How to do Thematic spellcasting


Pathfinder First Edition General Discussion


When building a spellcaster I first think in his role in the party: DEbuffer, Support, blaster, etc. So i found that that thinking always lead me to be pigeonholed to a reduced set of spell which have proved to work great time after time. The thing is that those spells doesn't have much in common (like haste and black tentacles) they just happens to be really good. And it's becoming somewhat boring
lately.

So, perhaps I should change the focus, first choose a theme (not a role) and then build around it.

So, what's the best way to build sorcerer/wizards, Magi, oracle/cleric/Warpriest that is a true specialist (in the sense that most of his powers follow the chosen theme) in

- Fire, water (cold), earth or air magic (probably the easier)
- Negative energy
- Holy magic (not just divine spells, but stuffs like holy smite)
- Illusions
- Darkness/shadows
- Time


I'm afraid I can't help with actual builds, but the following is the general process. Be aware that the big problem with the core magic system is that you are granted access to all spells of a certain spell level, as soon you reach the minimum class level. So if you want to use a theme, the first thing you have to do is to grab thematic spells.

That might leave you with insufficient choices. Not all effects desirable for a build are necessarily appropriately themed, so the next best thing is to grab thematic metamagic to bend e.g. fire spells into cold ones. That has obviously an opportunity cost. A last thing you can with Paizo to choose a class or variant of one which has additional thematic support.

Outside of Paizo I can recommend Spheres of Power, which is based upon building thematic spellcasting. You don't have to make large efforts to create a cold wizard or a fire wizard, in fact, the difference can be as small as a single magic talent and creating a build in the first place is easy, too.


You should really look into Spheres of Power, where you can choose to optimize for a certain area of magic, and tie yourself around one basic theme. There, spellcasting builds up from itself naturally, allowing you to be flexible in your area of expertise while growing naturally in power.

For example, you could focus on blasting by taking the Destruction Sphere. You'll start off with a ranged touch attack that deals bludgeoning damage. However, you can pick talents to change the element type of your blasts (often with various rider effects) and you can pick talents to alter your blast shape (burst, cone, line, wall, cloud, floating satellites that orbit you, etc.). Then you can even pick up a host of advanced stuff like having your blasting interfere with enemy spell casting, or negating energy resistance/immunity or orbital bombardment from 1000+ feet.

These abilities increase in power as you do, and you can make the choice on how to use these abilities at the time of casting.

Alexandros Satorum wrote:


- Fire, water (cold), earth or air magic (probably the easier)
- Negative energy
- Holy magic (not just divine spells, but stuffs like holy smite)
- Illusions
- Darkness/shadows
- Time

- Destruction Sphere

- Death Sphere
- Fate Sphere
- Illusion Sphere
- Dark Sphere
- Time Sphere

Everything you mentioned is a Sphere in Spheres of Power, and thus can be easily focused in.


That Spheres of Power seems quite interesting indeed, tough it doesn't solve the problem when I'm playing in others peoples game.

Silver Crusade

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Another option is to flavor the spells differently. I was planning a snake based caster, who had the basics of hypnotism, and added Chill Touch as an analog to the venom, with Magic Missile appearing as a few small constrictors that wrap around and squeeze before vanishing,


I almost always build thematically and work my way out from there.

My favorite is the earth mage. He's hard as nails, reshapes the battlefield, and makes frequent use of earth elemental allies both in and out of combat.

Earth theme spells are used whenever possible and try to reskin other spells as appropriate.

Mechanically, he usually winds up with spell focus: conjuration. The vast majority of spells with the earth descriptor and save DC's are conjuration school and it allows him to qualify for superior summoning for his elemental friends.

Shadow Lodge

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Some of these are easier to do than others.

At least half the cleric/oracle list should fit the "holy" theme (mostly excluding the "unholy" stuff). Illusion is an entire school which includes a variety of buffs, debuffs, and utility spells. Conversely, if you're keeping strictly to the "fire" theme you'll have a hard time contributing against anything with fire resistance or immunity (which is a lot of the bestiary). And I'm not sure there are enough useful time-themed spells to fill a sorcerer's spells known.

