Ultimate Magic: I Has It!


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Liberty's Edge

Edgar Lamoureux wrote:
Did any of the new Alchemist Archetypes replace mutagen?

Mindchemists get cognatogens instead of mutagens. (Cognatogens are basically mutagens that boost mental stats and decrease physical ones.) Preservationists give up higher-level mutagen stuff.


Abraham spalding wrote:
Useless since outsiders don't breathe...

You might want to double-check that one.

Spoiler:
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

The Exchange

hida_jiremi wrote:
Edgar Lamoureux wrote:
Did any of the new Alchemist Archetypes replace mutagen?
Mindchemists get cognatogens instead of mutagens. (Cognatogens are basically mutagens that boost mental stats and decrease physical ones.) Preservationists give up higher-level mutagen stuff.

I kind of guessed that mindchemists would augment mental abilities. Also, what does the preservationist lose/gain?

Dark Archive

Abraham spalding wrote:
hida_jiremi wrote:

The only new base form is Aquatic, which gives you a fishy-type eidolon, but they have a new thing called "models," which are packages your GM can use to simplify eidolon creation (or can restrict you to if he doesn't feel like juggling math). There are new evolutions for hooves, low-light vision, keen scent, a scary aura, an extra head, being like an undead, learning magic, seeing in total darkness (like a devil), sensing life, not breathing, and teleporting around.

Useless since outsiders don't breathe...
PRD wrote:
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.


hogarth wrote:
Abraham spalding wrote:
Useless since outsiders don't breathe...

You might want to double-check that one.

** spoiler omitted **

hm... must be thinking of something else then.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Umbral Reaver wrote:
hida_jiremi wrote:
The big one is Sage, which lets you switch out all Charisma-based stuff in the sorcerer class for Intelligence; you can finally make an Int-based spontaneous caster.

Why, Paizo? Why would you do this? You don't fix sorcerer by obsoleting all the previous options.

Here begins an age of boring, homogenous sorcerers.

Making such a switch does have it's price. Among the things you sacrifice:

1. Your awesome UMD score,

2. Your inherent bonuses to bluff

3. Your enhanced chance of a date on Saturday night.


I´m worried about the Knowledge Pool thing...
That´s one of the things I didn´t like about the Playtest Version...
Ideally it´s worded in such a way that´s it´s not a prepared spell like other spell slots,
and so can´t be used to scribe into a scroll / spellbook...
Especially since exactly that issue was brought up in the Playtest AFAIK...

Does the Broad Study still allow access to ANY arcane spell, or is it just a broader list of spells?
That kind of irked me as well, essentially giving the Magus the full Wizard spell-list at high levels, in small dosages.
Maximized Calcific Touch via Scimitar spell-strike was a SCARY tactic in the Playtest Version.
(no save to do roughly 1/2 a typical DEX score in DEX dmg from one critical hit, only saving grace is that it is 1x per round only)
Or is Calcific Touch now just a Magus spell to begin with?

What GENRES or kind of spells do we see alot more of on the Magus list, compared to Playtest?

Liberty's Edge

Edgar Lamoureux wrote:
I kind of guessed that mindchemists would augment mental abilities. Also, what does the preservationist lose/gain?

Preservationists are pokemon masters. They get summon nature's ally as a formula, and when they prepare an extract of SNA, they actually bottle up a teeny-tiny version of the creature. When they pop the bottle, the creature grows to normal size. "Bulette, I choose you!" They give up poison use, poison resistance, poison immunity, persistent mutagen, and their 18th-level discovery. In return, they get summon nature's ally I, II, IV, V, VII, and IX as formulae.

The Exchange

hida_jiremi wrote:
Edgar Lamoureux wrote:
I kind of guessed that mindchemists would augment mental abilities. Also, what does the preservationist lose/gain?
Preservationists are pokemon masters. They get summon nature's ally as a formula, and when they prepare an extract of SNA, they actually bottle up a teeny-tiny version of the creature. When they pop the bottle, the creature grows to normal size. "Bulette, I choose you!" They give up poison use, poison resistance, poison immunity, persistent mutagen, and their 18th-level discovery. In return, they get summon nature's ally I, II, IV, V, VII, and IX as formulae.

That sounds like a lot of fun. Now I want to hold a pokemon-themed tournament.

Liberty's Edge

Quandary wrote:
What GENRES or kind of spells do we see alot more of on the Magus list, compared to Playtest?

