that point to the spellcaster, with costly (in term of actions, prerequisites or chance of success) abilities that allow a caster to remove the manifestation, or to make it appear to generate from a different location.

- * - * -

I suppose that now all spellcasters work like the arcanist for spell know/prepared?

- * - * -

Please, be careful with the spell point and related abilities. Having people that go nova in the first two encounters and then ask the party to rest for the whole day is something I (and most if not all of my friends) really dislike.

I have no idea what you mean. The three spell components are self-explanatory: Verbal, Somatic, and Material.

Verbal= speech
Somatic= hand movements
Material= use of material

If you take actions to remove verbal and somatic from a spell that includes all 3, the caster still has to use a material component, which means handling it in some fashion. Likely to be seen unless they've got a good sleight of hand, etc. or nobody is paying attention.

The whole thing about this FAQ:

PF1 FAQs wrote:

What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?

Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.

Deciding from the start if a spell is detectable even if the caster is invisible or mixed in a crowd or if instead is easy to hide spellcasting is important and change the influence of spellcasters in the world.

The bard singing in a foreign language and strumming with is lute is casting a spell?
The difference between recognizing spellcasting requiring a spellcraft skill check or not has a large impact in word development.
If you can't recognize that a spell is being cast Enchantment spells will be despised in most of the world and probably knowing them would be a major crime.

Mats Öhrman wrote:
Revan wrote:


Roughly circa the release of Occult Adventures, and thus the advent of casters whose spells naturally lacked visible components, Paizo issued a clarification through FAQs that both Psychic spells and 'normal' magic which had been metamagiced to remove components nonetheless still had visible 'manifestations' which meant that any onlooker could recognize that a spell was being cast, and make a Spellcraft check to identify it as appropriate. The intention was to avoid empowering psychic casters with an ability to hide their castings which required sigificant investment for arcane/divine casters, but...

This *really*, *really* needs to be addressed, especially when it comes to spells written and intended for trickery, intrigue, heists and other shenanigans.

An example from another gaming system: From Earthdawn I particularly remember an illusion spell that was short-durationed, immovable, and explicitly started with a "wave of bright color sweeping over the room". Made it absolutely impossible to use it for any form of deceit - which one would assume was the main purpose of illusions.

So, Detect Magic aside, do illusion spells in PF2 have visual manifestations (like that Earthdawn wave of color) that reveal them to be illusions?

Yes. some limit to contain shenanigans should exist, but at the same time there should exist a way to do shenanigans if you invest in them.

"Any bard out of the box can charm the king without being noticed" is bad, but "a great bard that has invested in it can charm the king without being noticed and a beginner bard that has chosen that path will be able to charm a serving maid or a peddler" is good (that is, assuming that the king and peddler take normal precautions for their importance and power level).


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This is how the structure of magic is coming together in my head
what do you think of this model?

Imagine a d4

Each face of the d4 represents a Magical Tradition
Each edge of the d4 represents a Class
Each point of the d4 represents an Anti-Node

Wizard is the Edge between the Material and Mental Faces
Cleric is the Edge between the Spiritual and Vital Faces
Druid is the Edge between the Material and Vital Faces
Bard is the Edge between the Mental and Vital Faces

Summoner is the Edge between the Material and Spiritual Faces
Oculist is the Edge between the Mental and Spiritual Faces

Each point is opposite to a Face
The point opposite the Spiritual Face is the Soulless Node
Wizards, Bards, and Druids are connected to this Node

The point opposite the Vital Face is the Lifeless Node
Wizards, Summoners, and Occultists are connected to this Node

The point opposite the Mental Face is the Mindless Node
Druids, Summoners, and Clerics are connected to this Node

The point opposite the Material Face is the Formless Node
Clerics, Occultists and Bards are connected to this Node

Bottom View from Vital Face
the other faces recede behind the vital face, but are mentioned here

{spiritual face}

....[Mindless Node]..-----Cleric----- [Formless]
....................................\........................../
.....................................\....................../
......................................\................../
..{material face}.Druid............Bard..{mental face}
........................................\........../
.........................................\....../
..........................................\../
....................................[Soulless Node]

*the ms paint and notepad versions of this diagram looked much better than this

Liberty's Edge

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Blake Duffey wrote:
I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.

It would make "you have a natural aptitude for arcane/divine/whatever magic" irrelevant. For me that is a part of world flavor created by the rules that I will miss.


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To people saying "Just use Roll20 to look up spell radius/Just click on a button to see all your spell options!" Realize that a large number of people use pen and paper, it's not inferior, as face-to-face interactions and getting away from a computer can be goals for people gaming.

To people who say "yes but using a stat calculator is just a crutch". Realize that using tools to make your gaming experience easier/faster isn't a crutch if you actually know the rules. Computers are faster than humans at basic math, and therefor provide a good way to do calculations that humans could easily get wrong.

*drops mic* *steps off soapbox*


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Crayon wrote:
David knott 242 wrote:

I wonder whether the Curse mechanic might be pulled out and made into a handicapping option for characters of all classes? It might be designed to open up access to additional feats that are not necessarily tied to the Oracle class.

