What magical abilities do you think are necessary for typical adventures?


Pathfinder First Edition General Discussion


I have been giving a lot of thought to magic in the game lately, and the sheer variety of things it can do. I think the usual adventure do require certain kinds of magic, for instance hit point healing and negative condition removal are a necessity to be able to move through adventures with any kind of pace. I'd like to come up with a list of the spells/types of spells that are necessary to get through an adventure, as opposed to the overwhelming variety that currently exists:

For example:

Hit point recovery:
Cure spells, infernal healing

Condition Removal:
Lesser Restoration, Restoration, Remove Disease, Neutralize Poison, Heal

Movement:
Flight, Air Walk

Detection:
Detect Magic, See invisibility

Counter Magic:
Dispell Magic, glitterdust

damage spells:
Fireball, Scorching Ray etc

Protective spells:
Resist Energy, Protection from X, Mage Armor, Shield

what else do you think should be added? Remember I am not thinking about the most powerful spells, or the coolest spells, but the ones that a party genuinely needs to have access to.


Don't forget something that will allow you to breathe underwater. From drowning traps to underground lakes, I now carry a potion of underwater breathing at all times. Definitely learn the Air Bubble spell or an equivalent if you can.

Silver Crusade

At higher levels, many modules (and GMs) presume access to spells like Contact Other Plane in order to find the next step in an adventure.


Touc wrote:

At higher levels, many modules (and GMs) presume access to spells like Contact Other Plane in order to find the next step in an adventure.

Do they? I've not seen that before, (hence why I am asking). Do you remember what module required such a spell?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

The ability to increase variability of one's sight. See invisibility is nice, but something that gives you darkvision or otherwise improves perception checks is invaluable, especially if you plan on resting in-dungeon.

Alarm spells to protect your stuff

At higher levels, overland flight (and at lower levels, mount of phantom steed) for high-speed travel.

Also, anything that lets you travel in multiple terrains, such as magic to allow you to walk on unstable surfaces such as water. Environmental resistances can be mixed with this to increase what you walk on (ice, acid, lava).


I dont think any adventure has ever required you to walk on water, you have to cross water, but that is not the same as needing magic to get past it. You could swim for instance, or maybe jump over it. I am thinking of things that strictly need magic to be resolved.

Sovereign Court

Movement:
Plane Shift, Teleport, Dimension Door

Silver Crusade

In 3.5, Bastion of Lost Souls (18) and Prisoner of Castle Perilous (16) both had the next "step" left up to some major divination; there was no GM generated hook.

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