What should high level casters be able to do?


Pathfinder First Edition General Discussion


Including casting spells and other abilities?


WIN


Understand how there spells work and follow the rules of there spells.


AM UNDERSTANDING ALL SPELLS WITH GENIUS THINKING. AM CASTING SPELLS TO MAKE OWN RULES.

Shadow Lodge

Seriously, though, back in my high school days, some of the players of magic-users made up spells like "Protection from Dave" and the like, then say they could just ignore whatever Dave said happened--even if Dave was the DM.


Wizards should be able to do all the things they can now, but not all at once. As in, no wizard should have more than one school of arcane magic to use. Boom, problem solved.


I've always been more of a Conan fan. As such, I think high level wizards should be able to do BIG magic - like casting an entire nation into darkness or casting curses which last for generations. People should be scared of what wizards can do and what they might do so that wizards don't have to actually do much of anything. But, most of their spells should be difficult to cast and pretty darn near impossible to cast in combat.

Right now, its far too easy for wizards to cast - especially in combat.


LilithsThrall wrote:

I've always been more of a Conan fan. As such, I think high level wizards should be able to do BIG magic - like casting an entire nation into darkness or casting curses which last for generations. People should be scared of what wizards can do and what they might do so that wizards don't have to actually do much of anything. But, most of their spells should be difficult to cast and pretty darn near impossible to cast in combat.

Right now, its far too easy for wizards to cast - especially in combat.

For some interesting large-level spells like that, you may find some interest in digging up the old 'The Book of Magecraft' from the 2E Birthright setting. Years since I put Cerilia down, I STILL make those kinds of spells and things (notably, the unit/domain spells) available to casters who want to plunk down several stacks of thousands of GP. I wouldn't suggest them in a handful of min/max 'optimizers', but with appropriate retooling you'll find a lot of good ideas there, especially for BBEG's (and for player rewards for successfully defeating the BBEG, naturally).

As for the OP itself: I think a high level wizard should be able to do -just about- anything...given sufficient time, money, expense, travel, sacrifice, and effort. I don't think he should be able to do them in 4 standard actions and a swift.


1 person marked this as a favorite.

*rubs hands together*

'Got a list...

As a disclaimer, I don't subscribe to the school of thought that a powerful spellcaster should be a doddering old man capable of casting one massive, awesome spell per story.

A powerful mage should be able to...


  • have magic attacks that aren't per diem
  • employ telekinetic abilities to flick away annoying melee opponents
  • kill with a glance (maybe eyes flash or something)
  • fly without expending spells
  • ignore expensive gems as spell components
  • defuse enemy casters' spells in a battle of wills
  • alter the moon's orbit to avoid a long eclipse
  • accurately time travel (more than just a few rounds)
  • hijack a castle and float away with it
  • sever a divine caster's connection to their deity
  • consume outsiders and take on their attributes
  • sink an island

...among other things.


Necromancer wrote:

*rubs hands together*

'Got a list...

As a disclaimer, I don't subscribe to the school of thought that a powerful spellcaster should be a doddering old man capable of casting one massive, awesome spell per story.

A powerful mage should be able to...


  • have magic attacks that aren't per diem
  • employ telekinetic abilities to flick away annoying melee opponents
  • kill with a glance (maybe eyes flash or something)
  • fly without expending spells
  • ignore expensive gems as spell components
  • defuse enemy casters' spells in a battle of wills
  • alter the moon's orbit to avoid a long eclipse
  • accurately time travel (more than just a few rounds)
  • hijack a castle and float away with it
  • sever a divine caster's connection to their deity
  • consume outsiders and take on their attributes
  • sink an island

...among other things.

If you were a novelist writing a series of stories that involved such a character, how do you think his adventurers would tend to go? He couldn't have any villains that he could just kill as the reader would get quite bored reading "he glanced at the evil villain and the villain died", nor could he have trickster antagonists as the reader would get bored reading "the wizard went back in time before event X happened and made everything right again, the end".


