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Power Word Spells: Lore of the First Language (PFRPG) PDF

****½ (based on 4 ratings)

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Welcome to Power Word Spells: Lore of the First Language, the latest product in the new Super Genius Presents line of books!

Power word spells are one of the most interesting elements of the “assumed setting” described by the rules of the Pathfinder Roleplaying Game Core Rulebook. Though the power word spells do not have any description of how and why they are different from other spells, both their naming convention (each being “power word” and then a single action or condition) and their unique game mechanics make it clear they are a different kind of magic.

It’s also clear that while power words are enchantment (compulsion) [mind-affecting], they aren’t limited to forcing a target to do something normally within the power of its conscious mind. There’s no rule to suggest that characters can willingly go blind, become stunned, or kill themselves by will alone, yet the power word spells produce those effects. These are, on the other hand, the kinds of things that adventure fiction suggests that a creature’s mind can do to itself subconsciously, either as a hypnotic suggestion or as result of trauma. Much as a creature can faint if sufficiently surprised or suffer hysterical blindness if subject to sufficient trauma, power words seem to be able to call upon the powers of the mind to do things beyond conscious control.

When considered from the perspective of adventure and fantasy fiction, it becomes reasonable to wonder what else power words can do. In the expanded spells below, the power of the mind to control the body is expanded to include spontaneous combustion, loss of senses, and potentially permanent changes of alignment and memory. While these are beyond the scope of most enchantment spells, they are certainly no less reasonable than suggesting a creature can will itself to drop dead, as power word kill does.

So, what makes power words different from other spells? Why do they focus their power into a single word that affects the minds of their targets, but don’t even need to be heard to be effective? To answer those questions we first take an in-depth look at what we can learn from power word spells’ unique rules, then present a new game element—the First Language.

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PZOPDFRGGOWC6101E


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Product Discussion (56)
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Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

Now available!

Paizo Employee Modules Overlord

The second Super Genius Presents book is now available: Power Word Spells: Lore of the First Language. This product explores what makes power word spells (power word blind, power word stun, and power word kill) different from other spells, and presents the idea of a First Language, a potent ur-tongue from which all other language eventually evolved.

The product includes:
What Makes Power Words Different?
A discussion of how power words work, and what that means about their nature.
The First Language
Introduction of a new element for a campaign, the mythic First Language, from which power word spells come.
New Feats
New feats focused on power words and mastery of The First Language
First Language Syntax
Greater First Language Syntax
Heighten Power Word
Lore of the First Language
Master of the First Language
Speaker of the First Language
Split Word
New Power Word Spells
1st-Level Spells
Power Word Dazzle
Power Word Fascinate
Power Word Hesitate

2nd-Level Spells
Power Word Combust
Power Word Decelerate
Power Word Trip

3rd-Level Spells
Power Word Bleed
Power Word Inspire
Power Word Sicken

4th-Level Spells
Power Word Burden
Power Word Frighten
Power Word Mute

5th-Level Spells
Power Word Beguile
Power Word Deafen
Power Word Weary

6th-Level Spells
Power Word Stagger
Power Word Surprise

7th-Level Spells
Power Word Daze
8th-Level Spells
Power Word Confuse
9th-Level Spells
Power Word Nauseate


Mew power words? Are they in the language of the Catfolk? ;-)P
All joking aside..I have been waiting for a product like this for ages. Thanks!

Paizo Employee Modules Overlord

Blackerose wrote:

Mew power words? Are they in the language of the Catfolk? ;-)P

All joking aside..I have been waiting for a product like this for ages. Thanks!

See, this is why my actual game products get an outside editor...

Fixed, and I hope you like it!

Paizo Employee Modules Overlord

Liz Courts wrote:
Now available!

Thanks, Liz!


Must own...must wait until payday...it's only one day...I have been wanting to play a character that has mastered spells like this. Now do decide if he's going to be a sorcerer or wizard. I'm leaning toward sorcerer.

Dark Archive

Can't wait to check this out! Darn that lack of free time!


Actually, the timing on this is perfect. Debating on an Eldrtich Godling character with something unique in their spells, looks like I found it! Now to get the DM to approve it. LOL.