I doubt that would be the case as most of the 'Curses' barely hindered the character at all even at low level...

Obviously that is something that needs to be fixed for the curses -- they need to hinder whoever can take them in some way.

Liberty's Edge

graystone wrote:
John Lynch 106 wrote:
Finally as a sidenote: In my opinion (based on my own experience) electronic character builders are a crutch that encourages players to not learn the rules for their characters or understand the game they're playing.

While it can be, it's not universal. I know I always read the books/pdf's first and use the tools just to speed up character creation: the same way various online sites have search engines and/or reworked section like the kineticist which was MUCH better presented there than in the actual book.

David knott 242 wrote:
I had one friend who could not locate another friend's house without a GPS.
Hey! Some of us didn't have any sense of direction BEFORE GPS was a thing. ;)

I have a friend that gave all of us a detailed, hand draw, map of the location of his new house when he changed residence. Some of us needed it.

I, if I am the passenger in a car, have some serious difficulty memorizing a route. After making it by myself even once it become easy.

Game rules are similar: you start by using a support like Herolab, you never learn them completely or coherently. If you first read the manuals and at least once use them without assist make them clear and Herolab become a very good tool.


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Diego Rossi wrote:
graystone wrote:
John Lynch 106 wrote:
Finally as a sidenote: In my opinion (based on my own experience) electronic character builders are a crutch that encourages players to not learn the rules for their characters or understand the game they're playing.

While it can be, it's not universal. I know I always read the books/pdf's first and use the tools just to speed up character creation: the same way various online sites have search engines and/or reworked section like the kineticist which was MUCH better presented there than in the actual book.

David knott 242 wrote:
I had one friend who could not locate another friend's house without a GPS.
Hey! Some of us didn't have any sense of direction BEFORE GPS was a thing. ;)

I have a friend that gave all of us a detailed, hand draw, map of the location of his new house when he changed residence. Some of us needed it.

I, if I am the passenger in a car, have some serious difficulty memorizing a route. After making it by myself even once it become easy.

Game rules are similar: you start by using a support like Herolab, you never learn them completely or coherently. If you first read the manuals and at least once use them without assist make them clear and Herolab become a very good tool.

There are five people in a car. The car is traveling somewhere that only one of them has been before. That person turns on the GPS just as a reminder. Sometimes they take roads that the GPS doesn't want them to because they have specialized routes they like... but the GPS does give them a Time of Arrival so it's still handy.

Of the four passengers, one is paying attention and starts learning the route on their own. Another tries to learn but is completely hopeless and keeps getting mixed up. A third keeps offering their own suggested roads but is ignored. The fourth remains in a corner just reading the book they brought along.

This could easily be described as "the driver knows the route by heart and doesn't bother with a GPS at all" and it won't change things any. The point is that the driver (the GM) knows the route (the rules). Other players only need learn those rules that really involve them. Some never learn the rules at all and are just there to have fun.

Someone may very well be playing a Fighter or a Ranger and just barely know the rules for their character. They might not know their bonuses at all. They might rely on other players to help, or the GM to tell them what they need. They are as much a part of the game as the Runes Lawyer who has books even the GM doesn't and thinks such-and-such a rule should be used instead, or the person who gradually learns the rules, or even the person who remains hopelessly lost when it comes to rules but tries to learn.

Now let's go one point further with our metaphor. The driver knows there is a quicker route. It takes multiple back roads. They're not entirely familiar with that path and know traffic can sometimes slow them down so it takes longer so they instead go via the highway every time, even though two of the other players keep urging that alternative path. The GM is the one running the game. They can run it as they choose. Some choose to play with Hero Labs or Roll20 or other such games. Some have their own spreadsheets and the like. Some insist on paper-and-pencil for everything. Whatever they and their players are happy with is more than sufficient! :)

Oh, here's the funny thing about using a GPS. Eventually the driver learns the route anyway. It doesn't matter that they are confused at points and have to rely on this aid. Ultimately they learn more and more of the way until the GPS works in synergy with the driver and if the GPS stopped working they would still be able to find their way.

GMs who use a "crutch" even when first learning the rules will still learn the rules. And eventually when push goes to shove? They'll be able to go without aids (or rulebooks even) to run the game. But they are no less a GM for using those aids or learning by them than someone who mastered the game by reading the books and doing everything by pencil-and-paper.


Looks like people brought up Spell Resistance, speculating on it's continued existence.
Of course SR uses caster level (CL) as it's core mechanic, which Paizo is reducing in other areas (spell scaling).

Exploring what it would mean to remove CL as mechanic (which confusingly is distinct from caster class levels, via mechanics directly altering it)
Looking at what SR might be without CL seems highly appropriate...
IMHO a model like Globe of Invulnerability and/or Fortification/Concealment is obvious.

That lower level spells would be easier for SR to negate (ala Globe) seems appropriate, yet not modelled by current mechanic.
(3.x/P1E's disconnect of Spell Level / CL seems akin to it's disconnect of Crits and Attack Bonus, so rectifying both seems logical)
A Fortification or Concealment/Miss Chance style approach yields variability in result like SR currently.
Perhaps they could be combined, so depending on "Spell Level" rating of SR it outrights negates low level spells,
imposes "Miss Chance" on spells above that, although spells of sufficiently higher level than SR can bypass that simply due to spell level?