LilithsThrall wrote:
If you were a novelist writing a series of stories that involved such a character, how do you think his adventurers would tend to go? He couldn't have any villains that he could just kill as the reader would get quite bored reading "he glanced at the evil villain and the villain died", nor could he have trickster antagonists as the reader would get bored reading "the wizard went back in time before event X happened and made everything right again, the end".

I didn't say the caster should be able to do all of the above. Just a few things.

As for the novel character, just because he dominates most physical conflicts that drag him into action doesn't mean that his personal/professional life is perfect. He might have uncovered the abilities mentioned at the cost of a close friend/significant other, ostracism of his peers, attracting the attention of things unaffected by magical powers, angering deities that can act against him without fearing his reprisal, or even his sanity. Alternatively, he could be facing a mage/several mages of equal or greater power.

Combat does not have to be the only source of conflict.


Necromancer wrote:

I didn't say the caster should be able to do all of the above. Just a few things.

As for the novel character, just because he dominates most physical conflicts that drag him into action doesn't mean that his personal/professional life is perfect. He might have uncovered the abilities mentioned at the cost of a close friend/significant other, ostracism of his peers, attracting the attention of things unaffected by magical powers, angering deities that can act against him without fearing his reprisal, or even his sanity. Alternatively, he could be facing a mage/several mages of equal or greater power.

Combat does not have to be the only source of conflict.

I agree that combat does not have to be the only source of conflict. But look at the conflicts you've mentioned. They either a.) are all about non-combat stuff, b.) are conflicts in which he has no effective powers, or c.) are repetitive.

Do you think these are the kinds of adventures that the lion's share of players are going to want to exclusively have in the game?


LilithsThrall wrote:

I agree that combat does not have to be the only source of conflict. But look at the conflicts you've mentioned. They either a.) are all about non-combat stuff, b.) are conflicts in which he has no effective powers, or c.) are repetitive.

Do you think these are the kinds of adventures that the lion's share of players are going to want to exclusively have in the game?

You asked if I were a novelist writing a series of stories revolving around a powerful mage. My response was directed towards that.

As for a session involving a group of players that included a few characters with similar powers, all of the above-listed abilities would require several checks to pull off or carry a significant risk.

For example, time travelling itself would be easy. Time travelling with extra passengers could expose them to magical aging/reverse-aging, accidentally doubling the character (or worse, an opposite-character), or a character might even get lost in the space-time continuum.


Like all players who got an high level character he should bother about roleplay or shift to a mmorpg, do random pvp and farming for gear.
Learn to play (I'm not speaking just about rules) then bother about high levels.
Reading some fantasy book could help. Do you want create your own magic school? Stop aging? The love of someone that hate you?

The same post about fighter has become a joke.


AlecStorm wrote:
Learn to play (I'm not speaking just about rules) then bother about high levels.

We could implement roleplaying requirements be met before allowing access to higher levels. Brilliant! I love it! Normally the thought of high levels bores me (I'm not a power person) but if you were required to complete cool quests to access them I'd be all over it.

Silver Crusade

LilithsThrall wrote:
Necromancer wrote:

*rubs hands together*

'Got a list...

As a disclaimer, I don't subscribe to the school of thought that a powerful spellcaster should be a doddering old man capable of casting one massive, awesome spell per story.

A powerful mage should be able to...


  • have magic attacks that aren't per diem
  • employ telekinetic abilities to flick away annoying melee opponents
  • kill with a glance (maybe eyes flash or something)
  • fly without expending spells
  • ignore expensive gems as spell components
  • defuse enemy casters' spells in a battle of wills
  • alter the moon's orbit to avoid a long eclipse
  • accurately time travel (more than just a few rounds)
  • hijack a castle and float away with it
  • sever a divine caster's connection to their deity
  • consume outsiders and take on their attributes
  • sink an island

...among other things.

