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With the intention of providing feedback on ways in which players and GMs would like the systems involving spellcasting changed from where they are at the 1.3-1.4 update point, using a few guidelines. Make each entry a specific requested change, with necessary details rather than broad concepts. When giving feedback, use the favorites tag to show support, and leave off critiques and argument. If you want to request a change that is a direct contradiction of someone elses request, no problem, however please do not quote them - make your post self-contained with your singularly delineated ideas.

Things that I would like to see:

*An Earthsea inspired Namer archetype for the Bard class.

*More Transmutation spells in the core rules for lower levels, for instance Windy Escape, Lesser Angelic Aspect, and Revenant Armor.

Things that others have mentioned:

*Give Bards and Sorcerers (add other classes as response if you like) a class feat or ability to spend an action and spell point together to Heighten the casting of their spells.

*Have Cantrips follow the Magic Missile model of casting for a single action (spell mod damage), two actions (dice + spell mod damage), or three actions (as two actions but with small effect such as Enfeebled 1 or similar, flavored to the specific Cantrip)

*Provide a way for spellcasting classes to increase the DCs for their spells more often, similarly to the way Empowering Focus works for the Wizard class at level 4 but with greater frequency.

*Condense some of the conditions that magic creates into fewer categories - for example, conditions that give a -1 penalty across the board and no other effects can have a single name such as "Impaired 1" that stacks with other instances of "Impaired."

Please be considerate and polite, keeping any context for specific ideas and requests limited to you and your groups playtest experiences.


PF1 has a name based optional magic system, reminiscent of the Earthsea series, however I am thinking here more of the roleplaying side rather than a mechanical separation / distinction of spellcasting (without ruling that out).

A Bard type that is focused on magic and casting but also people and storytelling, with abilities and flavor tied to Verbal components, Persuasion, Diplomacy, et cetera. More generally an Orator type would fit this idea as well, though my favorite would be to have a subtle homage to the classic feel of Earthsea as a storyverse.


There is an ongoing discussion of where the magic system in the new game should be, to what extent it should be different from original Pathfinder, et cetera.

In my experiences playtesting, the school and concept of Conjuration magic has a strong, positive implementation in the playtest - the spells deliver good player options and creative outlets while set at reasonable levels. Spells that I have personally enjoyed so far are Create Water, Create Food, Summon Monster / Natures Ally, and Rope Trick.

With the idea of taking Conjuration as currently implemented as a basis for the level of rule consistency, fun, creativity, and power found in the magic system over the course of adventuring levels, what specific constructive feedback would you give to align weaker or less functionally implemented areas of the playtest magic system up to a similar level?

As an example, I think that Transmutation as a concept, as implemented, is reasonably strong. Fiery Body and Dragon Form particularly seem like very powerful choices in the right situations. My suggestion would be to implement more options for Transmutation at the earlier levels, Pathfinder spells such as Windy Escape, Angelic Aspect, and Revenant Armor - concepts that expand the utility and power options of casters in unique ways, broadening the appeal and strengthening the flavor of different concepts / branches of magical interest earlier in the adventuring career.