Spells you're surprised don't exist?


Pathfinder First Edition General Discussion

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Wall of Wood. Casters can call barriers of all things into being, but not wood? Only a 15th+ level wood elementalist casting Wall of Iron (which takes 2 spell slots if they're the only elementalist in the world not to take opposition school research) and then Transmute Metal to Wood can make one.


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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.


3.5 actually had one in a web supplement somewhere, kept to "plot device" by requiring a very specific material component that only worked for a certain time period per component... which they didn't state wasn't in a component pouch. (there's also the save game exploit for psionics)


Ten years and still no Dragon Slave...

Meirril wrote:

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.

One of the fey books (I think it was a Campaign Setting softcover), had a few time-themed spells.


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I got "Explode Head" a few books back, so I'm a happy camper.

Nothing says "BBEG" like blowing up someone's head so hard it hits everyone else.


@Tectorman
I thought Dominate Monster was ___ Slave on anything not immune to it (which dragons are not)?


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Generally speaking? More cantrips with either different damage types, or niche effects.

Like where's the knit cloth cantrip? Or a fire damage 'flash flame' cantrip (spark just doesn't do it for me), even if it would only do like 1 point of fire, just something like that please.

Heck, how about something stupid like 'detect color'. Blind characters would love this.

'Determine Time', which would be like the utility of Know Direction, but more like a watch than a compass effect.

I just feel like there is a distinct lack of love/attention for the absence of 0-Level spells being printed (although my favorite of the added ones has to either be Grasp or Scrivener’s Chant).


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Summon Cake !
fitness (diet?)

rinse + repeat ... all spells used before noon....


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As usual, earlier editions to the rescue.

deuxhero wrote:
Wall of Wood. Casters can call barriers of all things into being, but not wood? Only a 15th+ level wood elementalist casting Wall of Iron (which takes 2 spell slots if they're the only elementalist in the world not to take opposition school research) and then Transmute Metal to Wood can make one.

Woodwall

(Conjuration) [creationj]
Level: Sor/Wiz 5
Casting Time: special
Components: V, S, M
Range: touch
Duration: Instantaneous
Effect: up to 1000 cubic feet of wood

You create a mass of wood that you may arrange in any way you wish. anything more complex than a wall or block requires a Craft check to accomplish. you could for instance create a winding staircase, a box, a mast, or more. simple objects, like a keel, might take 10 rounds, while a finely carved door might take hours. The object created cannot contain any moving parts, nor can the spell create rare, expensive woods. A second casting of this spell may be employed to alter existing wood resulting from this spell. A third casting locks the wood into place, making sure it cannot be harmlessly modified by magic, just warped or destroyed. Multiple castings of this spell can be used to create a single unbroken piece.
Material Components: a sample of the wood desired
Setting: Mystara

Meirril wrote:


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.

Time Travel works just fine. Like any powerful thing you just have to know how to handle it. Get hold of the Chronomancer supplement for 2e.

Here are a few of the spells.

Wesley's Delayed Damage
(Chronomancy)
Level: Sor/Wiz 7
Casting Time: 1 action
Components: V, S
Range: personal
Duration: 1 minute/level

You create a field of temporal flux around you that mixes the present and future. All hit point damage you receive is halved , the other half afflicting you at the end of the duration. Healing that heals you beyond your current maximum is saved and applied at the end of the duration. Effects that inflict status changes, e.g. negative levels, imprisonment, debuffs etc., are deferred until half the remaining duration has passed, and any mitigating effects cast before the debuffs occur, even instantaneous ones, will remove the deleterious effect. The odd temporal nature of this spell prevents it from being used with any contingency effect.

Wesley's Temporal Disjunction
(Chronomancy)
Level: Sor/Wiz 4
Casting Time: 1 round
Components: V, S
Range: medium
Duration: 1 day/level
Target: 1 creature
Saving throw: Will negates
Spell resistance: yes

The target loses all sense of time. It is always late or early for functions, is always surprised on the first round of combat and loses one attack per round (at the lowest attack bonus). Creatures native to the Temporal Prime, or who otherwise are strongly temporal in nature, instead take 1d6/level points of damage and cannot use any supernatural or spelllike abilities for one round (save for half damage and negates the prevention of abilities).

Paradox
(Chronomancy)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 10 minutes
Range: personal
Duration: instantaneous

You change a minor event in your past that you controlled, e.g. preparing a different spell, buying or not buying a certain item, intervened when you didn't, etc. The event changed should not take more than 3 hours and cannot have occurred more than a month past. The DM has final word in what can be changed and the final ramifications.