Paizo Employee Modules Overlord

Bob_Loblaw wrote:
Must own...must wait until payday...it's only one day...I have been wanting to play a character that has mastered spells like this.

We have considered the slogan "Super Genius Games: Reading Your Mind Since 2009!" But we decided it was a bit creepy. :)

Bob_Loblaw wrote:
Now do decide if he's going to be a sorcerer or wizard. I'm leaning toward sorcerer.

There is definitely a very interesting style difference between power word-heavy sorcerers, and pw-heavy wizards. Sorcerers, with their limited spells known, can end up being the coup de grace kings, able to bring nearly any fight to a close 1 or 2 rounds early, but often struggling early in a fight because most of their options depend on a target having low hit points. (In fights with lots of flunkies, they often become snipers, eliminating 1 target at a time).

Wizards, I found, generally just prepare 1 pw spell per level, but also become encouraged to pick up blasting spells again. Suddenly dishing out hit hp damage becomes step 1 or a 2-step tactic, and they don't *need* to dish it out faster than warriors to take advantage of their own blaster spells.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

So...Power Word bloodline? :D

Paizo Employee Modules Overlord

9 people marked this as a favorite.
Cheapy wrote:
So...Power Word bloodline? :D

That's a GREAT idea!

How about this?

True Speaker Bloodline
A powerful user of Power Words, and master of the First Language, existed somewhere in your ancestry. So great was his mastery of the power words of the First Language that mystic echoes of his superior use of power words reverberate still, in your arcane powers.
Class Skill: Linguistics
Bonus Spells: power word dazzle* (3rd), power word decelerate* (5th), power word sicken* (7th), power word burden* (9th), power word deafen* (11th), power word stagger* (13th), power word blind (15th), power word stun (17th), power word kill (19th).
*Indicates a new spell presented in Super Genius Presents: Power Word Spells, Lore of the First Language
Bonus Feats: First Language Syntax*, Greater First Language Syntax*, Heighten Power Word*, Lore of the First Language*, Master of the First Language*, Speaker of the First Language*, Split Word*.
*Indicates a new feat presented in Super Genius Presents: Power Word Spells, Lore of the First Language
[b]Bloodline Arcana:[b] Whenever you cast a spell with Verbal components, and no other components, you add your Charisma bonus to your caster level when determining the spell's range.
Life Sense (Su): Your strong ties to the lifeforce-targeting abilities of power word spells allows you to easily judge a creature's remaining hit points. As a move action you can make a Heal or Perception check against any creature you can see to determine its remaining hit points. The DC of this check is 10 + (creature's CR). This check is rolled in secret by the GM. If you miss the check by 5 or more, there is a 25% chance you seriously misjudge the creature's hit points, gaining an answer that is 50% too low, or 100% too high.
Polyglot (Su): At 3rd level, you can understand any form of speech or writing with a successful DC 15 Linguistics check, and may speak or write in any language with a DC 20 Linguistics check.
Arcane Word (Su): At ninth level, your mastery of the magic of words expands you spellcasting options. Select one 1st-level bard, cleric, or witch spell than is language dependent. You gain this as a bonus spell known, and treat it as a sorcerer spell. You may select an additional spell of this type that is 1st or 2nd level at 13th level, and one that is 1st, 2nd, or 3rd at 17th level.
Echoing Word (Su): At 15th level, once per day when you target a creature with a power word spell, and the spell has no affect at all on the target, you may select a new target for the spell as a swift action.
One With the Word (Su): At 20th level you become one with the first Language. You gain telepathy that allows you to communicate with any creature with an Int of 1 or higher within 100 feet. Your language-dependent spells function on any creature with an Int of 1 or higher. You are also forevermore treated as an outsider rather than as a humanoid (or whatever the your type was) for the purpose of spells and magical effects.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

That is Awesome.

Marathon Voter 2013

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The main suggestion I would have is instead of learning the hit points, you learn if a power word spell of your choice would work. Less metagame info revealed that way :)

Minister of Propaganda, Super Genius Games

2 people marked this as a favorite.
Cheapy wrote:
That is Awesome.

There's a reason he's a Genius. ;)

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
R. Hyrum Savage wrote:
Cheapy wrote:
That is Awesome.
There's a reason he's a Genius. ;)

And he shows that reason with every release!


