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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Tags: Pathfinder Playtest Wayne Reynolds
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Finally Magic


Nice!

Liberty's Edge

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WE KNOW HOW THE SPELL LISTS WILL WORK NOW.

Ahem. We might know how the spell lists will work now. It won't be class-based, there will be four lists: Material, Mental, Spiritual, and Vital. Wizards get access to the Material and Mental lists. Clerics get Spiritual and Vital. Sorcerers probably get Material and Vital, and Bards get Spiritual and Mental. If this is true, I really love it, it makes the way spellcasters work much more interesting, modular, and open to tinkering.


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Healing spells are necromancy now!!!

This is the best day of my life. I think I'm going to cry.


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Details, glorious details! Thanks Mark!!


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This looks... amazing. I'm looking forward to the playtest.


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I couldn't help but notice that Vampiric Exsanguination doesn't list a save type. Does that mean that save types will be specifically linked to certain types of effects, like Death spells will always use Fortitude saves, or is it just not finished yet.


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Epic! I love almost everything about this!

EDIT: And once again, Mark proves that he writes the best blog posts.


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Very cool blog, my favorite so far. I have always liked Psionic Augments since 3.5 introduced them, so Heightened is a great addition. Rituals in core, also one of my favorites systems.

Liberty's Edge

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I hope those are indeed the spell lists (though I'd bet Sorcerers still cast from the same list as Wizards).

The lists are probably:

Cleric: Spiritual/Vital
Druid: Material/Vital
Bard: Mental/Vital (because I'd bet Vital is where the healing is)
Sorcerer/Wizard: Material/Mental

And then we can hypothesize interesting combos. I mean, Psychic could easily be Mental/Spiritual. And what would a Spiritual/Material caster look like?

This sounds really neat.

RPG Superstar 2013 Top 32

Note: the link to the critical hit/failure blog links to this blog instead. Here's the correct link

I'm guessing the critical success on fabricated truth is: "The target believes the fact for an unlimited duration."


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Huh, this sounds very much like 5th Edition, with upcasting and rituals, except it appears the Heightening is...set? Limited? Not sure how to express myself.

Heal obviously can be cast as 1st, 2nd, 3rd, etc. But Regenerate only says Heightened 9th. Does that mean Regenerate can only be a 7th or 9th level spell?

Speaking of Heal:

"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 or damages one target for 2d8 + your spellcasting ability modifier, a 3rd-level one heals or damages one target 3d8 + your spellcasting ability modifier, and so on."

Wouldn't a 2nd level Heal spell restore 3d8+Spellcasting Ability if I use the 1 or 2 Action version; and 1d8+Spellcasting if I use the 3 Action Version to Heal?

"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."

Oh and detect magic can't spot higher level illusions, but if it's still a cantrip wouldn't it mean it gets auto-Heightened to your highest slot, which means bad guys will still detect your illusions unless you're fighting lower levelled spellcasters?

I do like spell-points for domain powers and such though. Hopefully it's more flexible than the current X/day things.

EDIT: Also, not a fan of vampiric exsanguination being half damage on a pass. It should be no damage, period.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

The second blog post to get my interest up. Bravo!

Liberty's Edge

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Also, from the bit about Wish and Miracle not having expensive components, I'm going to bet that no spells have expensive components anymore. Rituals might, but I don't think spells will: if any spells would have expensive components, Wish would be one of them, which is why I'm guessing no spells will require them.


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Deadmanwalking wrote:

I hope those are indeed the spell lists (though I'd bet Sorcerers still cast from the same list as Wizards).

The lists are probably:

Cleric: Spiritual/Vital
Druid: Material/Vital
Bard: Mental/Vital (because I'd bet Vital is where the healing is)
Sorcerer/Wizard: Material/Mental

And then we can hypothesize interesting combos. I mean, Psychic could easily be Mental/Spiritual. And what would a Spiritual/Material caster look like?

An Occultist?


Healing in necromancy we already knew this but still good to see in a blog. And Spell Points are a welcome simplification for resource management and design.


So if Arcane Casters are Material + Mental, and Divine Casters are Spiritual + Vital, might Psychic Magic eventually be Mental+Spiritual? Could there be a 4th caster that handles the other combination?