Lots of new touch spells, a few ranged touch attack spells. They get a fair bit of buff magic now, and some terrain control stuff. They also have more shapeshifting magic than I recall from the playtest.

Liberty's Edge

Just noticed that the song striker archetype for bard has an ability called "weird words" that lets you attack an area with sonic damage. "My name is a killing word," indeed. =3


Edgar Lamoureux wrote:
hida_jiremi wrote:
Edgar Lamoureux wrote:
I kind of guessed that mindchemists would augment mental abilities. Also, what does the preservationist lose/gain?
Preservationists are pokemon masters. They get summon nature's ally as a formula, and when they prepare an extract of SNA, they actually bottle up a teeny-tiny version of the creature. When they pop the bottle, the creature grows to normal size. "Bulette, I choose you!" They give up poison use, poison resistance, poison immunity, persistent mutagen, and their 18th-level discovery. In return, they get summon nature's ally I, II, IV, V, VII, and IX as formulae.
That sounds like a lot of fun. Now I want to hold a pokemon-themed tournament.

Me too.


I'd love to know more about spellblights... Even just some of their names!
I'm running a game tonight and one of the important NPC's is going to turn out to have one, but I don't think the eye bleeding is exactly the flavor I'm wanting to go with...(He was cursed by a witch of Irrisen, so something cold-y or paralysis or something...) Thank you!!


hida_jiremi wrote:
In return, they get summon nature's ally I, II, IV, V, VII, and IX as formulae.

More level 9 spells crammed in 6th level slots? Ugh.


hida_jiremi wrote:
Just noticed that the song striker archetype for bard has an ability called "weird words" that lets you attack an area with sonic damage. "My name is a killing word," indeed. =3

Muad'Dib! BOOM! Likely much.


hogarth wrote:
hida_jiremi wrote:
In return, they get summon nature's ally I, II, IV, V, VII, and IX as formulae.
More level 9 spells crammed in 6th level slots? Ugh.

There is also feat that allows you to Summon Monster of the same level in addition to SNA.

I'm so getting this archetype...


Saurian Shaman
Basically Lion Shaman,but with dinosaurs.
And dinos are best animal to summon and to wildshape in.(no cat can fly.I think.)

The Exchange

Obviously, the clone master gets the ability to clone himself, but what abilities are lost/gained?


I like the reincarnated druid.

Seems like a good one for a new player. If they die, they auto-reincarnate 1 day later, and can sense their body for 7 days after that, so they can retrieve their gear.


LauraBow wrote:

I'd love to know more about spellblights... Even just some of their names!

I'm running a game tonight and one of the important NPC's is going to turn out to have one, but I don't think the eye bleeding is exactly the flavor I'm wanting to go with...(He was cursed by a witch of Irrisen, so something cold-y or paralysis or something...) Thank you!!

Phase Blight

After casting a spell,spellcaster begins to jump in and out OF REALITY for 1round/spell level.
Mechanically almost the same as etherealness.


Edgar Lamoureux wrote:
Obviously, the clone master gets the ability to clone himself, but what abilities are lost/gained?

Bombs are less powerful,gets simulacrum and clone into list and ability to clone himself at 8th level.Spell is,what,also 8th?


The Chort wrote:

Anything interesting for Wizards? Arcane discoveries, new archetype, how does that look?

This is kind of a trickier question...? Diviner abilities are pretty sweet, except sometimes the spells can be lackluster. (Situational?) Any new Divination spells making the Diviner more feasible?

*shameless repost*

No one has any thoughts on how the most powerful class got even more powerful? ;)


The Chort wrote:

Anything interesting for Wizards? Arcane discoveries, new archetype, how does that look?

This is kind of a trickier question...? Diviner abilities are pretty sweet, except sometimes the spells can be lackluster. (Situational?) Any new Divination spells making the Diviner more feasible?

*shameless repost*

No one has any thoughts on how the most powerful class got even more powerful? ;)


I'm a trapaholic :-) Anything new on traps? New spells to handle magic traps, new abilities, more characters get some sort of trapfinding ability?

Still waiting for my hardcopy, it hasn't reached the Netherlands yet.

Liberty's Edge

LauraBow wrote:

I'd love to know more about spellblights... Even just some of their names!

I'm running a game tonight and one of the important NPC's is going to turn out to have one, but I don't think the eye bleeding is exactly the flavor I'm wanting to go with...(He was cursed by a witch of Irrisen, so something cold-y or paralysis or something...) Thank you!!