Owen K. C. Stephens wrote:
Cheapy wrote:
So...Power Word bloodline? :D

That's a GREAT idea!

How about this?

True Speaker Bloodline
A powerful user of Power Words, and master of the First Language, existed somewhere in your ancestry. So great was his mastery of the power words of the First Language that mystic echoes of his superior use of power words reverberate still, in your arcane powers.
Class Skill: Linguistics
Bonus Spells: power word dazzle* (3rd), power word decelerate* (5th), power word sicken* (7th), power word burden* (9th), power word deafen* (11th), power word stagger* (13th), power word blind (15th), power word stun (17th), power word kill (19th).
*Indicates a new spell presented in Super Genius Presents: Power Word Spells, Lore of the First Language
Bonus Feats: First Language Syntax*, Greater First Language Syntax*, Heighten Power Word*, Lore of the First Language*, Master of the First Language*, Speaker of the First Language*, Split Word*.
*Indicates a new feat presented in Super Genius Presents: Power Word Spells, Lore of the First Language
Bloodline Arcana:[b] Whenever you cast a spell with Verbal components, and no other components, you add your Charisma bonus to your caster level when determining the spell's range.
Life Sense (Su): Your strong ties to the lifeforce-targeting abilities of power word spells allows you to easily judge a creature's remaining hit points. As a move action you can make a Heal or Perception check against any creature you can see to determine its remaining hit points. The DC of this check is 10 + (creature's CR). This check is rolled in secret by the GM. If you miss the check by 5 or more, there is a 25% chance you seriously misjudge the creature's hit points, gaining an answer that is 50% too low, or 100% too high.
Polyglot (Su): At
[/b]...

Now to get all this into Hero Lab and convince my GM that your stuff should be allowed in the upcoming game. He's not leery about 3pp stuff. He's leery about 3pp stuff in my hands.

Paizo Employee Modules Overlord

Bob_Loblaw wrote:
Now to get all this into Hero Lab and convince my GM that your stuff should be allowed in the upcoming game. He's not leery about 3pp stuff. He's leery about 3pp stuff in my hands.

If you want, you can tell him that if he has any problems with your character, I'll be happy to point out your weaknesses, and what other stuff from the same product can be used to destroy you.

You know... if you think that'd help. :D


Owen K. C. Stephens wrote:
Bob_Loblaw wrote:
Now to get all this into Hero Lab and convince my GM that your stuff should be allowed in the upcoming game. He's not leery about 3pp stuff. He's leery about 3pp stuff in my hands.

If you want, you can tell him that if he has any problems with your character, I'll be happy to point out your weaknesses, and what other stuff from the same product can be used to destroy you.

You know... if you think that'd help. :D

He's going to look it over before he decides. He wanted to keep things with just Core then I reminded him he's going to have a magus and an inquisitor and he approved a fighter archetype from Ultimate Combat. He's going to be running Serpents Skull and is a bit concerned that my experience with gaming will make it more challenging for him.

I think I can convince him to allow it on a provisional basis. I can also tell him to come here and ask for ways to stop my character. I don't think I'd be any more powerful than any other caster, just very focused. Sometimes that can be a bad thing.

Once I get it all in Hero Lab, I can send you a copy if you would like. It's going to take me a little while though. I get bored entering data so it takes me longer than normal.

Paizo Employee Modules Overlord

Bob_Loblaw wrote:
He's going to look it over before he decides. He wanted to keep things with just Core then I reminded him he's going to have a magus and an inquisitor and he approved a fighter archetype from Ultimate Combat. He's going to be running Serpents Skull and is a bit concerned that my experience with gaming will make it more challenging for him.

It will, or course. So... be gentle?

Bob_Loblaw wrote:
I think I can convince him to allow it on a provisional basis. I can also tell him to come here and ask for ways to stop my character. I don't think I'd be any more powerful than any other caster, just very focused. Sometimes that can be a bad thing.

Focus is a two-edged sword, yes. Seriously, if he gets flustered, have him ask me directly on Facebook or something. I'm a very hands-on designer. :)

Once I get it all in Hero Lab, I can send you a copy if you would like. It's going to take me a little while though. I get bored entering data so it takes me longer than normal.