Incidentally, SR always was pain in the ass re: "friendly" spells, although I understand value behind that function.
Still, could that general approach be retained while smoothing the edges? IMHO, the Reaction system is obvious means for this:
Allowing a Reaction to drop SR (when you want to allow "friendly" spell) seems balanced because you're "spending" a Reaction
which seems important part of action economy, although removing the awkward part of having to do so 1 round before.
With that the paradigm should probably shift from "SR automatically turns itself back on" to "you must spend action to turn it back on".

Over all, I think it is compelling to get rid of "Caster Level" (CL) completely if mechanics like Spell Level can be doubled down on.
If it is to be retained, I feel renaming it "Casting Bonus" (reflecting it's use as bonus to check, akin to Attack Bonus) is advisable,
as "Caster LEVEL" just doesn't carry that inherent connotation, and of course creates confusion with (closely related) (caster) class level.

Expanding ALL Spell Levels (not just 9th->10th) to cover 1-20 can be attractive in combination with a retained "Caster Bonus" or without it:
With Caster Bonus (/CL) means it has a 1:1 default correlation for full casters (although distinct "Bonus" terminology is then even more important)
Without "Caster Bonus" (/CL), relying on Spell Level 100%, the 1-20 granularity in spells/metamagic makes it easier to directly implement
similar mechanics we have expected of CL, e.g. "treat Divination spells as +1 CL" can be transposed to "treat as +1 Spell Level".
You can do that without 20 Spell Levels, you just have half the granularity, if 1/20 distinctions are relevant everywhere else in game why not here?


Diego Rossi wrote:

I, if I am the passenger in a car, have some serious difficulty memorizing a route. After making it by myself even once it become easy.

Game rules are similar: you start by using a support like Herolab, you never learn them completely or coherently. If you first read the manuals and at least once use them without assist make them clear and Herolab become a very good tool.

And I, personally, learn routes just fine if I'm a passenger. In the most extreme example, I once helped one of my drivers find his way over the radio because I had been to that area frequently as a child but hadn't been back as an adult. But I still knew the turns to make to get back to the freeway.

Not everyone learns the same way. Men frequently say they learn easier by doing rather than by getting it explained or seeing it done, but that's not always true, and even when its true for them it isn't universal.


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Tangent101 wrote:
Someone may very well be playing a Fighter or a Ranger and just barely know the rules for their character. They might not know their bonuses at all. They might rely on other players to help, or the GM to tell them what they need. They are as much a part of the game as the Runes Lawyer who has books even the GM doesn't and thinks such-and-such a rule should be used instead, or the person who gradually learns the rules, or even the person who remains hopelessly lost when it comes to rules but tries to learn.

I've played with people who couldn't tell their d10 from their d8. I've played with people who didn't speak in character, didn't know each other's names and barely were aware of what was happening at any given time. I've played with people who were getting dragged along by their parnters and had no real interest in the game.

Every single time these people became more involved and learned the rules when the GM and/or other players stopped doing everything for them and required them to do things for themselves. Your experiences do not dissuade me that this is true in the vast majority of cases. I'm also not convinced, based on my own experiences and what you've described about your situation, that your group/player is the exception. In fact, they seem to be a textbook example of the above.

Tangent101 wrote:
The GM is the one running the game. They can run it as they choose. Some choose to play with Hero Labs or Roll20 or other such games.

No-one is saying you can't do whatever you feel like and whatever enables your group to have fun. What I am saying is: Your experiences have nothing to do with the rules (as evidenced by the fact you've played various D&D derivatives with no actual change in behaviour across many years). This is in fact a table issue and not a game issue. If you want it fixed (which you seem to based on the fact your advocating changes in PF2e in order to address issues you're experiencing at your table) here are some suggestions on what could help your group address the problems your experiencing.

Your welcome to take the advice or leave it. But don't be surprised if counterpoints are posted to the points your raising.

Tangent101 wrote:
But they are no less a GM for using those aids or learning by them than someone who mastered the game by reading the books and doing everything by pencil-and-paper.

Sure. But is it really surprising that the changes your advocating to address problems you have which are caused by the tools you use aren't being welcomed by people who don't use tools that have the same shortcomings?

tivadar27 wrote:
Realize that using tools to make your gaming experience easier/faster isn't a crutch if you actually know the rules.

In my experience the reliance on character building tools is directly proportional to a lack of understand on how their character works.

tivadar27 wrote:
Computers are faster than humans at basic math, and therefor provide a good way to do calculations that humans could easily get wrong.

I couldn't do any math at all before starting playing D&D. I was absolutely terrible with any math. D&D has improved my ability to do math dramatically and I can now do addition and some subtraction in my head. I've seen this phenomenon repeated in others every single time. Those who rely on a calculator don't get better at math. Those who don't use them, do get better. This isn't an isolated incident.

Also on the point humans make mistakes: So do character builders. Maybe they've finally progressed to a state where they're finally 100% error free. But I'm skeptical.


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Now that the thread is open again. I can deposit my 2 cents.

I noticed this in your column Critical Hits and Critical Failures Fri, Mar 30, 2018 and I waved off of any commenting, because I wanted to relax and see what formatting you would ultimately use with Critical Successes and Failures.

Now that the spell blog has released, I am seeing the same formatting and it seems appropriate to comment.

In Vampiric Exsanguination your success/fail block appears like this:

Success Half damage.
Critical Success No damage.
Failure Full damage.
Critical Failure Double damage.

I get the order of success then failure, but it screws me up to read success then critical success in the context of the entire block.

Realizing that I do not know your requirements for publication and what not. The following is a suggestion that changes the order of items in your block, but does not change the layout of the block as a whole but improves the readability.

Critical Success No damage.
Success Half damage.
Failure Full damage.
Critical Failure Double damage.

I imagined gaming and how I would use this at the gaming table; how would I read this after a roll and my DM needs to know what has happened to the monster. I used your spells, detailed in the spells blog, as my guinea pigs for my imaginary "look up and read".

Hope this helps you.

Liberty's Edge

Blake Duffey wrote:
I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.

It was stated on the Glass Cannon playtest that your spellcasting modifier adds your level as well as the relevant ability modifier, so it does quickly become a significant bonus.


JRutterbush wrote:
Blake Duffey wrote:
I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.
It was stated on the Glass Cannon playtest that your spellcasting modifier adds your level as well as the relevant ability modifier, so it does quickly become a significant bonus.

Thank you for that clarity, I apparently missed that during the podcast.


I wrote:

Over all, I think it is compelling to get rid of "Caster Level" (CL) completely if mechanics like Spell Level can be doubled down on.

If it is to be retained, I feel renaming it "Casting Bonus" (reflecting it's use as bonus to check, akin to Attack Bonus) is advisable,
as "Caster LEVEL" just doesn't carry that inherent connotation, and of course creates confusion with (closely related) (caster) class level.

Expanding ALL Spell Levels (not just 9th->10th) to cover 1-20 can be attractive in combination with a retained "Caster Bonus" or without it:
With Caster Bonus (/CL) means it has a 1:1 default correlation for full casters (although distinct "Bonus" terminology is then even more important)
Without "Caster Bonus" (/CL), relying on Spell Level 100%, the 1-20 granularity in spells/metamagic makes it easier to directly implement
similar mechanics we have expected of CL, e.g. "treat Divination spells as +1 CL" can be transposed to "treat as +1 Spell Level".
You can do that without 20 Spell Levels, you just have half the granularity, if 1/20 distinctions are relevant everywhere else in game why not here?

Or putting it another way, 1-9 (or 10) Spell Levels don't seem to interface well with d20 system. +9 or +10 DC doesn't match disparity we expect from Level 1 vs Level 20, given potential opposing mechanics all draw bonuses at least 2x that if not more. If Spell Levels exist, why shouldn't they play well with other game mechanics? Shifting to 1-20 Spell Levels is obvious way to do that, and since Paizo is ALREADY increasing the number of spell levels (9->10), that obviously isn't a sacred cow.

I think it also makes the Spell Level progression immediately easier to "grok". "3/4 Caster" is 15th Spell Level caster. If you multiclass your Wizard with 5 levels of Fighter, you have the same top spell level as 20th level Bard for example, and the relationship to your class levels is directly tangible. Higher granularity is easy fix for worries about disparity in over/underpowered "for their spell level" spells. It's easy to implement, just by splitting each spell level into 2, with weaker and stronger half, similar to what Paizo did with 9th/10th level spells already. That also reduces the "jolt" of acquiring a new spell level, each step will be less abrupt increase in power.


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John Lynch 106 wrote:

I've played with people who couldn't tell their d10 from their d8. I've played with people who didn't speak in character, didn't know each other's names and barely were aware of what was happening at any given time. I've played with people who were getting dragged along by their parnters and had no real interest in the game.

Every single time these people became more involved and learned the rules when the GM and/or other players stopped doing everything for them and required them to do things for themselves. Your experiences do not dissuade me that this is true in the vast majority of cases. I'm also not convinced, based on my own experiences and what you've described about your situation, that your group/player is the exception. In fact, they seem to be a textbook example of the above.

This is not always the case. I know a young lady who is quite smart. Despite her intelligence, she cannot do basic math. If you tell her "you have plus six to hit. What is your roll?" she will look at the die, go "Um, I rolled a 17... plus six is..." and for half a minute just freeze while she tries to do 17 + 6 in her head. This is a quiet game, just her, her husband, and myself. Tabletop. There is no social pressure. There is no time pressure. She freezes every time.

In my Skype group I have several people who get frustrated trying to add everything together. They hate the die-roller on Roll20 but when they have 3d6+16 for each weapon that hits and hit with four attacks, they're also stopping and having a devil of a time figuring out what their bonuses and such are. It's why I use Hero Labs - I can track that bonus, I can pull out a calculator, figure out from basic math that they're rolling 12d6 and adding 64 to that.