If you were a novelist writing a series of stories that involved such a character, how do you think his adventurers would tend to go? He couldn't have any villains that he could just kill as the reader would get quite bored reading "he glanced at the evil villain and the villain died", nor could he have trickster antagonists as the reader would get bored reading "the wizard went back in time before event X happened and made everything right again, the end".

Well Raymond Feist's books Magician: Apprentice, Magician Master, Silver Thorn, and A Darkness at Sethanon and other books, has as one of the main protagonists an Arch Mage....Pug or Melamber was his name i think. There was also a wizard named Macros the Black.....Perhaps these books have a good example of a "high level" wizard in fantasy literature. I also think this fantasy series was influenced by D&D.


SilvercatMoonpaw wrote:
AlecStorm wrote:
Learn to play (I'm not speaking just about rules) then bother about high levels.
We could implement roleplaying requirements be met before allowing access to higher levels. Brilliant! I love it! Normally the thought of high levels bores me (I'm not a power person) but if you were required to complete cool quests to access them I'd be all over it.

It was just and advice :) . I would not do the hard work required to mantain a real group if then everyone does things I could do well in front of a monitor.

In fact, rules of roleplay say what you say: why give automatically access to all spell and feats? Go and search the ancient tome, the focus to empower your bloodline, an old warrior that can teach you a new feat.
I totally agree with you.

The truth is that there's no difference about caster, not caster, high level and others. The difference is the way you interact with world and your options, but you have to play a "real" person, with motivations, goals, passions, fears...


ElyasRavenwood wrote:
Well Raymond Feist's books Magician: Apprentice, Magician Master, Silver Thorn, and A Darkness at Sethanon and other books, has as one of the main protagonists an Arch Mage....Pug or Melamber was his name i think. There was also a wizard named Macros the Black.....Perhaps these books have a good example of a "high level" wizard in fantasy literature. I also think this fantasy series was influenced by D&D.

Feist's Riftwar books were, I believe, based on their own early variant RPG. Pug might qualify as an Epic level character. Macros would have, though he'd be an NPC. Pretty much every one else in the series wouldn't have though, which is interesting.

This might be a more interesting approach to thinking about epic/mythic levels than just extrapolating from current rules. What other fantasy books would make good examples for high-level wizards or high level groups in general?


Search for this authors.
David Eddings.
David Gemmel.
Pathrick Rothfuss.
Scott Linch.
Robin Hobb.


Any comments on which books, characters, or how they match a high-level game?

I read Edding's Belgariad long ago, don't remember it well enough to comment on the power levels and was not impressed enough to go back to it or him.

I read Lynch's Lies of Locke Lamora recently. The protagonist is certainly a skilled con-man and has plenty of resources, but doesn't really match high-level PCs in any other way.

The others I don't know enough to comment.


It's not just the protagonist that you have to observe, and this tread it's not about epic levels.


AlecStorm wrote:
It's not just the protagonist that you have to observe, and this tread it's not about epic levels.

True that this isn't about epic, though I may raise the same question in one of those threads.

I'd think that protagonist is the closest stand-in for PC. Powerful NPCs, whether villains or not, don't really have the issues as powerful PCs. Overpowered villains for example, pose interesting challenges for heroes to overcome.


The protagonist is just one of the character you should observe. And what's a protagonist? Raistlin Majere is a protagonist or a villain?

For epic levels,

Belgarath, Belgarion, Beldin etc (Eddings)

Weel of time (Robert Jordan)

Feist

ancient epic (Eracle, etc)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Necromancer wrote:

*rubs hands together*

'Got a list...

As a disclaimer, I don't subscribe to the school of thought that a powerful spellcaster should be a doddering old man capable of casting one massive, awesome spell per story.

A powerful mage should be able to...