I'll absolutely want to see it. I'll pass it along to John Halpin once you;re done!


Owen K. C. Stephens wrote:
Bob_Loblaw wrote:
He's going to look it over before he decides. He wanted to keep things with just Core then I reminded him he's going to have a magus and an inquisitor and he approved a fighter archetype from Ultimate Combat. He's going to be running Serpents Skull and is a bit concerned that my experience with gaming will make it more challenging for him.
It will, or course. So... be gentle?

Gentle? Never! I haven't been a player in a campaign in over 20 years and I've never had the opportunity to play a character from 1st level to the maximum for the game. I've primarily GMed for 30+ years. I just realized I've GMed longer than he's been alive. Maybe I should be a little gentle.

Bob_Loblaw wrote:
I think I can convince him to allow it on a provisional basis. I can also tell him to come here and ask for ways to stop my character. I don't think I'd be any more powerful than any other caster, just very focused. Sometimes that can be a bad thing.
Focus is a two-edged sword, yes. Seriously, if he gets flustered, have him ask me directly on Facebook or something. I'm a very hands-on designer. :)

I mentioned that he should friend you on Facebook. I also told him that you are often here to answer any questions and provide advice.

I'll absolutely want to see it. I'll pass it along to John Halpin once you;re done!

I'll get crackin!

Paizo Employee Modules Overlord

Bob_Loblaw wrote:
I just realized I've GMed longer than he's been alive. Maybe I should be a little gentle.

You think? I mean, you have more experience with, well, everything than he does. :D

Bob_Loblaw wrote:
I mentioned that he should friend you on Facebook. I also told him that you are often here to answer any questions and provide advice.

QFT


2 people marked this as a favorite.

HEY!! How come I didn't make the cut?! What are you tryin' to say, here, Stephens? Huh?

Let's have it out. Right here, right now. You and me, mano e mano, zipper vs. zipper-undoing-dweomer. I guarantee you'll be caught with your pants down, sir.

;D

Paizo Employee Modules Overlord

5 people marked this as a favorite.
Power Word Unzip wrote:
HEY!! How come I didn't make the cut?! What are you tryin' to say, here, Stephens? Huh?

A thousand apologies, good sir! My intern goblins, responsible for bringing me lists of appropriate power word candidates, never even showed me your resume. It is an oversight of the highest villainy!

Power Word Unzip wrote:
Let's have it out. Right here, right now. You and me, mano e mano, zipper vs. zipper-undoing-dweomer. I guarantee you'll be caught with your pants down, sir.

No need, I assure you! Instead, let's just add you, here, as a bit of "bonus" material, shall we?

Power Word Unzip
School enchantment (compulsion) [joke, mind-affecting]; Level antipaladin 3, bard 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 45 hp or less
Duration instantaneous
Saving Throw none; Spell Resistance yes

You utter a single word of power that instantly causes on piece of clothing (including magic clothing, such as magic boots and gloves, but not a shield or armor of any kind) to completely unzip, untie, and unlace itself and fall off one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 46 or more hit points is unaffected by power word unzip.


Mr Stephens I sent you a copy of the Hero Lab files I created. As a bonus, I added the bloodline as well.


A spellcaster that uses the Lore of the First Language feat should definitely consider using the Scrollmaster archetype from Ultimate Magic. If you can read magic at will, you might as well bring something to read (and fight with!)


I think that a read of the Kate Daniels series would provide a really interesting way to flavor this. Merely seeing a new word of the first language provokes a struggle to master it (that could mean you down on the ground screaming -- and that's if you succeed). But then speaking a single word has immense power, since its primal nature reshapes reality.


Some of those sorcerer bloodline abilities might also be useful to adapt as abilities for a focused arcane school (as per Advanced Player's Guide) that allows an enchanter to specialize in power words.


Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Modules, Tales Subscriber
Owen K. C. Stephens wrote:

Power Word Unzip

School enchantment (compulsion) [joke, mind-affecting]; Level antipaladin 3, bard 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 45 hp or less
Duration instantaneous
Saving Throw none; Spell Resistance yes

You utter a single word of power that instantly causes on piece of clothing (including magic clothing, such as magic boots and gloves, but not a shield or armor of any kind) to completely unzip, untie, and unlace itself and fall off one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 46 or more hit points is unaffected by power word unzip.