It's frustrating. But if I'm not handling details like this, our game drags on for another hour as they struggle to do basic math later at night often after having worked for six or more hours retail.

This is supposed to be a fun game. Not an exercise in mathematics that they haven't been focusing on to any extent after graduating college. If I, as the GM, can make things a little easier? I do. That's part of my duties as GM - to ensure the game remains fun.


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Tangent101 wrote:
This is not always the case. I know a young lady who is quite smart. Despite her intelligence, she cannot do basic math. If you tell her "you have plus six to hit. What is your roll?" she will look at the die, go "Um, I rolled a 17... plus six is..." and for half a minute just freeze while she tries to do 17 + 6 in her head. This is a quiet game, just her, her husband, and myself. Tabletop. There is no social pressure. There is no time pressure. She freezes every time.

Seen plenty of examples of that. Often those people start using their fingers and then eventually, every single time I've seen this, they get better at the math. Doesn't happen overnight but it does happen.

Tangent101 wrote:
It's frustrating. But if I'm not handling details like this, our game drags on for another hour......If I, as the GM, can make things a little easier? I do.

And in my experience you're only ensuring they never capable of handling details like this. No doubt if you stop doing these things the game will drag on dramatically more, at the start. But based on my experience it will improve over time.

Your group might be the exception to everyone I've ever gamed with. But even that (lacking any further evidence to demonstrate my experience is in fact the exception) demonstrates it's a table issue and not a game issue. Given that any changes to the greater game in order to address the table issue should be looked at very closely to make sure they don't make the game worse for everyone who doesn't experience such issues.

Quandary wrote:
Shifting to 1-20 Spell Levels is obvious way to do that, and since Paizo is ALREADY increasing the number of spell levels (9->10), that obviously isn't a sacred cow.

Introducing one extra spell level that comes online at high level play isn't a significant change to the system or how characters are run. Introducing 11 new spell levels that come online as early as level 2 would be a dramatic change to how characters are run and the assigning of spell slots. It'd also decrease the versatility of casters dramatically.

It'd also sure look like a 4th ed solution to the problem


I wouldn't have a problem with 20 levels of spells. I would want most of them to be low level with the ability to cast in higher-level slots, though. There aren't that many spells you can't scale down to lower levels. Wish could be implemented as a 4th Level spell if it could only emulate a 1st Level spell (for example, not intended to be an airtight estimate of the proper lowest level of Wish). Resurrection could be relatively low level, too (but you would have to cast it within 1 round of death or some such). Even Gate could be characterized as a Summon Monster spell with a two-way variant available at a certain level.

I don't think it would be that hard, as long as you bust out the sacred cow sledge hammer (they die better with a sledge hammer).


John, given I'm not alone in what I've encountered... have you considered maybe you're just lucking out with your players?

Also, there is a difference between simplifying game mechanics and 4th Edition D&D. 4th Edition D&D altered how the classes played, eliminated races, and generally made the game into something that wasn't D&D anymore. And there were plenty of folk who enjoyed it. There were folk who cried foul when 5th Edition returned to its 3rd edition roots and continue to play 4th edition instead.

From the looks of Pathfinder 2, they are simplifying things and increasing the versatility and player choice in others. For instance, their explanation for how spells are shown is they are standardizing the format to resemble that of how Feats are written up. This can improve comprehension. But it also alters it from a format folk are familiar with, and some folk dislike it, claiming it's too "4th Edition" - but from what I can understand, it's more that "it looks different so I'm going to claim it's too 4th Ed. because Pathfinder was built because of 4th Ed. hatred and we can convince the developers to make minimal changes as a result."

Pathfinder 2 is going to change. It's not going to be the same game the first Pathfinder was - much like the first Pathfinder was in a number of ways different from D&D 3.5 and from 3.0.

One step by which you simplify is you reduce the number of die rolls and how many things the GM has to look up. For instance, Spell Points for abilities that can be used a limited number of times a day helps consolidate abilities from a half dozen or more separate abilities that could be used between once and a dozen times a day to a unified pool similar to Panache/Grit, Channel Positive Energy and Smite for Paladins, or the pool Monks and Ninjas share.

This consolidates things and makes it easier to track.

Though ultimately we only have snippets here and there. We won't know for a little under four months what the Playtest will provide.

------------

Any ideas what we'll see for a Blog for Friday? It seems likely we'd be going with half-elves and half-orcs but we also didn't see a class blog this last time so...

Also I have to wonder. Will Resonance end up being a Monday Blog in the future? It's also going to draw a lot of comments and discussion I'm sure so....

Liberty's Edge

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Tangent101 wrote:
John, given I'm not alone in what I've encountered... have you considered maybe you're just lucking out with your players?

Half the players in my game can take a look at other players rolls and tell you what the total is, without looking at their character sheet. They've just gotten good at figuring out what stats and character options being used are, along with what buffs/debuffs are going. Person with the most problem figuring out bonuses exclusively uses herolabs. I don't think John's alone in this. If you have to get better at something, you usually do. I mean there are people with learning disabilities where no amount of practice is going to help, but that's usually the exception in my experience, not the rule.