As an example, air is a good theme to play strictly because it has some variety to it. You get a combination of battlefield control (summoning clouds to obscure view or winds to push things around), blasting (electricity spells), and mobility buffs (flight and related effects). You could potentially include a couple telekinetic effects as well (moving things through/with air) if you want to stretch the theme a bit.

Air:

Level 0
Breeze
Jolt
Mage Hand?

Level 1
Air Bubble
Obscuring Mist
Unseen Servant?
Floating Disk?
Gentle Breeze
Shocking Grasp
Alter Winds
Feather Fall
Jump
Longshot?
Windy Escape

Level 2
Fog Cloud
Euphoric Cloud
Commune with Birds?
Aggressive Thundercloud
Elemental Touch (electricity)
Gust of Wind
Haunting Mists
Air Step
Buoyancy?
Glide
Steal Breath
Strong Wings
Whispering Wind
Winged Sword?

Level 3
Cloak of Winds
Nauseating Trail
Stinking Cloud
Storm Step
Air Geyser
Lightning Bolt
Sheet Lightning
Elemental Aura (electricity)
Wind Wall
Air/Water Breathing?
Fly
Gaseous Form
Hostile Levitation?

Level 4
Solid Fog
Greater Aggressive Thundercloud
Ball Lightning
Hurricane Blast
River of Wind
Cloud Shape
Conversing Wind
Elemental Body I (Air)
Miasmatic Form

Level 5
Calm Air
Cloudkill
Mind Fog
Lightning Arc
Elemental Body II (Air)
Fickle Winds
Overland Flight

Level 6
Chain Lightning
Path of the Winds
Sirocco
Elemental Body III (Air)

Level 7
Scouring Winds
Control Weather
Mass Fly
Elemental Body IV (Air)

Level 8
Incendiary Cloud?
Stormbolts

Level 9
Ride the Lightning

Summon Monsters: (I) Eagle; (II) Small Air Elemental; (III) Dire Bat; (IV) Medium Air Elemental, Mephit (air, dust, lightning, smoke, steam), Pteranodon; (V) Large Air Elemental; (VI) Huge Air Elemental, Invisible Stalker; (VII) Greater Air Elemental; (VIII) Elder Air Elemental; (XI) Cloud Giant?

If I wanted to play a fire-themed character without being overspecialized, I would interpret the theme a bit more flexibly. First, I'd include light spells. Second, I'd work with the symbolism of fire to include enchantments that inflame passions such as anger or lust, as well as one or two spells associated with speed or purification. Finally, I'd reflavour a few spells to be related to smoke or heat in order to round out the selection. In the list, I've grouped together the spells that rely on fire damage.

Fire:

Level 0
Dancing Lights
Light
Spark
Flare

Level 1
Endure Elements
Obscuring Mist (“Smokescreen”)
Delusional Pride (“Inflame Pride”)
Flare Burst
Dancing Lantern
Expeditious Retreat (“Burning Foot”)

Burning Hands
Touch of Combustion
Burning Disarm
Snapdragon Fireworks

Level 2
Endure Elements, Communal
Resist Energy
Glitterdust
Unnatural Lust (“Inflame Lust”)
Continual Flame
Blur (“Heat Shimmer”)
Pyrotechnics

Burning Arc
Burning Gaze
Elemental Touch (Fire)
Fire Breath
Flaming Sphere
Scorching Ray
Spontaneous Immolation
Molten Orb

Level 3
Explosive Runes
Protection from Energy
Resist Energy, Communal
Ash Storm
Heroism (“Heroic Passion”)
Lover's Vegeance
Rage
Reckless Infatuation
Campfire Wall
Daylight
Haste (“Cinder Dance”)
Dispel Magic (“Purify”)

Elemental Aura
Fireball
Firestream
Fire Trail
Flame Arrow

Level 4
Protection from Energy, Communal
Firewalker's Meditation
Fire Shield
Unbearable Brightness
Elemental Body I (Fire)
Scorching Ash Form
Obsidian Flow
Wandering Star Motes

Fire Trap
Heatstroke
Controlled Fireball
Greater Flaming Sphere
Wall of Fire
Pyrotechnic Eruption
Firefall

Level 5
Damnation Stride
Wall of Light
Elemental Body I (Fire)