Minor spellblights include:

*Caster blank: You have trouble targeting the same creature more than once with magic.
*Caster croak: You can only talk at all if you use a swift action to force your throat open, and your verbal spells have a failure chance.
*Confounded casting: You get your spells mixed up. When you cast, make a concentration check; if you fail, pick a different spell.
*Disassociation: You can't target yourself with spells.
*Ebon eyes: Your ability to see light and dark is reversed; lit areas seem dark, and dark areas seem lit.
*Eldritch ague: You're sickened until the blight is gone. Also, you shake uncontrollably when you cast.
*Hemoculysis: You bleed from the eyes when you cast.
*Lassitude: You take nonlethal damage when you cast a spell.
*Ritualistic Obsession: You need both hands free to cast and your spells take longer to cast.
*Spell addiction: You get bonuses for the round after you cast spells, but you're sickened if you don't cast.

Major ones:
*Eldritch cataracts: Casting slowly drives you blind.
*Nameless dread: The more you cast, the more scared you get.
*Negated: You have SR that can't be voluntarily lowered, and you have to check against it every time you cast.
*Obsessive fixation: You have to prepare duplicates of any spell you want to prepare, and if you cast a spell, you have to do it again; you keep casting the same spell until you've cast it three times, or you're out, whichever comes first.
*Phase blight: You blink in and out of existence.
*Spell burn: You feel like you're on fire when you cast; make a concentration check or be staggered.
*Spell sap: You make Fort saves when you cast or become dazed or unconscious.
*Transference block: Make a concentration check when you cast on an ally or lose the spell.
*Vertigo: Make a concentration check when you cast or fall prone; you have to make an Acrobatics check to stand up until it ends.


The Chort wrote:

*shameless repost*

No one has any thoughts on how the most powerful class got even more powerful? ;)

Do you mean the cleric or the oracle?


Thierry4000 wrote:

I'm a trapaholic :-) Anything new on traps? New spells to handle magic traps, new abilities, more characters get some sort of trapfinding ability?

Still waiting for my hardcopy, it hasn't reached the Netherlands yet.

Ranger can exchange spellcasting for what i think is extremely weak traps.

Also there is a feat to learn same traps for other classes.


Vlad Koroboff wrote:
LauraBow wrote:

I'd love to know more about spellblights... Even just some of their names!

I'm running a game tonight and one of the important NPC's is going to turn out to have one, but I don't think the eye bleeding is exactly the flavor I'm wanting to go with...(He was cursed by a witch of Irrisen, so something cold-y or paralysis or something...) Thank you!!

Phase Blight

After casting a spell,spellcaster begins to jump in and out OF REALITY for 1round/spell level.
Mechanically almost the same as etherealness.

Wow, that's kind of cool! Thanks! Any others that might suit?


hida_jiremi wrote:
LauraBow wrote:

I'd love to know more about spellblights... Even just some of their names!

I'm running a game tonight and one of the important NPC's is going to turn out to have one, but I don't think the eye bleeding is exactly the flavor I'm wanting to go with...(He was cursed by a witch of Irrisen, so something cold-y or paralysis or something...) Thank you!!

Minor spellblights include:

*Caster blank: You have trouble targeting the same creature more than once with magic.
*Caster croak: You can only talk at all if you use a swift action to force your throat open, and your verbal spells have a failure chance.
*Confounded casting: You get your spells mixed up. When you cast, make a concentration check; if you fail, pick a different spell.
*Disassociation: You can't target yourself with spells.
*Ebon eyes: Your ability to see light and dark is reversed; lit areas seem dark, and dark areas seem lit.
*Eldritch ague: You're sickened until the blight is gone. Also, you shake uncontrollably when you cast.
*Hemoculysis: You bleed from the eyes when you cast.
*Lassitude: You take nonlethal damage when you cast a spell.
*Ritualistic Obsession: You need both hands free to cast and your spells take longer to cast.
*Spell addiction: You get bonuses for the round after you cast spells, but you're sickened if you don't cast.

Major ones:
*Eldritch cataracts: Casting slowly drives you blind.
*Nameless dread: The more you cast, the more scared you get.
*Negated: You have SR that can't be voluntarily lowered, and you have to check against it every time you cast.
*Obsessive fixation: You have to prepare duplicates of any spell you want to prepare, and if you cast a spell, you have to do it again; you keep casting the same spell until you've cast it three times, or you're out, whichever comes first.
*Phase blight: You blink in and out of existence.
*Spell burn: You feel like you're on fire when you cast; make a concentration check or be staggered.
*Spell sap: You make Fort saves when you cast or...

