
The DM of |
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The year is coming to a close and with it discussion of the PF2 playtest. This past month has seen the most productive and civil discussion and some of the best updates (unofficial 1.7 from the video stream).
Thank you to all of the folks at Paizo working long days and nights on the new system. I'm confident it will be worth it in the end. Now, go enjoy your holidays and spend some time on yourselves. If you're not taking care of you, who will?

Mark Seifter Designer |
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Happy holidays everyone! Thanks for all the hard work and insight you guys put into this game. It's thanks to you that we are able to shape Pathfinder 2 into the best version it could be!
And in the spirit of the season, here's a very Paizo playtest forums late Crystalhue present for you all, a very silly spell only possible to writeup here thanks to a fun thread you guys created:
Dinosaur Fort Spell 10
Conjuration
Traditions primal
Cast 10 minutes (material, somatic, verbal)
Range 500 feet
Duration 24 hours (see text)
You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a tyrannosaurus (see Bestiary). While the tyrannosauruses won’t cross into the others’ territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours.
The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features such as ponds or spires of rock, but can’t be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches the solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, there’s a 10% chance each day the fort begins to sink or collapse.
The fort doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.

dmerceless |
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The fort doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.
Hm... it looks like you guys want to prevent the Instant Fortress Nuclear Bomb from happening in this game. As a (currently) 5e GM, I thank you for that, haha.
I'm curious if this is actually gonna make into the book, but if it isn't I'm definetly houseruling it in.

Darksol the Painbringer |
1 person marked this as a favorite. |

And in the spirit of the season, here's a very Paizo playtest forums late Crystalhue present for you all, a very silly spell only possible to writeup here thanks to a fun thread you guys created:
Dinosaur Fort Spell 10
Conjuration
Traditions primal
Cast 10 minutes (material, somatic, verbal)
Range 500 feet
Duration 24 hours (see text)You conjure a primeval fort with walls of sharpened wood adorned with dinosaur skin and teeth, up to 300 feet on a side. Each of the four quadrants of the fort is guarded by a tyrannosaurus (see Bestiary). While the tyrannosauruses won’t cross into the others’ territories, their reach allows them to simultaneously attack an intruder near the center of the fort. The tyrannosauruses leave you and anyone you introduce to them alone but treat anyone else they find in the fort as intruders and prospective snacks. When you prepare spells, you can choose not to recover the spell slot you used to cast this spell. If you do, the fort remains for another 24 hours.
The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features such as ponds or spires of rock, but can’t be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches the solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, there’s a 10% chance each day the fort begins to sink or collapse.
The fort doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.
I might as well get the Rules Questions/FAQs started for this spell before it goes to print; after all, everyone will want clarification for this spell.
1. How tall are the walls for the spell? Can we assume them to be 30 feet or so, the same as other Wall of X spells?
2. Is the origin point of the spell an intersection or a square? If one of my players (or even an NPC) wants to cast this spell, I want to get the dimensions right.
3. Can the spellcaster command the T-Rexs to attack intruders outside of the 300 feet (but disperse or re-appear if the target escapes out of its 500 ft. range)? If a T-Rex is killed, does it respawn the next day when the spellcaster prepares spells? Are they otherwise treated as summoned creatures for spells like Banishment? If I want a Druid Amusement Park Manager NPC, these questions need answering!
4. What's the rarity of the spell? If a player wants this spell I need to know if they can just take it or if it is an Uncommon/Rare/Unique spell and I need to make them work for it.

ErichAD |

Here's hoping that this is a glimpse into improved wall spell area requirements.
The fort must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The fort adjusts around small features such as ponds or spires of rock, but can’t be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches the solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, there’s a 10% chance each day the fort begins to sink or collapse.The fort doesn’t harm creatures within the area when it appears, and it can’t be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the fort when the spell is cast ends up unharmed inside the complete fort and always has a clear path of escape.