Fire Snake

Level 6
Greater Heroism (“Greater Heroic Passion”)
Vengeful Outrage
Greater Dispel Magic (“Greater Purify”)
Elemental Body III (fire)
Tar Pool

Hellfire Ray (if evil)
Sirocco
Chains of Fire
Contagious Flame

Level 7
Joyful Rapture
Elemental Body IV (fire)
Firebrand

Delayed Blast Fireball

Level 8
Symbol of Dispelling (“Symbol of Purification”)
Sunburst

Incendiary Cloud
Wall of Lava

Level 9
Meteor Swarm
Fiery Body

Summon Monsters: (I) Fire Beetle, Viper*; (II) Small Fire Elemental; (IV) Medium Fire Elemental, Mephit (fire, magma, smoke), Giant Scorpion*, Hell Hound; (V) Large Fire Elemental, Salamander; (VI) Huge Fire Elemental; (VII) Greater Fire Elemental; (VIII) Elder Fire Elemental

*Venomous creatures are often symbolically associated with fire.


For an elemental magic-user type character, your best bet is probably kineticist.

Shadow Lodge

Because it's an interesting challenge, I'd like to try time.

There are a handful of spells that are directly time-themed (eg sands of time). Then, we could include any spells that involve speed manipulation, even teleportation (travel outside of time). Third, spells that undo other spells or reverse status effects (moving something back in time before the status effect). Fourth, a number of damaging spells could be flavoured as aging - particularly those that deal simple damage, include penalties to physical stats, or kill things outright. Finally, some Divinations could be described as reaching into the past or future for knowledge.

Time Spells:

Level 1
Anticipate Peril
Heightened Awareness
Identify
True Strike
Memory Lapse
Unprepared Combatant ("Slow Reflexes")
Chill Touch ("Aging Touch")
Ray of Enfeeblement ("Aging Ray")
Break ("Age Object")
Endothermic Touch ("Slow Metabolism")
Expeditious Retreat
Feather Fall ("Slow Fall")
Liberating Command ("Speedy Escape")
Swift Girding
Wizened Appearance
Youthful Appearance
Repair Undead

Level 2
Escaping Ward ("Immediate Escape")
Retrieve Item ("Instant Retrieval")
Embrace Destiny
Share Memory
Twisted Futures
Locate Object?
Investigative Mind?
Admonishing Ray?
Mirror Image ("Time Decoys")
Languid Venom
Stricken Heart ("Stop Heart?")
Accelerate Poison
Make Whole ("Reverse Damage")
Time Shudder

Level 3
Dispel Magic ("Reverse Magic")
Arcane Sight?
Find Fault?
Hold Person ("Halt Person")
Contingent Action
Pain Strike?
Gentle Repose ("Slow Decomposition")
Halt Undead
Ray of Exhaustion
Sands of Time
Blink ("Time Flicker")
Haste
Slow

Level 4
True Form ("Reverse Polymorph")
Remove Curse
Dimension Door
Akashic Communion
Locate Creature?
Deadman's Contingency
Bestow Curse (ability penalty or "lost time" with action loss)
Contingent Venom
Enervation
Calcific Touch
Make Whole, Greater ("Greater Reverse Damage")
Mnemonic Enhancer
Symbol of Slowing

Level 5
Break Enchantment
Teleport
Contact other Plane
Foretell Failure
Glimpse of Truth
Hold Monster ("Halt Monster")
False Future
Waves of Fatigue
Mass Repair Undead
Fabricate
Rapid Repair
Permanency
Lesser Age Resistance

Level 6
Greater Dispel Magic
Getaway
Analyze Dweomer
Legend Lore
True Seeing ("Time Sight")
Contingency
Circle of Death
Undeath to Death
Wither Limb
Age Resistance
Greater Break ("Greater Age Object")
Disintegrate

Level 7
Expend
Sequester ("Remove from Time")
Dimensional Bounce
Instant Summons
Greater Teleport
Teleport Object
Greater Arcane Sight?
Vision
Hold Peron, Mass ("Mass Halt Person")
Finger of Death
Symbol of Weakness
Waves of Exhaustion
Greater Age Resistance
Memory of Function

Level 8
Symbol of Dispelling
Instant Summons, Greater
Discern Location?
Moment of Prescience
Prediction of Failure
Power Word Stun
Symbol of Death
Temporal Stasis

Level 9
Refuge
Teleportation Circle
Foresight
Hold Monster, Mass ("Mass Halt Monster")
Power Word Kill
Energy Drain
Time Stop

I'm not super happy with this list, especially at low levels, but I think it's both reasonably functional and reasonably thematic if your roleplay it well.

Verdant Wheel

Weirdo wrote:

Because it's an interesting challenge, I'd like to try time.

There are a handful of spells that are directly time-themed (eg sands of time). Then, we could include any spells that involve speed manipulation, even teleportation (travel outside of time). Third, spells that undo other spells or reverse status effects (moving something back in time before the status effect). Fourth, a number of damaging spells could be flavoured as aging - particularly those that deal simple damage, include penalties to physical stats, or kill things outright. Finally, some Divinations could be described as reaching into the past or future for knowledge.

** spoiler omitted **...

Cleverly done! I think anything that turns people to stone would also work: "Fossilisation."


Weirdo wrote:
Because it's an interesting challenge, I'd like to try time.

That's a nice list.

To a lesser extent, it has been done in Unchained for numerous themes (starting at 'Spell Lists'). Might work as a starting point.

Shadow Lodge

Definitely a good starting point, though most characters will need more spells on the list.

Nitro~Nina wrote:
I think anything that turns people to stone would also work: "Fossilisation."

Good catch! I have Calcific Touch, but Flesh to Stone could also be included at level 6.

Verdant Wheel

Weirdo wrote:

Definitely a good starting point, though most characters will need more spells on the list.

Nitro~Nina wrote:
I think anything that turns people to stone would also work: "Fossilisation."
Good catch! I have Calcific Touch, but Flesh to Stone could also be included at level 6.

That's what made me think of it, yeah. :D Also any Summon spell that can summon dinosaurs or other beasties from the past would work. Even Summon Eidolon, if your Eidolon happens to be a Tyrannosaurus Rex (opinions and sassy Utahraptor optional). Honestly I just want to make a Summoner based on Jurassic Park now. With Jeff Goldblum as my cohort.

Equally well, anything that involves growth, regression or decay, like Diminish Plants and Plant Growth. Enlarge Person is obviously too far, but Reduce Person could be flavoured in order to transform someone into a child.

You could also have Anthropomorphic Animal and Awaken on the list, as evolution-y spells.

Cure Spells could be speeding up the body's natural healing, while more powerful magic such as Breath of Life, Regenerate and Resurrection are time-reversal spells.

Shadow Lodge

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Plant Growth and Cure spells would certainly work. A divine caster would miss out on most of the non-healing spells, which would be a problem in terms of flexibility. Though since you mentioned dinosaurs I could see a time-themed saurian shaman druid doing very well. Healing, growth, and summoning.

I could also see a really interesting time-themed Witch with Cure spells as well as the nasty aging debuffs. Hex selection would be a bit limited but you could justify Healing, Fortune ("Prediction of Fortune"), Misfortune ("Prediction of Misfortune"), Cackle ("Chant of Preservation"), and of course Soothsayer. There's even a time patron (spells: ventriloquism, silence, haste, threefold aspect, teleport, disintegrate, expend, temporal stasis, time stop) though you could build with the healing patron if your party needed that role.

Threefold Aspect, btw, is possibly my favourite explicitly time themed spell in Pathfinder and is on both the druid and witch spell lists.

Verdant Wheel

Divine Casters also can end up with a Time Domain, and the aforementioned Cure and Summon spells. Plus, you can use all sorts of self-buffs to increase BAB and Str etc, because it's a possible "you" of the future!

Ooo, good idea! Slumber could also work, because you're accelerating them to the point of severe sleep deprivation.

Weirdo wrote:
Threefold Aspect, btw, is possibly my favourite explicitly time themed spell in Pathfinder and is on both the druid and witch spell lists.

OH THAT'S GREAT. I also love how it has an incredibly situational piece of pure flavour in there with the True Seeing thing. Adds so much to how awesome the spell is.

Verdant Wheel

That last bit may sound like sarcasm; it isn't.

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