  • have magic attacks that aren't per diem
  • employ telekinetic abilities to flick away annoying melee opponents
  • kill with a glance (maybe eyes flash or something)
  • fly without expending spells
  • ignore expensive gems as spell components
  • defuse enemy casters' spells in a battle of wills
  • alter the moon's orbit to avoid a long eclipse
  • accurately time travel (more than just a few rounds)
  • hijack a castle and float away with it
  • sever a divine caster's connection to their deity
  • consume outsiders and take on their attributes
  • sink an island

...among other things.

Is there anything you'd EXCLUDE, or shall we just shorten it all that a powerful Wizard should be GOD?


LazarX wrote:
Necromancer wrote:

*rubs hands together*

'Got a list...

As a disclaimer, I don't subscribe to the school of thought that a powerful spellcaster should be a doddering old man capable of casting one massive, awesome spell per story.

A powerful mage should be able to...


  • have magic attacks that aren't per diem
  • employ telekinetic abilities to flick away annoying melee opponents
  • kill with a glance (maybe eyes flash or something)
  • fly without expending spells
  • ignore expensive gems as spell components
  • defuse enemy casters' spells in a battle of wills
  • alter the moon's orbit to avoid a long eclipse
  • accurately time travel (more than just a few rounds)
  • hijack a castle and float away with it
  • sever a divine caster's connection to their deity
  • consume outsiders and take on their attributes
  • sink an island

...among other things.

Is there anything you'd EXCLUDE, or shall we just shorten it all that a powerful Wizard should be GOD?

Lol seems that necromancer confused "high level game" with "it's time you need to stop playing" ;)


A high level wizard should be able to destroy armies, reshape the landscape, and alter the local climate. They should not be able to scry or teleport or planar travel into strongholds secured by non-magical counter-teleportation defenses (like lead in the walls). They should not be able to dominate loyal guards for more than a handful of rounds. They should not be able, using magic alone, to beguile their way into the presence of a reasonably defended important individual and kill or control him.

As a rule of thumb top level blasting should be able to be 50% lethal to the wizard's level squared in mooks a third his level in a reasonably close formation like a maniple starting at around character level 9. This explains why a single wizard BBEG is a national scale threat with the assassination spells and other campaign breakers nerfed.

Wall of Stone is nice. At spell level 5 and up other spells should also leave scars that will take centuries to erode away in most environments. Why are there cracks on the side of Caradhras? Because Gandalf fought a Balrog there. He's generally considered level 6 in an e6 setting. What should the environment look like where Elminster and Raistlin dueled? Where are the spells that leave 100 foot craters, leave semipermanent or even permanent null magic regions, and poison areas with negative energy so that nothing will grow there for a century after the battle?


Or maybe, they should be able to do what rules state they are able to do.


I will say the same thing I said in the other thread:

Do not ask what high level casters or non-casters should be able to do. Ask what high level characters should be able to do.


Necromancer wrote:

I didn't say the caster should be able to do all of the above. Just a few things.

Sounds Like A Powerful Mage Would Be Able To Do Some Of The Above And Not Necessarily All. I Agree With Necromancer.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
hexa3 wrote:
Necromancer wrote:

I didn't say the caster should be able to do all of the above. Just a few things.

Sounds Like A Powerful Mage Would Be Able To Do Some Of The Above And Not Necessarily All. I Agree With Necromancer.

You mean the post that essentially boils down to at 20th level a wizard should simply be handed the Infinity Gauntlet?


AlecStorm wrote:
LazarX wrote:
Necromancer wrote:

*rubs hands together*

'Got a list...

As a disclaimer, I don't subscribe to the school of thought that a powerful spellcaster should be a doddering old man capable of casting one massive, awesome spell per story.

A powerful mage should be able to...