This is very reminiscient of a Bard Spell from 1001 Spells called Pants. Don't recall the level offhand (the book is at home), but the spell drops the target's pants around his/her ankles.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Pants is a cantrip that can be fixed with a move action.

Paizo Employee Modules Overlord

Many thanks to General Dorsey for the review!

Paizo Employee Modules Overlord

Fredrik wrote:
I think that a read of the Kate Daniels series would provide a really interesting way to flavor this. Merely seeing a new word of the first language provokes a struggle to master it (that could mean you down on the ground screaming -- and that's if you succeed). But then speaking a single word has immense power, since its primal nature reshapes reality.

I've also seen some Skyrim fans talk about how much it links with new character ideas they recently developed.

I think one of the reasons I have always loved power word spells so much is that the idea of words with real magic power is a common trope in a lot of my favorite fantasy fiction. I'm glad to have expanded those options for people with similar tastes in fantasy. :)

Sovereign Court

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Modules Subscriber

Words of Power always make me think of Ged.


1 person marked this as a favorite.

Running a Skyrim-esque game set in the Lands of the Linnorm Kings and using the Words of Power system is on my RPG bucket list.


Owen K. C. Stephens wrote:


Life Sense (Su): Your strong ties to the lifeforce-targeting abilities of power word spells allows you to easily judge a creature's remaining hit points. As a move action you can make a Heal or Perception check against any creature you can see to determine its remaining hit points. The DC of this check is 10 + (creature's CR). This check is rolled in secret by the GM. If you miss the check by 5 or more, there is a 25% chance you seriously misjudge the creature's hit points, gaining an answer that is 50% too low, or 100% too high.

This is great, but right now, there is no other way for a character to even guess whether or not a monster has been weakened sufficiently to be vulnerable to a power word spell. Sure, the players know how many hit points a monster has and how many hits it's taken, but there really should be some way an enchanter or Logos-domain cleric can estimate this sort of thing in-character.

And, speaking of enchanters, I've been thinking about a focused arcane school for those who wish to specialize in power words; I'd call it Locution. A Locutor would probably replace the enchanter's aura of despair at 8th level with the Logos domain's power word of command ability. He could keep the basic enchanter's dazing touch, but I'm not sure what he could use to replace Enchanting Smile. A Locutor wouldn't be interested in the subtle manipulations that most enchanters favor; he would speak, and creatures would obey.

Paizo Employee Modules Overlord

RickSummon wrote:
Owen K. C. Stephens wrote:


Life Sense (Su):
This is great, but right now, there is no other way for a character to even guess whether or not a monster has been weakened sufficiently to be vulnerable to a power word spell. Sure, the players know how many hit points a monster has and how many hits it's taken, but there really should be some way an enchanter or Logos-domain cleric can estimate this sort of thing in-character.

I agree.

But.

A lot of groups already have rules they use to determine such things. Healing checks. Perception checks. Appropriate Knowledge checks. If I introduce a new universal way for something so basic to be resolved, I risk taking away the ability of characters to do it well or do it at all (if I change it to a different skill with no synergies to their characters, or make it a feat or other resource when they currently do it without having to pick up a special ability). Given how basic "how many hit points does it have" is, this is going to be in existing houserules a lot.

Other groups will feel a character SHOULDN'T be able to gain such information without s supernatural or magic resource. After all, spellcasters don't automatically get to know what the save bonuses of monsters are, and there's debate about how much you can learn about immunities and resistances from Knowledge checks. Such groups wouldn't want such rules to be added, and GMs often don't want to allow anything from a source where they see something they need to ban right off the bat.

This option, making it a magic power for sorcerers in tune with the spells that work off it, allows it to be added to a game without changing how the core rules of that game already function.

Another way to handle this would be to make suggestions in a sidebar.

RickSummon wrote:
And, speaking of enchanters, I've been thinking about a focused arcane school for those who wish to specialize in power words; I'd call it Locution. A Locutor would probably replace the enchanter's aura of despair at 8th level with the Logos domain's power word of command ability. He could keep the basic enchanter's dazing touch, but I'm not sure what he could use to replace Enchanting Smile. A Locutor wouldn't be interested in the subtle manipulations that most enchanters favor; he would speak, and creatures would obey.