AWESOME!!! Thanks SO much! :)


Really, there is a spell-less Ranger variant in Ultimate MAGIC? ????


Quandary wrote:
Really, there is a spell-less Ranger variant in Ultimate MAGIC? ????

I was quite confused by that myself.

Liberty's Edge

Quandary wrote:
Really, there is a spell-less Ranger variant in Ultimate MAGIC? ????

Well, they give up spells to be able to make magical traps. Still, a little bit of a weird design choice to include them here.


GAH!

Now I need to go through my homebrew gods and assign Inquisitions to them. :(

Oh well, more options are always good. :)


Abraham spalding wrote:
The Chort wrote:

*shameless repost*

No one has any thoughts on how the most powerful class got even more powerful? ;)

Do you mean the cleric or the oracle?

*starts a flame war*

Nah. I'm just referring to how most people probably think the wizard doesn't need much help, as opposed to other classes. Wizards are already amazing at what they do. ...but we like new options too. >.>

Somehow an Oracle getting a more powerful option seems more fair than a Wizard getting a more powerful option. Maybe just a holdover from 3.5 sentiments?


The Chort wrote:
Abraham spalding wrote:
The Chort wrote:

*shameless repost*

No one has any thoughts on how the most powerful class got even more powerful? ;)

Do you mean the cleric or the oracle?

*starts a flame war*

Nah. I'm just referring to how most people probably think the wizard doesn't need much help, as opposed to other classes. Wizards are already amazing at what they do. ...but we like new options too. >.>

Somehow an Oracle getting a more powerful option seems more fair than a Wizard getting a more powerful option. Maybe just a holdover from 3.5 sentiments?

Opposition research:Select one wizard opposition school; preparing

spells of this school now only requires one spell slot of
the appropriate level instead of two, and you no longer
have the –4 Spellcraft penalty for crafting items from that
school.


What exactly does the Storm Druid give up, and what do they receive in compensation? I was hoping they would get better spells, like lightning bolt, and chain lightning, but I've already been told otherwise :[


Quandary wrote:

Does the Broad Study still allow access to ANY arcane spell, or is it just a broader list of spells?

That kind of irked me as well, essentially giving the Magus the full Wizard spell-list at high levels, in small dosages.

Broad Study doesn't* work like that.

UM Playtest wrote:


Broad Study (Ex): A magus with this magus arcana must select one other class that grants the ability to cast spells. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure. The magus must be at least 6th level before selecting this arcana.

All it does is let a multiclassed Magus / Cleric or Magus / Wizard or Magus / Paladin cast their other class's spells while using Spell Combat or Spellstrike.

Normal: A Magus 6 / Cleric 4 can take the Spell Combat action and cast any Magus spell he has memorized.

With Broad Study: A Magus 6 / Cleric 4 can take the Spell Combat action and cast any Magus or Cleric spell he has memorized.

I'm not sure why this question keeps coming up.

* At least, not in the UM playtest. It might have been rewritten.


Detect Magic wrote:
What exactly does the Storm Druid give up, and what do they receive in compensation? I was hoping they would get better spells, like lightning bolt, and chain lightning, but I've already been told otherwise :[

A storm druid must choose the Air or

Weather domain, or the Cloud, Storm, or Wind subdomain,but eventually gets a second domain,and can cast domain spells spontaneously.


I´m mis-remembering the ability name then...
The playtest has been over for quite some time after all.
THere was some ability that let you cast off-list spells, I don´t know what it was/is called.


Quandary wrote:

I´m mis-remembering the ability name then...

The playtest has been over for quite some time after all.
THere was some ability that let you cast off-list spells, I don´t know what it was/is called.

Spell Blending?

UM Playtest wrote:


Spell Blending (Ex): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.


Ok,
Very happy with the sorcerer bloodlines.:)

Accursed - Descended from a Hag.
Djinni - Obvious.
Efreeti - Obvious.
Maestro - Lillend or Trumpet Archon ancestor, very cool bardish type.
Marid - Obvious.
Rakshasa - My favorite! :)
Shaitan - Obvious.

EDIT : I'm hoping for an Errata on the near-humans descended from the Djinni/Efreeti/Marid/Shaitan in B2 to allow their special ability to work with both elemental and their ancestral bloodlines. I'll be doing that in my homebrew at least.


mdt wrote:

GAH!

