Spell changes in Pathfinder that you love


Pathfinder First Edition General Discussion

Grand Lodge

I've been flicking through the spells section, and there's a few changes that I think are pretty awesome. Just to kick things off;

Darkness: Darkvision now applies in a darkness spell! The Deeper Darkness spell still thwarts it, but it's nice to finally see darkvision actually making some headway. No more conversations of
'It's dark. You can't see anything.'
'But I have darkvision!'
'It's magically dark. Sorry buddy.'

Also, Chain Lightning! My first glance was 'Whaaaaa? -2 DC on secondary bolts? Why the extra complication, dude? This spell was never exactly strong!'

Then I read more carefully. 'Wait...the secondary bolts deal EQUAL damage to the primary bolt? Oh ho. Oh ho ho ho.'

Makes me think Delayed Blast Fireball kind of sucks now. But hey, I never liked it that much anyway. ;p

Finally, Gate! You can still summon monsters with hit dice equal to or less than twice your caster level.(boo!) Buuuut...you can only *control* them if they have hit dice less than or equal to your caster level. (yay!) Otherwise, you've just brought through a 35 hit dice whatever, and it's free to do whatever the hell it likes. :D

So, what spell changes have you really enjoyed? Speak up!

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