Spells you're surprised don't exist?


Pathfinder First Edition General Discussion

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Sovereign Court

Meirril wrote:

Wall of Thorns is a very respectable replacement. If anyone remembers Herogames Hero Fantasy the druid there could cast Wall of Animals which should be a fairly traumatic experience as dozens of woodland critters form an animal pyramid to stop your enemies attacks.

I'm a little surprised that there aren't any Time Travel spells in Pathfinder. I mean it is a horrible idea, introducing time travel into any game is a mistake because it basically leads to people trying to 'fix' everything. And then there is the horror of the BGs doing the same to you.

The reason I'm surprised is because its a very popular trope and well within the scope of 9th level spells (8th even), so I'd figure at some point the editors would make the mistake of letting an author introduce some sort of time travel mechanic in a limited setting and then people would insist on letting anyone in PFS and beyond use it in every setting.

Same here. Outright time travel is understandable because, yeah, players are hard enough to wrangle without giving them free access to the 4th-dimension, but there's a lot of ways to mess with the flow of time to interesting (and relatively manageable - at least as much as any other mid- to high-level spell) effect. I did one time decide to try and make a time wizard and found it difficult to grab more than one or two spells per level that fit the concept at all. I think I've noticed a few more time-related spells come out since then, so maybe I'll give it a second go, now that 1e is coming to a close.

I also feel like Time is a glaringly absent cleric Domain, when you think about it.


A change home plane spell. It seems like the sort of thing you'd want for forcing a summoned creature to stay on a specific plane, or to thoroughly ruin creatures that merely return to their plane of origin on death.

A Chimeric Polymorph spell also feels like it's missing. Fishing for just the right combinations of abilities is kind of the fun of polymorph spells, but at some point in the spell's life it should be more free form.


L. A. DuBois wrote:
Meirril wrote:

Wall of Thorns is a very respectable replacement. If anyone remembers Herogames Hero Fantasy the druid there could cast Wall of Animals which should be a fairly traumatic experience as dozens of woodland critters form an animal pyramid to stop your enemies attacks.

I'm a little surprised that there aren't any Time Travel spells in Pathfinder. I mean it is a horrible idea, introducing time travel into any game is a mistake because it basically leads to people trying to 'fix' everything. And then there is the horror of the BGs doing the same to you.

The reason I'm surprised is because its a very popular trope and well within the scope of 9th level spells (8th even), so I'd figure at some point the editors would make the mistake of letting an author introduce some sort of time travel mechanic in a limited setting and then people would insist on letting anyone in PFS and beyond use it in every setting.

Same here. Outright time travel is understandable because, yeah, players are hard enough to wrangle without giving them free access to the 4th-dimension, but there's a lot of ways to mess with the flow of time to interesting (and relatively manageable - at least as much as any other mid- to high-level spell) effect. I did one time decide to try and make a time wizard and found it difficult to grab more than one or two spells per level that fit the concept at all. I think I've noticed a few more time-related spells come out since then, so maybe I'll give it a second go, now that 1e is coming to a close.

I also feel like Time is a glaringly absent cleric Domain, when you think about it.

Strangely, it hasn't been a problem for me. Possibly because I haven't given unlimited time travel. Yet.

The group has experienced outright time travel and noticeable time dilation.
One of my players' characters is on the path to becoming a Time Immortal, which will require travel to other periods to intervene in events.

Time travel is a problem if you assume that the PCs and no one else have it, or that it is entirely unregulated. Add a few strictures and it's no biggie.

Shadow Lodge

DM Livgin wrote:
Cevah wrote:

Well, there is the Karyukai Tea Set. If your diplomacy is good, you can get great effects.

/cevah

Shame the duration on the greater heroism doesn't get increased. But I love the idea of the group participating in an hour long tea ceremony just before teleporting into the villain's stronghold.

I did that once, with that tea set. And it was, indeed, lovely.

While I do wish there was a "Mutate" spell, which let you pick from one or two monster abilities and give them to yourself or someone else, one of the Words of Power does that. So there's a way for your outer god-worshipping oracle or sorcerer to just give people asymmetrical wings/compound eyes/webbed digits without having to thumb through the bestiaries.

The Exchange

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There is a surprising lack of flower themed spells.


How about a spell that makes the person affected by it take damage every time they miss with an attack (call it Price Of Failure or something like that)


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L. A. DuBois wrote:
...I also feel like Time is a glaringly absent cleric Domain, when you think about it.

