APG - Problems with the Summoner Spell List


Product Discussion

Liberty's Edge

It appears to me that the summoner's spell list at the end of the class section in Chapter 2 is rife with errors. Somewhere between 3rd and 4th level, it seems that the caster got a nice bonus leap into spell access a level early. Spells include, but are not limited to: black tentacles, dimension door, enlarge person (mass), invisibility (greater), locate creature, magic circle against chaos/evil/good/law, magic fang (greater), minor creation, nondetection, reduce person (mass), stoneskin, summon monster IV, tongues, wall of fire, wall of ice, water breathing.

The reason I suspect that this is an error is because summon monster IV is available at 3rd level, whereas Summon Monster II is available at 2nd level.

Moreover, in comparing the beta Summoner's List, it seems that the intent was not to give a 3rd level summoner access to typically 4th level spells.

Paizo - please clarify.

Liberty's Edge

With the exception of having Summon Monster IV instead of Summon Monster IX, the Summoner spell list is correct.

They deliberately changed it from the final APG Playtest version. They obviously meant to do this.

Liberty's Edge

Austin Morgan wrote:

With the exception of having Summon Monster IV instead of Summon Monster IX, the Summoner spell list is correct.

They deliberately changed it from the final APG Playtest version. They obviously meant to do this.

I was just about to make note of the Summon Monster IV thing. Beat me to it.

Dark Archive

Saurstalk wrote:

Moreover, in comparing the beta Summoner's List, it seems that the intent was not to give a 3rd level summoner access to typically 4th level spells.

Remember, though, that the summoner is only on a 6-level spell progression. So he gets those 3rd-level spells at 7th level, i.e. the same time a wizard of the same level would be getting his 4th-level spells.


That's the original spell list, the one from the first beta release. It was brought back to compensate for the loss of a lot of summoning potential.

RPG Superstar 2009 Top 16, 2012 Top 32

Over 50% of all 3rd-level summoner spells are 4th level spells for at least one of the full-casting classes.
Over 80% of all 4th-level summoner spells are 5th or 6th level spells for at least one of the full-casting classes.
Over 80% of all 5th-level summoner spells are 6th or 7th level spells for at least one of the full-casting classes.
Over 90% of all 6th-level summoner spells are 8th or 9th level spells for at least one of the full-casting classes.

So almost all high-level summoner spells are bumped down in spell level to give the summoner access to those spells at the same time a full caster gains access to those spells.

It seems to me they could have just left the spell levels unchanged and made the summoner a full caster.


Epic Meepo wrote:
It seems to me they could have just left the spell levels unchanged and made the summoner a full caster.

Not without significantly expanding the power of the class. Being a full caster would give the Summoner 3 new spell levels worth of spells known and spells per day, and increase the DCs of his offensive spells.


Epic Meepo wrote:

Over 50% of all 3rd-level summoner spells are 4th level spells for at least one of the full-casting classes.

Over 80% of all 4th-level summoner spells are 5th or 6th level spells for at least one of the full-casting classes.
Over 80% of all 5th-level summoner spells are 6th or 7th level spells for at least one of the full-casting classes.
Over 90% of all 6th-level summoner spells are 8th or 9th level spells for at least one of the full-casting classes.

So almost all high-level summoner spells are bumped down in spell level to give the summoner access to those spells at the same time a full caster gains access to those spells.

It seems to me they could have just left the spell levels unchanged and made the summoner a full caster.

Except that by bringing the spell levels down, the DCs are reduced (both saves and other related checks), as are the attribute requirements. So there are other mechanics at play here.

Edit: Stop stalking me Zurai! :P

RPG Superstar 2009 Top 16, 2012 Top 32

ZappoHisbane wrote:
Except that by bringing the spell levels down, the DCs are reduced (both saves and other related checks), as are the attribute requirements. So there are other mechanics at play here.

Yes, but the wand and potion mechanics are also in play. And bumping down spell levels has the potential to mess with those in unexpected ways.


Epic Meepo wrote:
ZappoHisbane wrote:
Except that by bringing the spell levels down, the DCs are reduced (both saves and other related checks), as are the attribute requirements. So there are other mechanics at play here.
Yes, but the wand and potion mechanics are also in play. And bumping down spell levels has the potential to mess with those in unexpected ways.