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I'm not too big on this particular spell list idea. It feels kind of clunky to me. Maybe I'd change my mind on seeing it in practice.


Sounds pretty good thus far. It will be interesting to see more about these spells and the characters who use them in coming weeks and months.

Liberty's Edge

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FedoraFerret wrote:
I'm not too big on this particular spell list idea. It feels kind of clunky to me. Maybe I'd change my mind on seeing it in practice.

I'd argue that having individual spell lists for each caster is far more clunky, though.


Interesting to see Alter Reality listed, I don't think Wish will be renamed so what is Alter Reality? Maybe a cap stone ability now that class features that act likes spells are considered spells?

Shadow Lodge

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Heal looks like it carries over all of the problems from P1E, except even worse because P2E's inflated HP scaling. It just doesn't look like it does enough to compete with other spells at the same level.

Compare heal at level 6 to Vampiric exsanguination. For the same action cost, I could heal one person of 6d8 damage at range, or I could force everyone in a 30-foot cone to save or take 10d6 damage and and I also will probably gain 5d6 temporary hit points.

Maybe spellcasting modifier scales with level, but then heal cast at level 1 will be more efficient (again) than heal cast at level 3.

Contributor

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This is pretty cool.

One thing that isn't clear, however, is whether spell lists are still a thing. Is it, "I'm a sorcerer, an arcane tradition caster, who casts spells from the sorcerer spell list," or is it "I'm a sorcerer, and my spells come from the arcane tradition spell list so I cast them as arcane spells?"

Hm...

Liberty's Edge

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PossibleCabbage wrote:
So if Arcane Casters are Material + Mental, and Divine Casters are Spiritual + Vital, might Psychic Magic eventually be Mental+Spiritual? Could there be a 4th caster that handles the other combination?

I'm betting on Material + Vital as what Druids get. That fits both the spells they've always had and their flavor.

But those aren't the only possible combination, as my post above notes. Indeed, the possible combinations are as follows:

Material/Mental (Officially 'arcane', I'm betting Wizard/Sorcerer)
Material/Spiritual (Who knows?)
Material/Vital (I'm betting Druid)
Mental/Spiritual (I'm betting Psychics will eventually have this combo)
Mental/Vital (I'm betting Bard)
Spiritual/Vital (Officially 'Divine', I'm betting Cleric)

Scarab Sages

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Looking good so far. I also find myself reminded of 5e spellcasting a lot, but that's a good thing; overcasting instead of slews of similar spells and rituals open to martial characters are awesome.

I'm not too fond of the word «Spell Points» being used for non-spell abilities, especially if they encompass the powers of martial classes. Maybe «Power Points» would be better.

I utterly love the idea of the four spell lists, I hope it's true!

I wonder which of these three casting actions, if any, provoke an AoO. It would be great if at least the 1-action Heal would not provoke. And wow, casting Heal three times in a round is a possibility? That's huge! Are there any diminishing returns as with three attacks in a round...?


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"In the playtest," is a nice use of language. It leaves you wiggle room without being vague.
I like it.

Material, Mental, Spiritual, and Vital. Four powers... It could be entertaining to see someone tapping into the Mental and Vital through the power of the mind, or learning to use the Material and Spiritual through the guidance of an otherworldly mentor.
Intradasting. Very Intradasting.


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PossibleCabbage wrote:
So if Arcane Casters are Material + Mental, and Divine Casters are Spiritual + Vital, might Psychic Magic eventually be Mental+Spiritual? Could there be a 4th caster that handles the other combination?

There could be six combinations

Designer

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Serum wrote:

Heal looks like it carries over all of the problems from P1E, except even worse because P2E's inflated HP scaling. It just doesn't look like it does enough to compete with other spells at the same level.

Compare Heal at level 6 to Vampiric Exsanguination. For the same action cost, I could heal one person of 6d8 damage at range, or I could force everyone in a 30-foot cone to save or take 10d6 damage and gain 5d6 temporary hit points.

Maybe spellcasting modifier scales with level, but then Heal cast at level 1 will be more efficient (again) than Heal cast at level 3.

