New spell, Betraying Sting, seems to be missing something.


Pathfinder First Edition General Discussion


This new spell from Inner Sea Temples seems to be missing something.

Betraying Sting:
BETRAYING STING
School evocation; Level cleric 6, occultist 6, psychic 6,
shaman 6, witch 6
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
You unleash divine power to smite those who wrongly trusted
you. The power takes the form of a yellow-and-black bolt of
energy that makes the sound of a thousand angry, swarming
wasps. This spell affects only creatures that have an attitude
toward you of indifferent, friendly, or helpful. The spell deals
1d8 points of damage per 2 caster levels you have.

It lists under saving throw "will partial" but never says what that partial is.
That and 1d8 damage per two caster levels to one target seems really bad for a 6th level spell. Add to that that it can only be used on targets that are at least indifferent to you makes it terrible. It seems to me that there used to be some sort of debuff it gave that could be resisted with a will save. But for some reason that debuff did not make it into final printing. Am I missing something here?


I think your hypothesis is right, this looks like it needs some sort of added line, some sort of save or have a condition.

I suppose we need to wait until the book gets errata, or, as may be more likely, campaign clarifications.


You should post this in the inner sea temples product thread. Sometimes you get lucky and someone involved with the project has an eye on it.


If it's from the Calistria section, I believe I know who the freelancer is. I'll see if I can get them to drop by. ^_^


MichaelCullen wrote:

This new spell from Inner Sea Temples seems to be missing something.

** spoiler omitted **

It lists under saving throw "will partial" but never says what that partial is.
That and 1d8 damage per two caster levels to one target seems really bad for a 6th level spell. Add to that that it can only be used on targets that are at least indifferent to you makes it terrible. It seems to me that there used to be some sort of debuff it gave that could be resisted with a will save. But for some reason that debuff did not make it into final printing. Am I missing something here?

I bet it was 1d8/lv is fail save and 1d8/2 lvs if succeed. It fits the partial save aspect.


Squiggit wrote:
You should post this in the inner sea temples product thread. Sometimes you get lucky and someone involved with the project has an eye on it.

I'll give it a try


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I posted on the product page but if you know the freelancer, that could be even better.


Starbuck_II wrote:
MichaelCullen wrote:

This new spell from Inner Sea Temples seems to be missing something.

** spoiler omitted **

It lists under saving throw "will partial" but never says what that partial is.
That and 1d8 damage per two caster levels to one target seems really bad for a 6th level spell. Add to that that it can only be used on targets that are at least indifferent to you makes it terrible. It seems to me that there used to be some sort of debuff it gave that could be resisted with a will save. But for some reason that debuff did not make it into final printing. Am I missing something here?

I bet it was 1d8/lv is fail save and 1d8/2 lvs if succeed. It fits the partial save aspect.

Even 1d8 a level to a single target is crazy weak for a 6th level spell and that's before we look at the targeting limitation. I have to imagine that there was some sort of debuff applied.

I would be curious to hear what the designer/freelancer had in mind. There is/was definitely a lot of potential flavor wise with this spell.


I wasn't fully correct, for the record - I knew the freelancer who wrote the location, but the supplementary material was apparently an unknown second party's work.

In any case, good luck with the question. ^_^


My top guesses are, on a failed save:

Target treats all allies as hostile for rounds/level. (No team work feats, and must resist harmless spells etc)

Target is treated as always being flanked for rounds/level

The target distrusts all prior acquaintances and treats them as one attitude more hostile. (May be too powerful for a 6th level spell)

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