That's all very cool. If I'd thought of it, I might have included such a thing in the book. :)


Out of curiosity, why did you have the Logos domain's first level power not follow the same pattern as the other domains for number of uses per day (3 + Wisdom modifier)?

Paizo Employee Modules Overlord

1 person marked this as a favorite.
Bob_Loblaw wrote:
Out of curiosity, why did you have the Logos domain's first level power not follow the same pattern as the other domains for number of uses per day (3 + Wisdom modifier)?

While that is the most common formula, it's not universal. The animal domain's 1st level power is a number of rounds per day equal to 3 +{ level. The feather sub-domain gives consistent bonuses to Perception and initiative checks in surprise rounds.

In this case, I felt the 1st level power was too powerful to allow as often as normal while also situational enough that a well-balanced character wouldn't need it that often at lower levels. This was the solution to not making it overpowered early, but still useful later in life.


Makes sense. Thanks for the insight.


1 person marked this as a favorite.

Review here, RPGnow and at NerdTrek. And of course, not reading through this thread of comments before reading and reviewing the PDF, you can ignore my request for a bloodline, as I see that has already been granted, lol. I would love to see those Hero lab files if they are going to made available to the rest of us though, just saying.


I can email them to you.


Bob_Loblaw wrote:
I can email them to you.

That would be excellent, Thank You, I would appreciate that very much.

Spoiler:
KTFIsh7@yahoo[dot]com

Paizo Employee Modules Overlord

Thanks for the review, KTFish7!

We're looking at ways to spread the HL files around. I'm happy for anyone who has them now to share them until we have an official way to get them distributed. :)

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber

D20pfsrd.com has a community dataset you can put into your auto-updater. It includes a dataset for SuperGenius games that does a pretty good job of distribution.

Until SGG's new man has the time to slog through all his projects, that's probably the best way to distribute for now.

If you send the datasets to tim.shadow@d20pfsrd.com, he'll take a look at them, clean up what he can, and toss them in.


1 person marked this as a favorite.
poizen37 wrote:

D20pfsrd.com has a community dataset you can put into your auto-updater. It includes a dataset for SuperGenius games that does a pretty good job of distribution.

Until SGG's new man has the time to slog through all his projects, that's probably the best way to distribute for now.

If you send the datasets to tim.shadow@d20pfsrd.com, he'll take a look at them, clean up what he can, and toss them in.

Beaten to the punch. I've got a couple more that I'm hoping I can get over to him in the next couple of weeks too.


Wish this was a product for the Words of Power system, but the bloodline and Power Word Unzip spell makes up for it!

Paizo Employee Modules Overlord

Azten wrote:
Wish this was a product for the Words of Power system, but the bloodline and Power Word Unzip spell makes up for it!

One reason I made "Power Word Spells" the first part of the title was to make sure people knew what this was, and what it wasn't (that is, more power word something, and not words of power).

I may tackle the later at some point, but this actually spoke to me louder.


Perhaps a different way for a power word-focused caster to determine the hit points of his targets would be something like this.

Power Word Resonate
School: enchantment (compulsion) [mind-affecting]
Level: bard 1, magus 1, sorcerer/wizard 1, witch 1
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature per round
Duration: 1 round/level
Saving Throw: none; Spell Resistance yes

Once per round, as a swift action, you can utter a word of power that causes a single creature to resonate with an arcane tone that only you can hear. The pitch and harmonics of this tone allow you to determine the current number of hit points the target possesses, so long as that number is no greater than ten times your caster level.

Note that in the first round, you take one standard action to cast the spell and a swift action to target a creature; in subsequent rounds, only a swift action is required.


Reviewed here, and sent to GMS magazine. Couldn't post it on DTRPG since I didn't get my copy there.

Stellar work! Cheers!

Paizo Employee Modules Overlord

Many thanks for the review, End!

I'd be happy to send you a DTRPG copy if you'd like to post your review there. :)


If you'd do so, I'd post it immediately. :)

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