Deighton Thrane wrote:
Tangent101 wrote:
John, given I'm not alone in what I've encountered... have you considered maybe you're just lucking out with your players?
Half the players in my game can take a look at other players rolls and tell you what the total is, without looking at their character sheet. They've just gotten good at figuring out what stats and character options being used are, along with what buffs/debuffs are going. Person with the most problem figuring out bonuses exclusively uses herolabs. I don't think John's alone in this. If you have to get better at something, you usually do. I mean there are people with learning disabilities where no amount of practice is going to help, but that's usually the exception in my experience, not the rule.

I've two groups. The first is my Skype group. We've played for 5.5 years now and just finished up Rise of the Runelords. None of them have Hero Labs. They rely on PDFs of their character sheets that I e-mail to them.

My tabletop group is a husband-wife team. The wife bought Hero Labs for use in character generation. They print out their character sheets and bring them to the table.

The only use of Hero Labs is by me. I level up characters with it, I track initiatives, hit points, and buffs through it. (Next campaign I'm not going to track the buffs for players. It should save me a considerable amount of time not having to program it in.)

In short, my group games electronically, but doesn't keep track of stats and such electronically. I do. And I'll be stopping that with the next campaign. (And also for the Goblin games I'll be running while waiting for the playtest to arise, but those are low level games in any event.)

I started tracking buffs using my computer because people kept losing track of who had what. And trust me. I know far better than my players what buffs do what, especially as half the time they never bothered with basic spells such as Bless, Prayer, or the like. It's the players. Not the software.


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@Tangent101, @John Lynch 106 (primarily): I feel this has gotten off topic at this point. Not saying it's not something that should be discussed, but we're quite a few steps removed from talking about Spellcasting in Pathfinder 2.0. Can we close this out here/move to another thread please?


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Pathfinder Rulebook Subscriber

I think the wording on Heal could use some tightening up, especially in the Heightening text.

Heightened (+1) Increase the amount of healing or damage by 1d8, or by 2d8 if you're using the one- or two-action version to heal the living.

vs

Heightened (+1) Add an extra d8. If casting on a single target for healing, add 2d8 instead.

Or, if the area of affect doesn't get a boost when heightened (and I think it should)

Heightened (+1) Increase the roll by +1d8. If casting on a single target for healing, increase by +2d8 instead.


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PLEASE stop calling them 'spell levels' - it's too easily confused with 'character levels' - can we have "SPELL ORDERS" or something folks?


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Pathfinder Rulebook Subscriber
Diego Rossi wrote:
graystone wrote:
John Lynch 106 wrote:
Finally as a sidenote: In my opinion (based on my own experience) electronic character builders are a crutch that encourages players to not learn the rules for their characters or understand the game they're playing.

While it can be, it's not universal. I know I always read the books/pdf's first and use the tools just to speed up character creation: the same way various online sites have search engines and/or reworked section like the kineticist which was MUCH better presented there than in the actual book.

David knott 242 wrote:
I had one friend who could not locate another friend's house without a GPS.
Hey! Some of us didn't have any sense of direction BEFORE GPS was a thing. ;)

I have a friend that gave all of us a detailed, hand draw, map of the location of his new house when he changed residence. Some of us needed it.

I, if I am the passenger in a car, have some serious difficulty memorizing a route. After making it by myself even once it become easy.

Game rules are similar: you start by using a support like Herolab, you never learn them completely or coherently. If you first read the manuals and at least once use them without assist make them clear and Herolab become a very good tool.

Eh, the bolded certainly wasn't true for me. I used PC Gen for my very first Pathfinder character, and 99% of the time after I have used some flavor of character generation. I know the rules very, very well despite not even owning a copy of the core rulebook.

The thing about using a character generator is it can affirm that you are doing it right. I may think I've allocated my skill ranks right, but with a Gen I KNOW. And I can see the numbers changing in action, which can be very helpful in learning things like class skills.

Now, this feels like a separate issue from whether or not players will be more invested if forced to do their own legwork in making a character. There's probably some wisdom there, and I have definitely done more work on other people's characters than I should have. But I want to play with people I actually like, as opposed to people that just know the game really well, which means a certain degree of compromise to lower the barriers of entry to this very complicated game.


Pathfinder Rulebook Subscriber

They can't be Orders. Druids have Orders. You'll have Storm Order Druids casting nth Order spells.


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John Lynch 106 wrote:

Finally as a sidenote: In my opinion (based on my own experience) electronic character builders are a crutch that encourages players to not learn the rules for their characters or understand the game they're playing. I've had it happen to me. The issues you're raising as "needlessly complicated" only demonstrate that further.

Pieces of paper and pencils ensure players understand the rules to a much greater degree and I have only seen "substandard"* players become better players by removing electronic character builders. I've also played with some really dumb players as well who struggled to understand even basic concepts of the game they were playing. Removing the electronic character builder helped them understand the game much better than any amount of running their character for them did. This isn't a Pathfinder phenomenon either. This is a tabletop RPG phenomenon that carries across various different styles of RPG rulesets.