Now I need to go through my homebrew gods and assign Inquisitions to them. :(

Oh well, more options are always good. :)

Speaking of inquisitions... can anyone give an example what those do? Are they worth giving up the domain powers? (Frankly, I'd like to know if either Caydan or Serenrae have inquisition that are better than Caydan's travel domain)


Vlad Koroboff wrote:
Detect Magic wrote:
What exactly does the Storm Druid give up, and what do they receive in compensation? I was hoping they would get better spells, like lightning bolt, and chain lightning, but I've already been told otherwise :[

A storm druid must choose the Air or

Weather domain, or the Cloud, Storm, or Wind subdomain,but eventually gets a second domain,and can cast domain spells spontaneously.

Thank you kindly, sah.


LazarX wrote:

Making such a switch does have it's price. Among the things you sacrifice:

3. Your enhanced chance of a date on Saturday night.

LOL... awesome comment, LazarX!

Liberty's Edge

Blave wrote:
Speaking of inquisitions... can anyone give an example what those do? Are they worth giving up the domain powers? (Frankly, I'd like to know if either Caydan or Serenrae have inquisition that are better than Caydan's travel domain)

They give you domain-like granted powers, and are basically like inquisitor-only domains. They don't have spells attached, since they're for inquisitors, so they're not meant for other domain-using classes.


hida_jiremi wrote:


Inquisitors get "inquisitions,"

preacher (kind of an inquisitor-bard that spreads the faith),

The Inquisition! LET'S BEGIN! The Inquistion! LOOK OUT SIN!


hida_jiremi wrote:
Blave wrote:
Speaking of inquisitions... can anyone give an example what those do? Are they worth giving up the domain powers? (Frankly, I'd like to know if either Caydan or Serenrae have inquisition that are better than Caydan's travel domain)
They give you domain-like granted powers, and are basically like inquisitor-only domains. They don't have spells attached, since they're for inquisitors, so they're not meant for other domain-using classes.

So I guess their overall power level and usefulness is just as varied as those of the normal domains.

In that case, it's "wait and see for myself" - again. ^^

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Patryn of Elvenshae wrote:
Quandary wrote:

Does the Broad Study still allow access to ANY arcane spell, or is it just a broader list of spells?

That kind of irked me as well, essentially giving the Magus the full Wizard spell-list at high levels, in small dosages.

Broad Study doesn't* work like that.

UM Playtest wrote:


Broad Study (Ex): A magus with this magus arcana must select one other class that grants the ability to cast spells. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class’s spell list without suffering the normal chances of arcane spell failure. The magus must be at least 6th level before selecting this arcana.

All it does is let a multiclassed Magus / Cleric or Magus / Wizard or Magus / Paladin cast their other class's spells while using Spell Combat or Spellstrike.

Mind also that if the other class is Wizard they are STILL subject to arcane spell failure when casting spells from their wizard slots, even if it's the same spell they have in their magus slots.


UM wrote:


Scrollmaster (Wizard archetype)

Scroll Blade (Su): A scrollmaster can wield any paper,
parchment, or cloth scroll as if it were a melee weapon. In
the hands of the wizard, the scroll acts as a short sword
with an enhancement bonus equal to 1/2 the level of the
highest-level wizard spell on the scroll; a scroll with only a
cantrip or 1st-level spell on it counts as a masterwork short
sword. The scrollmaster is proficient in this weapon, and
feats and abilities that affect short swords (such as Weapon
Focus) apply to this weapon. A scrollmaster cannot wield
two scrollblades at the same time.

Someone has been watching Read or Die while working up archetypes. :)

Not that that is a bad thing at all. :)


mdt wrote:
UM wrote:


Scrollmaster (Wizard archetype)

Scroll Blade (Su): A scrollmaster can wield any paper,
parchment, or cloth scroll as if it were a melee weapon. In
the hands of the wizard, the scroll acts as a short sword
with an enhancement bonus equal to 1/2 the level of the
highest-level wizard spell on the scroll; a scroll with only a
cantrip or 1st-level spell on it counts as a masterwork short
sword. The scrollmaster is proficient in this weapon, and
feats and abilities that affect short swords (such as Weapon
Focus) apply to this weapon. A scrollmaster cannot wield
two scrollblades at the same time.

Someone has been watching Read or Die while working up archetypes. :)

Not that that is a bad thing at all. :)

Wait -- so if I take a level of wizard, I can get a +4 shortsword (8th level spell scroll) for 3,000 gp? That's kooky.

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