Ultimate Magic: I Has It!


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Some of the spells that I like so far are:

Mad monkeys
Rain of frogs
Ride the lightning
Symbol of healing
Holy ice
Waves of ecstesy
Many cold based spells
New polymorph spells
Wallof sound
Summon froghemoth
Eagle aerie
Anthropomorhic animal
Strangeling hair
Summon elder worm
Arboreal hammer
Burst of nettles
Lightning arc
Wooden Phalanx
Oracle's vessel


Maxximilius wrote:
Witches got new hexes, new feats for hexes, and a lot of new spells they share with cleric/wizard/druid. They get the two previous mentioned necromantic debuffs, for example.

They got the Healing patron and the Hedge Witch archetype.

A full spellcasting, Int-based arcane healer. I've wanted this for ten years. It's Christmas.


Is there any equivalent of Eldritch Heritage for Oracle Mysteries/Curses,
letting you count as having a Mystery/Curse?

That could be useful for Rage Prophets who want to go with Cleric,
so they don´t have to bother with a 1-level Oracle dip,
not to mention anybody else who might want ´a touch of Oracle´.


No, there is no equivalent of Eldritch Heritage for Oracles, but the spell "Oracle's vessel" grants a person the bennefits of his curse without the drawbacks.


Pathfinder Rulebook Subscriber
Dragon78 wrote:

Some of the spells that I like so far are:

Ride the lightning

Wall of sound

What does the first one do and does the second wail death metal or country when you cast it?


Ride the Lightning- You turn yourself into a lightning bolt and move around the battlefield damaging any in your path, it last 1 round/level.

Wall of sound-Sonic based wall of fire basically.


hida_jiremi wrote:

Got my subscriber pdf tonight, and I'm up for answering questions! Let me just say that alchemists got simultaneously sexier and far grosser. Vestigial limbs, anyone? Conjoined twin? Freaking tumor familiar? Blech!

Hit me with your questions! Or alternately, if you've got your copy too, post about stuff you like from it!

So I'm just wondering, I brought the hardcopy of Ultimate Magic and it is shipping to me in Australia as we speak. But do I also get access to the PDF or any updates? People keep saying they have copies but it doesn't appear to have been released.... Where do I get my copy?


Ravingdork wrote:
Matt Stich wrote:
What is (are?) you guys' favorite new spells and briefly, what do they do?

Skinsend. You magically tear off your own skin (all of it) and transfer your waking conscious into it. It walks around and does stuff at your command (even casting spells) as though it were you. Meanwhile, your skinless body lies helpless (and stable) at 0 hit points.

So freaky it's fun!

That spell so needs an illustration. I know what my next art commission will be... ;)


Ride the lightning sounds like Lightning Leap from spell Compendium.

What's this about a feat that allows a ranger to learn a 1st, 2nd, 3rd, 4th level spell off other lists? Sounds OP! Pally's are already crazy good.
adding Glitterdust, Good Hope, Fireball and Divine Power Would be bad.

Any other spell comp updates, I'd like to see the return of Conviction and the mass version.

Any awesome new ranger spellsParticularly 1st or 2nd level buffs?


Dragon78 wrote:
Ride the Lightning- You turn yourself into a lightning bolt and move around the battlefield damaging any in your path, it last 1 round/level.

Verbal component: "EXCELLENT!"

Somatic component: Air guitar


It's a 9th level version of Lightning leap.

Ranger spells of note
1st level
Anticipate Peril- Target gets a bonus to initiative
Know enemy- +10 to monster knowledge checks
Wartrain mount- grants mount combat training
2nd level
Acute sense- bonus to Perception checks(+10-+30)
Badger's Ferocity- Allies weapons are keen for as long as you concentrait.
3rd level
Blessing of the mole-Aliies gain darkvision/+2 stealth
Burrow- gain burrow speed of 15
4th level
Greater darkvision- range 120'
Raise animal companion-raise dead for animal companion

The Exchange Contributor, RPG Superstar 2008 Top 6

Re: ride the lightning

Sometimes an idea's iconic enough that you don't worry much if it's been in another book :) I've seen it at least twice in D&D products (there was a ring in A Gathering of Winds back in the Age of Worms days), but I first saw it back in my comics days as a teen.