The healing numbers listed in the example text of the blog were wrong (level 6 heal would heal your buddy for 11d8+Wisdom, quite a lot more than 6d8); I am not sure where they came from, and they've been changed. The quoted spell text itself is and was correct.


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Flexibility is good, scalable spells are good. Seems sort of like they took a step closer to psionics, but just a step. Overall, it sounds good, though as always, I reserve judgment until I've seen the whole thing and not just a sneak preview.

Now if psionics could just officially be part of the rules ecosystem alongside this, I'd be quite happy indeed.


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Serum wrote:

Heal looks like it carries over all of the problems from P1E, except even worse because P2E's inflated HP scaling. It just doesn't look like it does enough to compete with other spells at the same level.

Compare Heal at level 6 to Vampiric Exsanguination. For the same action cost, I could heal one person of 6d8 damage at range, or I could force everyone in a 30-foot cone to save or take 10d6 damage and gain 5d6 temporary hit points.

Maybe spellcasting modifier scales with level, but then Heal cast at level 1 will be more efficient (again) than Heal cast at level 3.

Not quite. The 2 Action version of Heal adds 2d8 to the healing per Heightened level. So a 6th level Heal would be:

1d8+Spellcasting (base) + 2d8x5 (2d8 per level of Heighten)= 11d8+Spellcasting Ability.

At least, that's how the Heighten text reads.

EDIT: Damn, Mark beat me to it. Though I do wonder where the extra 2d8 comes from.

It should be 3d8 at 2nd; 5d8 at 3rd, 7d8 at 4th; 9d8 at 5th and 11d8 at 6th, no?


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So I'm a little bit puzzled about the "heal" example-

Quote:
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 if I cast my heal as a 2nd level spell to heal myself of one of my allies, I heat 1d8 + 2d8 = 3d8 right? But the blog says-

Quote:
So a 2nd-level heal spell heals or damages one target for 2d8 + your spellcasting ability modifier

Shouldn't it be 3d8 to heal one person, 2d8 to harm a single undead, and 2d8 for the area effect?


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Serum wrote:

Heal looks like it carries over all of the problems from P1E, except even worse because P2E's inflated HP scaling. It just doesn't look like it does enough to compete with other spells at the same level.

Compare heal at level 6 to Vampiric exsanguination. For the same action cost, I could heal one person of 6d8 damage at range, or I could force everyone in a 30-foot cone to save or take 10d6 damage and and I also will probably gain 5d6 temporary hit points.

Maybe spellcasting modifier scales with level, but then heal cast at level 1 will be more efficient (again) than heal cast at level 3.

Heal at level 6 either heals/harms 11d8+modifier to a single target, can heal/harm 5d8+modifier to a group. You're reading it wrong.

Also note the different action economy. At touch range you heal a single target 22d8*2xmodifier for the same number of actions. The group heal/harm takes more actions than the Vampiric Exsanguination.

I don't think your overall point is wrong, however.


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This is amazing.

And gives me an idea.

I'd love it if Feats were treated the same way: each Class has a certain number of Feat spots available per level. You can pt a Feat in a higher level slot for a greater effect.

Thoughts?

Liberty's Edge

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Serum wrote:

Heal looks like it carries over all of the problems from P1E, except even worse because P2E's inflated HP scaling. It just doesn't look like it does enough to compete with other spells at the same level.

Compare Heal at level 6 to Vampiric Exsanguination. For the same action cost, I could heal one person of 6d8 damage at range, or I could force everyone in a 30-foot cone to save or take 10d6 damage and gain 5d6 temporary hit points.

Maybe spellcasting modifier scales with level, but then Heal cast at level 1 will be more efficient (again) than Heal cast at level 3.

Uh...Heal adds 2d8 per level if used to heal one target. So at 6th it's 11d8+spellcasting mod to a single target. Or, as an area spell, 5d8+Spellcasting Mod healing to all allies within 30 feet.

That's a much better healing spell.

Alexander Augunas wrote:

This is pretty cool.