*By this I mean players who have limited understanding of the rules and/or their characters

Excuse me? "Substandard players?" Because they choose to use a few tools to simplify the gameplay experience? Accusing players of not understanding the game because they don't want to scribble everything out on pen and paper? This is extremely insulting, especially the "substandard" remark, and objectively false. I prefer to, say, write out my M&M hero sheets and powers in my own format, and do it all myself, but plenty of players who use Hero Lab understand what they're doing just as much as I do.

Your own understanding of the rules of high-level 3.x/PF play is demonstrably lacking, based on what you've erroneously claimed, but putting down whole swathes of players because they play differently than you do? That's exactly the kind of toxic behavior this hobby (like the rest of gaming) absolutely does not need, thank you.


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This discussion is getting into dangerous territory. Let's drop it please and get back into discussing the magic system and areas where you think it could be improved, things you like about it, and so forth.

For instance, while I'm not exactly happy with Paizo's decision to eliminate gradual increases in spell power for each level, I must admit it has some interesting aspects to it. For one thing, it means more powerful incarnations of Fireball will be increasingly difficult to avoid even as they do more damage. That's a rather fascinating aspect - it's as if the spell burns hotter (in the case of Fireball) and becomes harder to avoid as a result.

And while some people might feel spells having fixed damage ranges for the level they first come about diminishes the spells, at the same time you have critical failures for saving throws which means that Third Tier Fireball could actually do 10d6 damage if some poor sap falls flat on their face when trying to dodge it. ;)


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DrJoeScience wrote:
PLEASE stop calling them 'spell levels' - it's too easily confused with 'character levels' - can we have "SPELL ORDERS" or something folks?

Can We please stop calling them character levels. They're too easily confused with dungeon levels. Can we please call them class ranks?


I'd rather not get another thread locked Lady Firebird arguing with you. If you actually want to discuss this with me (rather than fight with me) feel free to PM me. Otherwise I'll Not be continuing this conversation.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Pretty sure saving throws are based on character level, not spell level. The magic of a more experienced caster is harder to avoid.


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John Lynch 106 wrote:
I'd rather not get another thread locked Lady Firebird arguing with you. If you actually want to discuss this with me (rather than fight with me) feel free to PM me. Otherwise I'll Not be continuing this conversation.

It's not an "argument." Please don't insult huge amounts of players for not playing the way you do. It's not that hard. I flagged the post, and if I see any further ones along those lines, I will continue to do so.

Tangent101 wrote:

For instance, while I'm not exactly happy with Paizo's decision to eliminate gradual increases in spell power for each level, I must admit it has some interesting aspects to it. For one thing, it means more powerful incarnations of Fireball will be increasingly difficult to avoid even as they do more damage. That's a rather fascinating aspect - it's as if the spell burns hotter (in the case of Fireball) and becomes harder to avoid as a result.

And while some people might feel spells having fixed damage ranges for the level they first come about diminishes the spells, at the same time you have critical failures for saving throws which means that Third Tier Fireball could actually do 10d6 damage if some poor sap falls flat on their face when trying to dodge it. ;)

Some of it may be in the fact that more powerful mages simply summon more flames and are more accurate. So far, I like what I see and it seems very promising. I do still worry about caster supremacy with spells, but I really love the way they're doing magic. I look forward to seeing more. What I really want to see are feats.

Have you ever played FantasyCraft? That game was a good example of how to take the 3.x engine and do some unique stuff with it. In particular, every class, including martial classes, got awesome stuff to do, and the feat chains were shorter, with less speedbumps, and very powerful. Style feats, measuring (of course) fighting styles, were especially awesome.


Jesikah Morning's Dew wrote:
Please don't insult huge amounts of players for not playing the way you do. It's not that hard. I flagged the post, and if I see any further ones along those lines, I will continue to do so.

Not what I was doing. But if you or anyone else believes that is what I'm doing then they're welcome to either flag my posts or PM me and I'd be happy to discuss the topic further. I'll end my part in this derail now.


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lordrichter wrote:

In Vampiric Exsanguination your success/fail block appears like this:

Success Half damage.
Critical Success No damage.
Failure Full damage.
Critical Failure Double damage.

I get the order of success then failure, but it screws me up to read success then critical success in the context of the entire block.

Realizing that I do not know your requirements for publication and what not. The following is a suggestion that changes the order of items in your block, but does not change the layout of the block as a whole but improves the readability.

Critical Success No damage.
Success Half damage.
Failure Full damage.
Critical Failure Double damage.

Mark has already addressed this.

The Critical line will often reference the success/failure effect and read “as success and...”. It is considered clearer to thus list the normal outcome first. Additionally, all of the blocks are success then failure for consistency even when failure is the desirable outcome for the player.

Scarab Sages

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JRutterbush wrote:
Blake Duffey wrote:
I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.
It was stated on the Glass Cannon playtest that your spellcasting modifier adds your level as well as the relevant ability modifier, so it does quickly become a significant bonus.

Kyra has Wis 18 and heals 1d8+4 at 1st, so that doesn‘t seem to be the case.