Just out of curiosity: Does it bother anyone else that with the Monstrous Physique line of spells there aren't actually any Huge sized monstrous humanoids to transform into? I didn't check for Diminutive, but I did go through Bestiary 1 and 2 trying to scout what a good ol' Pala/Sorc/DD/EK would want to turn into as a Huge monstrous humanoid and it turns out there are none!

I guess this is in anticipation of a Bestiary 3 or something? Yuck.


Yuck? Or good design?
Would you prefer a gimped set of spells that don`t let you use new Bestiary material as it comes out?
(For all I know, maybe there IS some Huge Monstrous Humanoid, though I can`t think of one off-hand)


Quandary wrote:

Yuck? Or good design?

Would you prefer a gimped set of spells that don`t let you use new Bestiary material as it comes out?
(For all I know, maybe there IS some Huge Monstrous Humanoid, though I can`t think of one off-hand)

I, of course, appreciate the foresight. But as of now the higher level versions of that spell are rather useless. The yuck is more from "Wow I'm excited to try this out!.....crap, I can't even use it at this point."

It's just disappointing to see those spells only to go spend time looking for what you can do with them, then realizing the answer is nothing.

Shadow Lodge

Quandary wrote:

Yuck? Or good design?

Would you prefer a gimped set of spells that don`t let you use new Bestiary material as it comes out?
(For all I know, maybe there IS some Huge Monstrous Humanoid, though I can`t think of one off-hand)

?

This kind of reminds me of the Dread Necro in 3.5. It got the ability to add Necromancy spells at certain levels, but in actualyity, it already had almost all the Necromancy spells at most of the times it got that ability, until Complete Mage came out a while later.


Sylvanite wrote:

Just out of curiosity: Does it bother anyone else that with the Monstrous Physique line of spells there aren't actually any Huge sized monstrous humanoids to transform into? I didn't check for Diminutive, but I did go through Bestiary 1 and 2 trying to scout what a good ol' Pala/Sorc/DD/EK would want to turn into as a Huge monstrous humanoid and it turns out there are none!

I guess this is in anticipation of a Bestiary 3 or something? Yuck.

I'm more upset that you never gain the gaze attack -- so much for changing into a medusa.


How does synthesize summoner deal with eidolon abilities like devotion,abilityincreases, the summoner's armor? Aspect? Eidolon saves overlapping?


Abraham spalding wrote:
Sylvanite wrote:

Just out of curiosity: Does it bother anyone else that with the Monstrous Physique line of spells there aren't actually any Huge sized monstrous humanoids to transform into? I didn't check for Diminutive, but I did go through Bestiary 1 and 2 trying to scout what a good ol' Pala/Sorc/DD/EK would want to turn into as a Huge monstrous humanoid and it turns out there are none!

I guess this is in anticipation of a Bestiary 3 or something? Yuck.

I'm more upset that you never gain the gaze attack -- so much for changing into a medusa.

Wich is odd, since the druid can polymorph in a gorgon and use the petrifying halitosis.

perhaps the gaze is considered more powerful..

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber
Sandbox wrote:
How does synthesize summoner deal with eidolon abilities like devotion,abilityincreases, the summoner's armor? Aspect? Eidolon saves overlapping?

Haven't read that bit in a day or two, but I do believe the wording for the synthesist summoner says that the special eidolon variant it gets completely replaces the eidolon abilities that a standard summoner gets; so no devotion, etc.


I can't find Magus Archetypes in the book, which is too bad because it's the perfect base for a super spy. This may be confusion on my part.

There are lots of arguments going on about how a Magus can or cannot use spell combat and a quickened spell in the same round. Just make a ruling so it doesn't spoil the rules forums for everyone.

It's a great book besides those 2 points.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This thread is almost six years old (May 2011).

Check pages 47-49 or go here.

Spell Combat is a full round action, a Quickened spell is a swift action. A swift action (or free actions) can be combined with a full round action. Spell Combat does not change general action economy; see the revised Spell Combat FAQs (counting as a full attack for haste and number of attacks) here, the free action FAQ here and the description of full round actions ("A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions...").


That settles it so well, someone could go to the rules forum and lock all such topics. Thanks.


If anybody finds themselves with a 2 player game, a Magus and a bard are possibly the best option.

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