Not in any way that isn't already messed up in the Core Rulebook. Bards get the same treatment, after all. So do Inquisitors. It's clear that they don't consider wands and potions of unusual spells to be a big deal.

Scarab Sages

Epic Meepo wrote:
Yes, but the wand and potion mechanics are also in play. And bumping down spell levels has the potential to mess with those in unexpected ways.
Zurai wrote:
Not in any way that isn't already messed up in the Core Rulebook. Bards get the same treatment, after all. So do Inquisitors. It's clear that they don't consider wands and potions of unusual spells to be a big deal.

Except in PF Society...


Snorter wrote:
Epic Meepo wrote:
Yes, but the wand and potion mechanics are also in play. And bumping down spell levels has the potential to mess with those in unexpected ways.
Zurai wrote:
Not in any way that isn't already messed up in the Core Rulebook. Bards get the same treatment, after all. So do Inquisitors. It's clear that they don't consider wands and potions of unusual spells to be a big deal.
Except in PF Society...

PF Society also prohibits Leadership and several other feats. PF Society is not the default game.


Zurai wrote:
Epic Meepo wrote:
It seems to me they could have just left the spell levels unchanged and made the summoner a full caster.
Not without significantly expanding the power of the class. Being a full caster would give the Summoner 3 new spell levels worth of spells known and spells per day, and increase the DCs of his offensive spells.

Well only if they didn't come up with a new progression for spells per day and spells known rather than just copying the sorcerer or the bard.

As to the DCs for offensive spells they really should not be lowered/gimped.

This is the same problem as that of the bard. The solution I'd wish that they would look into doing would be to make an absolute 'level' for each spell off of which would be based item cost, save DC, and other such 'level' interactions beyond casting level based upon class/spell list.

But while I'm wishing I can ask that they find synonyms for the word level so that it is not so over-used.

Bards and those classes they've copied off of the Bard are problematic in this fashion and are a fault of the system as they are currently laid out.

-James


james maissen wrote:


Well only if they didn't come up with a new progression for spells per day and spells known rather than just copying the sorcerer or the bard.

Yup, absolutely. Something like the sorcerer but with the spell slots/level maxing out at 3 instead of 6 (say) would probably have worked just fine.


That would leave them with even fewer spells than they currently have, and cripple their casting at low levels.

Personally, I see absolutely no problem with the way things currently work.


Zurai wrote:
That would leave them with even fewer spells than they currently have, and cripple their casting at low levels.

If by "fewer spells", you mean "fewer spell slots", then no, it wouldn't. I'll let you do the math on that one.


hogarth wrote:
Zurai wrote:
That would leave them with even fewer spells than they currently have, and cripple their casting at low levels.
If by "fewer spells", you mean "fewer spell slots", then no, it wouldn't. I'll let you do the math on that one.

They get 5 spells * 6 levels currently. That's 30 spell slots.

Your suggestion would give them 3 spells * 9 levels. That's 27 spell slots.

27 is less than 30.


Zurai wrote:
hogarth wrote:
Zurai wrote:
That would leave them with even fewer spells than they currently have, and cripple their casting at low levels.
If by "fewer spells", you mean "fewer spell slots", then no, it wouldn't. I'll let you do the math on that one.

They get 5 spells * 6 levels currently. That's 30 spell slots.

Your suggestion would give them 3 spells * 9 levels. That's 27 spell slots.

27 is less than 30.

(Hint: bonus spell slots for a high attribute)


hogarth wrote:
Zurai wrote:
hogarth wrote:
Zurai wrote:
That would leave them with even fewer spells than they currently have, and cripple their casting at low levels.
If by "fewer spells", you mean "fewer spell slots", then no, it wouldn't. I'll let you do the math on that one.

They get 5 spells * 6 levels currently. That's 30 spell slots.

Your suggestion would give them 3 spells * 9 levels. That's 27 spell slots.

27 is less than 30.

(Hint: bonus spell slots for a high attribute)

You have to go to 28 just to even things up. Not a terribly compelling argument given the Summoner list.

Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / APG - Problems with the Summoner Spell List All Messageboards

Want to post a reply? Sign in.