What spells are important / neccesary to have available in a custom setting?


Homebrew and House Rules


I just started working on a new campaign setting, and the big thing about it is there will be NO casters.
People can have extraordinary/supernatural abilities, but no spell-like abilities and no spell casting of any kind. (obviously there will be much cutting and/or changing of classes)

HOWEVER

There will be a sort of arcane technology. Basically there is magic in the setting, but it is 100% item-based.
(example: nobody can cast Burning Hands, but you can get a flamethrower which is just an item that casts Burning Hands)
So, I need to figure out which spells are going to be involved.
What do you think are spells that will be pretty necessary to involve in the world? Or, for that matter, what are spells that you think are really unnecessary?

The setting will be sort of sci-fi. (Item of Shield spell = personal force field generator etc)


Prestidigitation, because no campaign is complete without it.

On a more serious note; Fireball (in grenade form?), Charm X spells (pills? charm darts?), Flight spells (rocket/hover boots?, and Resist/Protection from Fire/Cold/Bronies/Etc (more force fields?).

A summoning spell item would be cool, but I cannot help but think of a pokeball while addressing the topic.

The spells that are unnecessary are probably those that people either forget exist, or look at it and go "que?" every time some poor sap prepares/learns the stupid thing.


Well I have started a list:

Walkie Talkie: Message
Long-Range Communicator: Sending
Flamethrower: Burning Hands CL5
Heavy Flamethrower: Dragon's Breath CL 10 (Fire)
Laser Gun: Magic Missile
Rapid-Fire Laser Gun: Magic Missile CL 3/5/7/9
Sniper Rifle: Maximized Magic Missile CL 9
Personal Force Field Generator: Shield/Mage Armor
Hover Transporter: Floating Disk
Parachute: Feather Fall
Rocket Pack: Fly
Stimulant Drugs: Expeditious Retreat/Haste
Pain Relieving Drugs: Cure spells
Power Boots: Jump
Nightvision Goggles: Darkvision
Portal: Greater Teleport
Star Portal: Interplanetary Teleport
Malfunctioning Portal: Teleport
Skeleton Key: Knock
Energy Detector: Detect Magic
Floodlight: Daylight
Bazooka: Fireball
Lightning Gun: Lightning Bolt
Cloaking Device: Invisibility/Greater Invisibility
EMP: Greater Dispel Magic
Universal Translator: Comprehend Langueages/Tongues
Protective Suit: Endure Elements
Smoke Bombs: Obscuring Mist
Defibrillator: Breath of Life with failure chance
Nanobots: Make Whole/Creation Spells/etc
Hover Belt: Air Walk

Etc.....
I will use a number of other things too...
I am going to for the most part avoid anything extraplanar, so mainly no Plane Shift/Summoning/Calling and minimal extradimensional spaces.


If you limit your monsters the way you're limiting PCs no non-healing spells are required, though flight is nice.

The cure and restoration lines as well as stuff like remove blindness and neutralize poison are required. Regenerate is probably required if you're using the fumble deck. Without these the pace of the game will slow to a crawl, poisons will be extremely lethal, and anything that causes permanent blinding will result in forced retirement. These remove conditions that you can get by mundane means and you can't take them away and not have an absurdly lethal game.

The existence of the anti-arrow spells necessitate either flight or the ability to dispel them to fight flying or otherwise unreachable enemies.

The existence of enchantments necessitates the existence of defenses like protection from evil.

The existence of invisibility necessitates the whole suite of anti-invisibility spells from see invisible to invisibility purge to glitterdust.

And so forth.


Dotting.


Yeah, I'm thinking I will cover all the Remove/Restore type things with medicines/medical treatments.

And your other comment made me think of some more:

Infrared Goggles: See Invisibility
Phosphorus Blast Grenade: Glitterdust
Mind Control Helmet: Dominate spells
Pheromone Manipulation: Charm spells

I don't know if the Protection from Evil is really necessary though (I also plan on minimizing the signifigance of alignment) I know when I have run pathfinder when mind control of some sort has come up one way or another I don't Protection spells have ever been the go-to for us to deal with the situation. Usually it is either:
A: pray that you make your save or
B: hope the non-controlled people can take out the controller before it is too late.

And that is fine with me :)


Tristram wrote:

Prestidigitation, because no campaign is complete without it.

On a more serious note; Fireball (in grenade form?), Charm X spells (pills? charm darts?), Flight spells (rocket/hover boots?, and Resist/Protection from Fire/Cold/Bronies/Etc (more force fields?).

A summoning spell item would be cool, but I cannot help but think of a pokeball while addressing the topic.

The spells that are unnecessary are probably those that people either forget exist, or look at it and go "que?" every time some poor sap prepares/learns the stupid thing.

LOL @ Protection from Bronies.......


It's not the from evil part that's important. It's the second save at +2 and immunity to further charms and compulsions. You could strip the alignment stuff and the deflection bonus from it and rename it protection from enchantment.

Or something else entirely since you're renaming everything anyways.


Atarlost wrote:

It's not the from evil part that's important. It's the second save at +2 and immunity to further charms and compulsions. You could strip the alignment stuff and the deflection bonus from it and rename it protection from enchantment.

Or something else entirely since you're renaming everything anyways.

Yeah, the immunity from mind control is pretty cool, and I might make some sort of item that protects from that stuff but I don't think it is particularly necessary as long as the mental control effects end when their creator dies.


Here's more, and I have started working on the rules for using them (which I will post when they are ready)
Items:...

Brain Pattern Analyzer : Seek Thoughts/Detect Thoughts
Lighter: Spark
Tripline: Stumble Gap
Endurance Drugs: Tireless Pursuit
Lie Detector: Discern Lies
Terraformer: Control Water/Control Weather/Diminish Plants/Plant Growth
GPS/Information Database: Find The Path/Legend Lore/other related spells
Cloning Vats: Clone/Simulacrum
'Lightsabre': Flame Blade
Lightning Generator: Call Lightning
Regeneration Vats: Regenerate/Raise Dead/Restoration
Scope: True Strike
Opiates: False Life
Taser: Pain Strike/Hold Person
Spycam: Scrying/Greater Scrying
Hologram Projector: A vareity of Illusion spells
Forcefield Generator: Wall of Force/Forcecage/etc
Ray Gun: Disintigrate
Death Ray: Finger of Death
Detector Goggles: Arcane Sight/Greater Arcane Sight
Spy Jammer: Nondetection/Mind Blank
Napalm: Incendiary Cloud
Mustard Gas: Cloudkill
Stungun: Power Word Stun
Barrage Rocket: Meteor Swarm
Nanobot Suit: Iron Body
Lifting Assisters: Ant Haul
Scent Tracker: Bloodhound
Hoverlight: Dancing Lantern
Suicide Bomb: Detonate
Spyplane: Eagle Eye
Black Dust: Dust of Twilight
Stasis Chamber: Elude Time/Temporal Stasis
Hover Boots: Feather Step
Glider Wings: Glide
Fire Hose: Hydraulic Push/Hydraulic Torrent
'Neuralizer': Memory Lapse
Sleeping Pills: Restful Sleep/Nap Stack

Post more+rules when I can

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / What spells are important / neccesary to have available in a custom setting? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules