longer ranged spells?


Rules Questions


can reach spell extend spell range to be more than long range? if not are there any ways to make spell range more than what it is other than increasing caster levels?


The Enlarge metamagic feat doubles the range of a spell. Long range spells become 800 + 80ft/caster level for a cost of +1 slot level


Kayerloth wrote:
The Enlarge metamagic feat doubles the range of a spell. Long range spells become 800 + 80ft/caster level for a cost of +1 slot level

can that be used multiple times doubling each time? i need like miles in distance for my OLC to work properly.


Lady-J wrote:
Kayerloth wrote:
The Enlarge metamagic feat doubles the range of a spell. Long range spells become 800 + 80ft/caster level for a cost of +1 slot level
can that be used multiple times doubling each time? i need like miles in distance for my OLC to work properly.

No.

CRB wrote:
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.


Some spells can be cast through a scrying sensors or from a "remote presence", so perhaps that's an option?
Alternatively, there's always: teleport in, cast, teleport out.

Scarab Sages

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Lady-J wrote:
can reach spell extend spell range to be more than long range? if not are there any ways to make spell range more than what it is other than increasing caster levels?

You could probably rig up a few spells to propel eachother to the target, kinda like a 2 stage rocket, where one spell doesn't kick in until the first spell reaches a certain distance.

What are you trying to do?


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Orbital Lich Cannon(OLC for short). put 8 Lichs on a satellite for Orbital bombardments.

Scarab Sages

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Lady-J wrote:
Orbital Lich Cannon(OLC for short). put 8 Lichs on a satellite for Orbital bombardments.

Ah, space, yeah, that's where you'd need more range. I'd look into rules for low gravity, as I think it would affect certain projectile weapons and similar spells.

Could also just drop things from orbit. For Liches, Bloody Skeletons would be a fun one to drop on the enemy. Falling damage would kill them, but then they get back up in an hour.


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That is such a bizarre idea that now I cannot stop thinking of it. There's something really compelling about an OLC.


Murdock Mudeater wrote:
Lady-J wrote:
Orbital Lich Cannon(OLC for short). put 8 Lichs on a satellite for Orbital bombardments.

Ah, space, yeah, that's where you'd need more range. I'd look into rules for low gravity, as I think it would affect certain projectile weapons and similar spells.

Could also just drop things from orbit. For Liches, Bloody Skeletons would be a fun one to drop on the enemy. Falling damage would kill them, but then they get back up in an hour.

are bloody skeletons reformed at a predetermined location or are they reformed at location of death?


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They are reformed at the place of death. They just keep healing themselves.


Kileanna wrote:
They are reformed at the place of death. They just keep healing themselves.

dang, any way to raise a bunch of unintelligent lichs and tie them all to the same phylactery? just so they revive on the satellite also any ways for falling objects to do aoe damage?

Scarab Sages

Lady-J wrote:
Murdock Mudeater wrote:
Lady-J wrote:
Orbital Lich Cannon(OLC for short). put 8 Lichs on a satellite for Orbital bombardments.

Ah, space, yeah, that's where you'd need more range. I'd look into rules for low gravity, as I think it would affect certain projectile weapons and similar spells.

Could also just drop things from orbit. For Liches, Bloody Skeletons would be a fun one to drop on the enemy. Falling damage would kill them, but then they get back up in an hour.

are bloody skeletons reformed at a predetermined location or are they reformed at location of death?

As I read it, it would be where their corpse is. If the corpse doesn't survive (like distintigrated), I don't think they comeback. So I recommend study base creatures (Huge Bloody Skeletons), or maybe putting them in a heat resistant capsule (like inside an asteroid).

Scarab Sages

Lady-J wrote:
Kileanna wrote:
They are reformed at the place of death. They just keep healing themselves.
dang, any way to raise a bunch of unintelligent lichs and tie them all to the same phylactery? just so they revive on the satellite also any ways for falling objects to do aoe damage?

The Phylactery isn't defined well, but I suppose it could be the same object used multiple times for different liches. Kinda a huge liability, tactically, to have all of them having the same weakness.

As for AoE damage on falling objects, I don't think there are hard rules for that. Could look at the rules for Catapults and get a pretty good idea. The main thing, is that from space, you won't really be able to hit most living targets (aim at countries, not people...). It's not just a matter of aiming, you really can't see your target very well.


Murdock Mudeater wrote:
Lady-J wrote:
Kileanna wrote:
They are reformed at the place of death. They just keep healing themselves.
dang, any way to raise a bunch of unintelligent lichs and tie them all to the same phylactery? just so they revive on the satellite also any ways for falling objects to do aoe damage?

The Phylactery isn't defined well, but I suppose it could be the same object used multiple times for different liches. Kinda a huge liability, tactically, to have all of them having the same weakness.

As for AoE damage on falling objects, I don't think there are hard rules for that. Could look at the rules for Catapults and get a pretty good idea. The main thing, is that from space, you won't really be able to hit most living targets (aim at countries, not people...). It's not just a matter of aiming, you really can't see your target very well.

well the shared phylactery would be for the ammunition and would reduce the cost significantly.

as for targeting that's what scrying/other divination magic is for


You could capture Tarrasque cut off his spikes and launch those from orbit. they will just grow right back so you would have infinite ammo that way and they would come back a lot faster then the lichs.


Vidmaster7 wrote:
You could capture Tarrasque cut off his spikes and launch those from orbit. they will just grow right back so you would have infinite ammo that way and they would come back a lot faster then the lichs.

i would rather not have to deal with a terasque plus if i cant find a way to get un intelligent lichs i can just make int 3 lichs and give them the feat that makes their phylactery regrow them in a day instead of 1d10 days


Teleport Object lets you send stuff 100 miles per CL, which is plenty for orbital bombardment. Being able to see where you're sending it makes for the 'Studied Carefully' level of familiarity.

Making a suitable bomb is left as an exercise for the other commenters here.


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Makes those liches cast properly boosted detonate...

Fuel-Drop Bomb

EDIT: Maybe add a contingency that will trigger another detonate?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I don't know about range, but for the orbital satellite itself, you can make a flying castle with the animated object spell pretty easily.

Just fly it far enough into space where your typical flying creature or character can't reach it due to radiation exposure, suffocation, and other space-related hazards; and spellcasters need interplanetary teleport to teleport into it (assuming you don't bother with anti-teleport defenses).

When a bombardment is ordered, they could fly their landing castle in for a meaningful close encounter of the undead kind.

Hell, make it an entire fleet, with each of your 8 liches having their own castle full of undead monsters and minions. They can come crashing down onto Golarion's surface like the Orbital Knights of Mars in the anime, Aldnoah Zero.

Just imagine a meek army thrown into chaos because a castle landed atop of them, killing hundreds (perhaps even thousands with a magical shockwave) and dividing the enemy forces before your undead forces poured out, ripping into them. I imagine the impact on morale would be magnified greatly if you landed atop of an enemy fortification, such as a keep, crushing it at the start of the attack.

EDIT: I'd also increase it's space and give it the Kaiju's massive ability for good measure.

Massive:
Massive (Ex) Because kaiju are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a kaiju's movement, though areas of forest or settlements are considered difficult terrain to a kaiju. A Huge or smaller creature can move through any square occupied by a kaiju, or vice-versa. A kaiju can make attacks of opportunity only against foes that are Huge or larger, and can be f lanked only by Huge or larger foes. A kaiju gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It's possible for a Huge or smaller creature to climb a kaiju—this generally requires a successful DC 30 check, and unlike the normal rules about kaiju and attacks of opportunity, a Small or larger creature that climbs on a kaiju's body provokes an attack of opportunity from the monster.

EDIT: There are mythic abilities that let you make ranged attacks at any range, and to see things at most any range. You could combine those with certain spells potentially.


Ravingdork wrote:
Just fly it far enough into space where your typical flying creature or character can't reach it due to radiation exposure, suffocation, and other space-related hazards; and spellcasters need interplanetary teleport to teleport into it (assuming you don't bother with anti-teleport defenses.)

Greater Teleport can work in space just fine. Interplanetary Teleport just does it better.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sauce987654321 wrote:
Ravingdork wrote:
Just fly it far enough into space where your typical flying creature or character can't reach it due to radiation exposure, suffocation, and other space-related hazards; and spellcasters need interplanetary teleport to teleport into it (assuming you don't bother with anti-teleport defenses.)
Greater Teleport can work in space just fine. Interplanetary Teleport just does it better.

When interplanetary teleport was first released, I asked the developers why they would release a new rule that limited existing rules (since you could just use the lower level greater teleport spell to planet hop).

They responded with something to the effect of: Greater teleport isn't capable of planet hopping. That spell was made in previous systems that didn't assume planet hopping was a thing. Since other planets are part of the core assumption of Pathfinder's core game, greater teleport has been somewhat retconned. For true planet hopping, you need interplanetary teleport, a special ability that allows for it, an established portal, or spaceship.

This retcon should not be taken as an indication that this is something Paizo intends to make a habit of doing (in other words, you shouldn't expect retcons to other spells and rules).

SOURCES:
http://paizo.com/threads/rzs2l7ns&page=61?Ask-James-Jacobs-ALL-your-Que stions-Here#3016
http://paizo.com/threads/rzs2l7ns&page=1134?Ask-James-Jacobs-ALL-your-Q uestions-Here#56659
http://paizo.com/threads/rzs2l7ns&page=1016?Ask-James-Jacobs-ALL-your-Q uestions-Here#50780
http://paizo.com/threads/rzs2lyx1?Interplanetary-teleport#50
http://paizo.com/threads/rzs2pywd?Teleport-Greater-VS-Interplanetary#8
http://paizo.com/threads/rzs2l7ns&page=1116?Ask-James-Jacobs-ALL-your-Q uestions-Here#55757
http://paizo.com/threads/rzs2lyx1&page=4?Interplanetary-teleport#151
http://paizo.com/threads/rzs2l7ns&page=404?Ask-James-Jacobs-ALL-your-Qu estions-Here#20189
http://paizo.com/threads/rzs2l7ns&page=271?Ask-James-Jacobs-ALL-your-Qu estions-Here#13538
http://paizo.com/products/btpy85ed/discuss?Pathfinder-14-Second-Darkness-Ch apter-2-Children-of-the-Void#11
http://paizo.com/threads/rzs2l7ns&page=1134?Ask-James-Jacobs-ALL-your-Q uestions-Here#56655
http://paizo.com/threads/rzs2lyx1&page=2?Interplanetary-teleport#59
http://paizo.com/threads/rzs2khbc?Cosmoquestionology-and-General-Multiversa l#30


Ravingdork wrote:
Sauce987654321 wrote:
Ravingdork wrote:
Just fly it far enough into space where your typical flying creature or character can't reach it due to radiation exposure, suffocation, and other space-related hazards; and spellcasters need interplanetary teleport to teleport into it (assuming you don't bother with anti-teleport defenses.)
Greater Teleport can work in space just fine. Interplanetary Teleport just does it better.

When interplanetary teleport was first released, I asked the developers why they would release a new rule that limited existing rules (since you could just use the lower level greater teleport spell to planet hop).

They responded with something to the effect of: Greater teleport isn't capable of planet hopping. That spell was made in previous systems that didn't assume planet hopping was a thing. Since other planets are part of the core assumption of Pathfinder's core game, greater teleport has been somewhat retconned. For true planet hopping, you need interplanetary teleport, a special ability that allows for it, an established portal, or spaceship.

This retcon should not be taken as an indication that this is something Paizo intends to make a habit of doing (in other words, you shouldn't expect retcons to other spells and rules).

SOURCES:
http://paizo.com/threads/rzs2l7ns&page=61?Ask-James-Jacobs-ALL-your-Que stions-Here#3016
http://paizo.com/threads/rzs2l7ns&page=1134?Ask-James-Jacobs-ALL-your-Q uestions-Here#56659
http://paizo.com/threads/rzs2l7ns&page=1016?Ask-James-Jacobs-ALL-your-Q uestions-Here#50780...

Interesting that this was discussed, before.

The spell hasn't even been rewritten, either, so by RAW, it still works. It's not even like Interplanetary Teleport's niche is only teleporting to other planets, it can go anywhere with out the caster even knowing what the place looks like. The other teleport spells struggle with that a little.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, RAW you could argue that, but it's been made abundantly clear that, that's not the intent. Greater teleport cannot take you off the planet.

To continue to claim otherwise despite knowing the clear intent is to risk coming off as a bit disingenuous.


Ravingdork wrote:

Yeah, RAW you could argue that, but it's been made abundantly clear that, that's not the intent. Greater teleport cannot take you off the planet.

To continue to claim otherwise despite knowing the clear intent is to risk coming off as a bit disingenuous.

A "retcon" (which isn't even one yet since there is no rewrite) and RAI are rather different from each other. RAW, Greater Teleport works, there's no argument. It really depends on how the GM feels about the spell, honestly. If a GM has a monster use Greater Teleport from one planet to another and the player contests it, that "rule" might not fly at their table.

Scarab Sages

So how old is this Space Station with liches onboard? This whole concept reminds me of the Demilich (kinda a lich archetype).


No! No!

Awaken the Tarrasque. Then get it upgraded to Lichdom. Castle, station, lich. All one statblock.


I'm not sure you need interplanetary teleport here. It doesn't sound like we are going to other planets in this case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Melkiador wrote:
I'm not sure you need interplanetary teleport here. It doesn't sound like we are going to other planets in this case.

Game developers have made it pretty clear that their intent is that greater teleport cannot take you off planet. Presumably, that means you're limited to Golarion's atmosphere and everything therein.


So not just planet to planet but not even off the planet at all? Seems like a very arbitrary limitation for pretty much no reason.

Player - "I can use the Teleport spell to transport myself hundreds of miles, so I'm going to use it to teleport hundreds of miles up in to space!"

GM - "You can't"

Player "Um, why not?"

GM - "Well.. just because!"

Yeah, I'll stick with the in book rules for this one.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Some of you may not like it, but the developers seem to think that the ability to move from one planet to the next (or even into outer space in many cases) should be the near exclusive domain of really high level characters.

No one is going to stop you from changing it in your home games though, so do with that what you will.


I mean Greater Teleport is a 7th level spell, but whatever.

I would wager that majority of players don't even know that devs want it that way. First, it's not at all suggested in the books since even Interplanetary Teleport itself doesn't suggest it, and most people, at least from my experience, don't lurk around on this site to even read about that.

Liberty's Edge

1) To cast greater teleport you need a reliable description of the location. There is no reliable description of a featureless point in space.

2) Orbital movement and the relative movement of the planets make greaten teleport not working in interplanetary travel:

Requirement to teleport

Teleport wrote:


You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

What is changed by greater teleport:

Teleport, Greater wrote:


This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

Note how Greater teleport don't override the need for a clear idea of the location.

It has been explained in different products, especially Ultimate intrigue e the Skulls and shackles AP, that if the target is moving you don't know its location.

3) Again from teleport: Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Oops, outer space = strong physical energy.

4) Scrying: from Ultimate intrigue:

UI wrote:
Scrying can be enormously useful for a spy, if the circumstances all align well for the scryer, but it isn’t particularly useful on its own for a potential teleport. The 10-foot-radius visual requires the target to move in order to provide a clear idea of the layout of the destination, and the spell doesn’t directly indicate the location. The PCs must use contextual clues to figure this out, unless they already know where the target is.
Interplanetary Teleport wrote:


This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to ("the third planet from the sun" is an acceptable destination, but "a habitable world near that bright star" is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.

The bolded part change the requirement from "clear idea of the location" to "solid grasp of which world you wish to travel to", but (as i see it) you still need a reliable description of a location to get to a specific location.

- * - * -

About spell range, there is a hard limit on it:

PRD wrote:

Range

A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell's range is the maximum distance from you that the spell's effect can occur, as well as the maximum distance at which you can designate the spell's point of origin. If any portion of the spell's area would extend beyond this range, that area is wasted.

So, if you fire a fireball at maximum range, whatever is outside the "400 feet + 40 feet per caster level" range is waster. You don't gain an extra 20 feet.


I'm not going to quote individual sections of the last post because it's too annoying to do with a phone. I'll just post some thoughts on it.

I guess it's hard to come up with a reliable description of a point in space, but I'd imagine the same with the sky or underwater. It just seems like a good attempt at frustrating a player who wants to teleport.

Since planets are always moving, and if something moves I supposedly don't know where it is, then wouldn't that mean I couldn't use teleport at all anywhere, ever? I feel like when they said location, they didn't mean the current position of something with in the solar system. I feel like that's just too much nitpicking.

Also, you say Greater Teleport still hasn't overrided​ the "clear idea of the location." Well, it seems like it has been replaced with "reliable description." Those are totally different in this context. No mention of location at all. Plus, it just says "clear idea" which can have different thresholds for different people, as in if it's sufficient enough for the GM to allow.

Let's say that I'm playing in a setting where I've traveled to several planets, for whatever reason, and use Greater Teleport to travel to a location on a planet that I've been on. By RAW, what's stopping that from working?

I'm not to sure what your point was with range and mentioning fireball, sorry, I must be missing something.

Edit: Yeah, you're talking about the actual topic with the fireball example, lol.

Scarab Sages

Sauce987654321 wrote:

I mean Greater Teleport is a 7th level spell, but whatever.

I would wager that majority of players don't even know that devs want it that way. First, it's not at all suggested in the books since even Interplanetary Teleport itself doesn't suggest it, and most people, at least from my experience, don't lurk around on this site to even read about that.

My take on it is that the Developers are thinking that different planets should qualify as different planes for the purposes of Greater Teleport. I think that is a fair reading of the spell.

That said, I would consider allowing players to use Greater Teleport in this manner if they did have a reliable description. This description would need to take into account the exact distance between where you were on your current planet and where on the target planet you intended to arrive. With orbiting celestial bodies, this may be impossible for most characters. Even if the spell doesn't care on the distance traveled, your reliable description would need to know how far you were traveling. With enough divination in advance, this might be possible for player characters to use if they knew in advance, when they were going to use Greater Teleport.

That Interplanetary Teleport sounds much kinder in requirements, making for a much more practical teleport from planet to planet, without needing to know too much specific information.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Lady-J wrote:
can reach spell extend spell range to be more than long range? if not are there any ways to make spell range more than what it is other than increasing caster levels?

For area effect spells, take two levels in arcane archer and use a distance composite longbow: 10 range increments of 220 ft -> max. range of 2,200 ft; max. Long range for a spell (CL 20) -> 1,200 ft.


Dragonchess Player wrote:
Lady-J wrote:
can reach spell extend spell range to be more than long range? if not are there any ways to make spell range more than what it is other than increasing caster levels?
For area effect spells, take two levels in arcane archer and use a distance composite longbow: 10 range increments of 220 ft -> max. range of 2,200 ft; max. Long range for a spell (CL 20) -> 1,200 ft.

Side Notes:

A Myrmidarch Magus can do the same with ranged touch spells.

An Eldritch Archer can do the same with ranged attack spells if they have the Distant Spellstrike Arcana.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If you throw mythic into the mix, you can have infinite range on those spell arrows.

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