On the subject of domains...where's the Music domain? It seems such a blindingly obvious subject with dozens of possible spells. This is what I'd been thinking of (though many more spells have been published since I wrote this for 3.0):

Music Domain:
Perform (any musical instrument) is a class skill. You may use your Wisdom modifier instead of your Charisma modifier for Perform checks.
Bardic Music (Sp): You can use the Bardic Music ability as a bard of your class level, a number of rounds per day equal to 3 + your Wisdom modifier. This number increases by 1 at 3rd level, and every other level thereafter (3, 5, 7, etc).
Your cleric levels stack with other classes that provide Bardic Music abilities.
Angelic [Diabolic, etc] Choir (Sp): At 8th level, I've not really worked this out yet: Something: sing in the background for x rounds, and/or in addition for extra range & DC?]

Spells:

0 Ghost Sound
1 Hypnotism
2 Suggestion
3 Emotion
4 Shout
5 Sending
6 Mass Suggestion
7 Power word, Stun
8 Otto's Irresistible Dance
9 Wail of the Banshee


OOOH I got a super important one: a spell that tells you the target's favorite color.

Dark Archive

Mudfoot wrote:
L. A. DuBois wrote:
...I also feel like Time is a glaringly absent cleric Domain, when you think about it.
On the subject of domains...where's the Music domain? It seems such a blindingly obvious subject with dozens of possible spells.

Yeah, one thing I'd want from a Domains list in a new edition would be for someone to go through the various gods of the more common mythologies here on earth and make sure that there's a domain for each of them.

Time, Art, Love, Beauty, Music, Fate and Fertility are all relatively popular, and worthy, IMO, of being full Domains and not just sub-Domains of Charm or Knowledge or whatever. Some don't exactly scream 'adventurer' like War or Fire or Magic, but real-world mythologies have a bunch of gods of stuff like Art, Love and Fertility!

As for your custom Music Domain, those are some good spell choices. For the level 8 power, perhaps something that modifies a spell cast with a verbal component (which can't be Silenced meta-magically if you want this benefit, as you have to sing the verbal component to get the benny). Alternately, something that allows you to continue singing to maintain a spell that normally has a fixed duration in rounds / level with concentration, in this case, represented by singing (as a move action) and remaining within 30 ft. of the spell effect.


Is there a spell that is the opposite of repulsion i.e creatures in the area get pulled closer every round the fail a save? There is a spell called "attraction" but it's not the opposite of repulsion despite it's name.


Yqatuba wrote:
Is there a spell that is the opposite of repulsion i.e creatures in the area get pulled closer every round the fail a save? There is a spell called "attraction" but it's not the opposite of repulsion despite it's name.

Huh. There is in Starfinder (Gravitational Singularity) but I can't think of one in Pathfinder even thought I feel like I've seen a similar effect somewhere. Maybe a monster, trap, or magic item effect?


Summon Personal Assistant.

Reminders, organisation, flavour. Extra-dimensional an option.


strayshift wrote:

Summon Personal Assistant.

Reminders, organisation, flavour. Extra-dimensional an option.

Planar bind something lawful.


Is there a spell to make someone permanently mute? Or could bestow curse do this? What about make someone permanently illiterate?


Feeblemind does these, among other things. Mute meaning unable to meaningfully talk rather than unable to make noise in this case.

Edit: And no, I think this should be beyond the power of a bestow curse. Maybe a variant greater bestow curse could do it.


I'm kinda disappointed with the lack of spells that deal with directly making money. OK, not really. This is a combat game, not a simulated economy. You can't expect a game to do everything.

My point, turning lead into gold has been a trope for over a thousand years. In theory, magic can be used to print money, yet there isn't a whole lot of spells or magic tricks that can do that.

I'm not saying that little creativity can't be applied to magic to make money. Fabricate can turn raw materials into finished products. Animate Undead can be used to create cheap laborers. Wall of Stone is instantaneous so it lasts after the spell is done. Illusion and Enchantment spells can be easily used to swindle people of their money. Polymorph any object can be used as though it were plastic surgery. And so on.


Money converts directly into power in PF, an infinite loop there is just a bad idea. Alchemists can make philosopher's stones but as an endgame ability.


Shadowfires
(Necromancy)
Level: Cleric, Sor/Wiz 3
Casting Time: standard
Components: V, S, M
Range: 20' radius
Duration: 1 round/level
A fiery black necromatic version of farie fire, does 1d4 Points Of Cold Damage to all effected targets each round, siphoning 1 Point to the caster each round per effected target as temporary hp.

zza ni wrote:
Summon Cake ! fitness (diet?) rinse + repeat ... all spells used before noon....

Flesh to Cake

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