One thing that isn't clear, however, is whether spell lists are still a thing. Is it, "I'm a sorcerer, an arcane tradition caster, who casts spells from the sorcerer spell list," or is it "I'm a sorcerer, and my spells come from the arcane tradition spell list so I cast them as arcane spells?"

Hm...

I really do think it's probably just four lists for Material, Mental, Spiritual, and Vital. Classes will get access to a couple of them...or at least full casters will.

A partial caster only getting one could be interesting...


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I like the changes so far. Magic becomes more similar to Spheres of Power, which is my favorite casting system.

Also I found some typos here. The casting line of the spells is inconsistent. Vampiric Exanguination Failure Full line misses "Normal".

Dark Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
TheFinish wrote:

Huh, this sounds very much like 5th Edition, with upcasting and rituals, except it appears the Heightening is...set? Limited? Not sure how to express myself.

Heal obviously can be cast as 1st, 2nd, 3rd, etc. But Regenerate only says Heightened 9th. Does that mean Regenerate can only be a 7th or 9th level spell?

Mark's commentary below it implies that you can do it at 8/10, but the only benefit is that it is more difficult to dispel

Quote:

EDIT: Also, not a fan of vampiric exsanguination being half damage on a pass. It should be no damage, period.

Yeah just like how if you save against a PF1 fireball you take no damage...

Half damage on a save from a blast has been a pretty common rule as long as there's been saves as far as I'm aware.


Yrtalien wrote:
Wait how much does a single target, single action heal spell of 2nd level... heal 2 or 3 d8. My math says 3d8 but the example says 2...

3d8+Spellcasting Ability. Mark confirmed the example in the blog is wrong.

It's 2d8+Spellcasting if you use it to deal Damage with 1/2 Actions and 1d8+Spellcasting if it's a group Heal/Damage.

Enlight_Bystand wrote:
"TheFinish wrote:

EDIT: Also, not a fan of vampiric exsanguination being half damage on a pass. It should be no damage, period.

Yeah just like how if you save against a PF1 fireball you take no damage...

Half damage on a save from a blast has been a pretty common rule as long as there's been saves as far as I'm aware.

It has been, but now there's the whole double damage on a crit fail, hence why I think it should change. Not that it's a dealbreaker either way.


EldritchWeaver wrote:
Also I found some typos here. The casting line of the spells is inconsistent. Vampiric Exanguination Failure Full line misses "Normal".

I think the error there is that Full is in bold - I think it should read Failure Full damage.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

A little sad that spells have a set level, rather than a level determined by the casting class. This does make Heightened casting more streamlined, but I liked having some spells coming a level later for Wizards than Clerics, or at a large discount for a Bard.


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*basks in the new information*

I wonder if Prestidigitation gets any heighten effects.

Contributor

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Also, any word on what Spell Points are? They're mentioned in the blog. Are they like spell slots, or something different?


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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Wish we got a bit more information about the Spell Points; not a huge fan of the name/nomenclature and would have liked to have seen an example to help understand how it'll be used. But otherwise a great blog post.


Interesting stuff! Nice to get some new info to chew on.

I noticed that there wasn't anything about preparing spells in the blog post. Will that work the same as PF1? If you're a Wizard who wants to Heighten a spell, do you have to prepare your spells in the higher level slot that you want them in? If you're a Sorcerer who wants to Heighten a spell, is there an additional cost, like Sorcerers using spontaneous Metamagic turning spells into full-round actions in PF1?


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Alexander Augunas wrote:
Also, any word on what Spell Points are? They're mentioned in the blog. Are they like spell slots, or something different?

It sounds like a pool you use to "cast" stuff like Domain Powers or School Powers; which are now special kinds of spells.


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It's looking like I'll be able to make a martial who has a magic attack or two. I'm optimistic.


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Alexander Augunas wrote:
Also, any word on what Spell Points are? They're mentioned in the blog. Are they like spell slots, or something different?

They're surely like the Psychic's Phrenic Pool and Arcanist's Arcane Reservoir.

Combat Monster wrote:
It's looking like I'll be able to make a martial who has a magic attack or two. I'm optimistic.

Your combats must be really long if you think you'll pull of a ritual on the middle of one.

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