Liberty's Edge

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Catharsis wrote:
JRutterbush wrote:
Blake Duffey wrote:
I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.
It was stated on the Glass Cannon playtest that your spellcasting modifier adds your level as well as the relevant ability modifier, so it does quickly become a significant bonus.
Kyra has Wis 18 and heals 1d8+4 at 1st, so that doesn‘t seem to be the case.

This is definitely an area where some evidence points one way and some another. Either way someone made an error in one of the demo games, the question is simply which is the error in regards to spellcasting modifier: Adding Level, or Not Adding Level.

Liberty's Edge

This level is approximately half of that level. Yes I can see why newcomers would prefer avoiding this

I would be ok with using spell magnitudes

As for lists and essences, I first thought of lists being a mix of 2 essences but it does seem a bit overcomplicated, so the likely answer is that list = essence, though I would not rule out some spells requiring access to 2 specific essences (for example for all those specifically druidic spells out there)

My initial take on list being a mix of 2 essences is that the 4 essences come in pairs : Material vs Spiritual and Mental vs Vital. So I first thought of them as the 4 points of a square with the 4 core lists being the sides of the square : Arcane = Material + Mental, Divine = Spiritual + Vital, Nature = Material + Vital, xxx = Spiritual + Mental

The 4th list might deal with summoning outsiders or affecting souls in a precise and calculated way. I could see spells dealing with emotions on that list. Which would fit the Bard

On another note, I dislike that Necromancy (literally magic of death) is used for healing people freely. But it seems I'm in the minority here


Necromancy is already used for negative energy, so why shouldn't it manipulate positive energy as well? The point of necromancy is to have power over life and death, conjuration is for summoning and dimensional stuff (teleport, plane shift and so on).

Liberty's Edge

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The Raven Black wrote:
On another note, I dislike that Necromancy (literally magic of death) is used for healing people freely. But it seems I'm in the minority here

I'm kind of with you on this one. I feel like it's a legacy thing where people just want it classified that way because it's the way things were when they first learned the d20 ruleset, probably AD&D. Though, to be pedantic, necromancy isn't the magic of death, it's divination by means of death. It originally refers to cases where spirits were summoned, or humans were raised bodily so that the magician may use their insight to find answers or predict the future. It's kind of morphed into the word for death magic in the modern lexicon, but's that's not really it's definition. I'm okay with it being used as the magic that controls the forces of life and death, but I'm still surprised by the push to have the cure spells, or heal in PF2, to be classified as necromancy.


I'm surprised that (EDIT: in dnd/pf1) they chose conjuration for cure/inflict, since it's a form of energy manipulation more than summoning/creation. In my opinion it would have made more sense if it was evocation since we are dealing with raw energy, but for simplicity sake i'm fine with them being classified as necromantic spells.


The Raven Black wrote:

{. . .}

On another note, I dislike that Necromancy (literally magic of death) is used for healing people freely. But it seems I'm in the minority here

It doesn't have to be necessarily just magic of death causation. It can also be magic of death prevention or even rollback.


In my games I already change conjuration (healing) to necromancy (healing) so it's a good change for me!


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Personally, I would have liked to see a number of different forms of healing, falling under a couple different schools. Regenerate - for instance - seems it should fall under transmutation, as it is physical repair of the creature's form.


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I’m more than okay with transmutation and conjuration no longer being grab-bag catch-alls that can replicate the effects of any other school. It’s easy to explain- trolls have a natural necromantic effect, rather than the spell transmuting you.


Conjuration works on the basis that it allows de novo creation of flesh and bone which worked fine, I feel.

Necromancy, I guess works too, but it feels more like a transmutation effect to me - though I can understand why they wouldn't want to put it there...


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Tangent101 wrote:

This discussion is getting into dangerous territory. Let's drop it please and get back into discussing the magic system and areas where you think it could be improved, things you like about it, and so forth.

For instance, while I'm not exactly happy with Paizo's decision to eliminate gradual increases in spell power for each level, I must admit it has some interesting aspects to it. For one thing, it means more powerful incarnations of Fireball will be increasingly difficult to avoid even as they do more damage. That's a rather fascinating aspect - it's as if the spell burns hotter (in the case of Fireball) and becomes harder to avoid as a result.

And while some people might feel spells having fixed damage ranges for the level they first come about diminishes the spells, at the same time you have critical failures for saving throws which means that Third Tier Fireball could actually do 10d6 damage if some poor sap falls flat on their face when trying to dodge it. ;)

The new system makes it easier to balance spells. In the old one, you had spells like haste that were very useful at high levels vs spells like Fireball that became less and less powerful at high levels.

Now, you can keep those damage spells relevant instead of having to introduce new ones that do basically the same thing.


Blake Duffey wrote:
I may be the only one, but I'd very much like to see PF2 move away from the '+ your spellcasting ability modifier' model. It is for the most part meaningless and adds needless complexity/bookkeeping. The Heal spell is a great example - removing '+ your spellcasting ability modifier' from that spell description multiple times would make it read much cleaner (it appears 4 times). And when you are dealing with 3d8, 5d8, etc - +2, +3, are not a significant impact, numbers wise.

It makes a difference. Out of combat, it is MUCH more efficient to cast the spell at lower level multiple times.

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