  • have magic attacks that aren't per diem
  • employ telekinetic abilities to flick away annoying melee opponents
  • kill with a glance (maybe eyes flash or something)
  • fly without expending spells
  • ignore expensive gems as spell components
  • defuse enemy casters' spells in a battle of wills
  • alter the moon's orbit to avoid a long eclipse
  • accurately time travel (more than just a few rounds)
  • hijack a castle and float away with it
  • sever a divine caster's connection to their deity
  • consume outsiders and take on their attributes
  • sink an island

...among other things.

Is there anything you'd EXCLUDE, or shall we just shorten it all that a powerful Wizard should be GOD?
Lol seems that necromancer confused "high level game" with "it's time you need to stop playing" ;)

People are jumping on Necromancer a little much here. The suggestions are not unreasonable - assuming a cost involved and chances of failure.

  • have magic attacks that aren't per diem
    An arcane blast that deals damage that is unlimited. Sound familiar.
    An number of variations on this could be acceptable.

  • employ telekinetic abilities to flick away annoying melee opponents
    Wizards can now do this or far more annoying things like 'Maze'
    At will Telekinesis is not insane assuming it has a DC not auto success.

  • kill with a glance (maybe eyes flash or something)
    Any number of creatures in the game can do this.

  • fly without expending spells
    I don't even need to justify this one.

  • ignore expensive gems as spell components
    Short of the "Bring back the dead" spells at high levels money is not that big of a factor. Have them make a Super Focus That cost 100,000 gp that will sub for expensive components. etc. etc.

  • defuse enemy casters' spells in a battle of wills
    Counter spell or special counter spell rules as immediate actions.

  • alter the moon's orbit to avoid a long eclipse
    This one is a problem "Gods Veto this one."
    However is the PC is willing and able to do the math give you the new tide schedule the shift in the moon phases as it pertains to the seasons and such and all other effect that altering the orbit of the moon "including justifying that the new orbit is sustainable" what the heck go with it.
    New campaign idea: Stupid powerful wizard accidentally caused moon to break away party needs to find a way to get it back.

  • accurately time travel (more than just a few rounds)
    NO!NO!NO! Time travel outside of limited causality is forbidden. This is DM territory only.

  • hijack a castle and float away with it
    Make the cost high, but so what he has a flying castle. I want one too.

  • sever a divine caster's connection to their deity
    Not sure I understand the point of this one. However sounds like a way to get a God mad at you really fast.

  • consume outsiders and take on their attributes
    Infernal pacts like this are made all the time. Watch out for the fine print.
    Take the power by force if you can but remember. There WILL be hell to pay.

  • sink an island
    There are already spells for doing this and more.

    With the proper DM and campaign I see no real problems with most of these. An experienced DM can handle just about anything a PC can do. Especially if the DM allowed it. Lots of these can produce campaign ideas for a DM to use, I love when my players have goals and plans that I can integrate into a campaign.

    Snapshot


  • If there's a spell that can do it, casters can do it. If there's not... no.
    Some... ehm, most of the listed things are more for Dragon Ball than PF.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Snapshot wrote:

    sink an island

    There are already spells for doing this and more.

    Can you list a couple of those? Let's assume that we're talking about something significantly larger than a sand bar.


    Spell-casters should be able to do the same things they can do at present. It is flavorful and 'magical' when they can do these wondrous acts. As I have suggested in the 'What should high level non-spellcasters be able to do' thread, though, no single spell caster should be able to do everything or nearly everything. It should require major specialization and focus to be able to reach highest levels of magical power in that field. This would both be more flavorful than the current approach and it would be more manageable for the referee. It would also make it easier to balance spellcasters and non-spellcasters, yet the power of magic as a whole would be retained, even if no individual caster could master it all by 20th level.


    To no one in particular: why does it always come down to wizards? The topic was about casters.

    LazarX wrote:
    Necromancer wrote:

    snipped

    Is there anything you'd EXCLUDE, or shall we just shorten it all that a powerful Wizard should be GOD?

    I didn't intend for everything on the list to be interpreted as an auto-success. Nor did I mean the caster should gain access to half the list, much less the whole.

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