Major Paradox
(Chronomancy)
Level: Sor/Wiz 9
Casting Time: 1d4 hours
Components: V, S
Range: personal
Duration: instantaneous

You change one event in your life that occurred no more than one year ago. This could be changing feat choices, which spells you prepared one day, deciding to not insult a certain person, etc. Like paradox the change must be something you had direct control over or ability to interfere with. Changes to the timeline based on the paradox should be obvious but not always intended. Casting this spell has a 50% chance of attracting a time dimensional or a Guardian.

Tectorman wrote:
Ten years and still no Dragon Slave...

These might work

Command Dragon
(Enchantment) [compulsion]
Level: Clr 5, Sor/Wiz 5
Casting Time: 30 minutes
Components: V, S, M
Range: 10 miles/level
Duration: 4 hours/level
Target: 1 dragon
Saving throw: none
Spell resistance: yes

You compel a specific dragon to do your bidding. You communicate telepathically with it and can use suggestion at will through the link. Apart from spell resistance, this bypasses normal resistances or immunities the dragon might have.
Material Components: the complete shell from the egg the dragon hatched from
Note: Dragonlance

Dragon Mastery
(Enchantment) [compulsion]
Level: Clr/Or 3, Sor/Wiz 4
Casting Time: 1 action
Components: V, M, F
Range: medium
Duration: 1 hour/level
Target: 1 dragon
Saving throw: special
Spell resistance: yes

You enter a contest of wills with a target creature of the dragon type. You make an opposed Charisma check. The winner can dominate the other, as per dominate person. Obviously suicidal commands or others against the nature of the target (such as revealing the location of its hoard, for most dragons) instantly end the spell.
Focus: a silver crucible
Material Components: a dragon scale, at least as old as the target

Alphavoltario wrote:

Generally speaking? More cantrips with either different damage types, or niche effects.

Like where's the knit cloth cantrip? .

"Kingdom of Nithia" for Hollow World. With a bunch of cantrips for daily life and household chores, like Braid, Chop (cuts food for meals), Dress (prepares meat for meals, removing inedible bits and cuts to size), Bake (make baked goods instantly) and Cook (instantly makes meal out of ingredients), etc. etc. etc.


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I think dragon slave is a spell from the Slayers anime. A spell that shoots a beam at something and leaves a big crater in its wake. Its a spell you use to demolish mountains, small cities, and slay dragons.

I did some quick internet research, and it seems that its name may have got corrupted. Its name was originally dragon slayer, but it seems its name didn't quite survive the test of time.


deuxhero wrote:

@Tectorman

I thought Dominate Monster was ___ Slave on anything not immune to it (which dragons are not)?

There's a kinda oldish anime called Slayers inspired by D&D where the main character, Lina Inverse (she who got kicked OUT of Hell), uses a spell called the Dragon Slave that basically drops a nuke on a target (the "Slave" comes from a mispronunciation of "Slayer").


Right. Slayers is a comedy anime set in a fantasy world, so expect irresponsible use of magic and other shenanigans.

The Exchange

Alphavoltario wrote:

Generally speaking? More cantrips with either different damage types, or niche effects.

Like where's the knit cloth cantrip? Or a fire damage 'flash flame' cantrip (spark just doesn't do it for me), even if it would only do like 1 point of fire, just something like that please.

Heck, how about something stupid like 'detect color'. Blind characters would love this.

'Determine Time', which would be like the utility of Know Direction, but more like a watch than a compass effect.

I just feel like there is a distinct lack of love/attention for the absence of 0-Level spells being printed (although my favorite of the added ones has to either be Grasp or Scrivener’s Chant).

That's because of a design philosophy at Paizo. The only quote I could find was from Sean K. Reynolds (a designer at Paizo when he wrote this) but I know this has been touched on a few times.

SKR wrote:
The rule in the Core Rulebook is "wizards get all cantrips," which means that every new book with cantrips means wizards start with even more spells, and there are some here at Paizo who are uncomfortable with that.

Sovereign Court RPG Superstar 2011 Top 32

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Every new cantrip published also takes utility away from prestidigitation - for example, you can no longer light candles with it because spark exists.

I played a game with the AD&D2e chronomancer stuff- frustrated the heck out of the DM. One of my go-to tactics was using minor paradox to retroactively cast buff spells pre-combat.

Having played an arcane trickster, I wish there were more ranged attack roll damage spells. The list of them is surprisingly short.


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Belafon wrote:

That's because of a design philosophy at Paizo. The only quote I could find was from Sean K. Reynolds (a designer at Paizo when he wrote this) but I know this has been touched on a few times.

SKR wrote:
The rule in the Core Rulebook is "wizards get all cantrips," which means that every new book with cantrips means wizards start with even more spells, and there are some here at Paizo who are uncomfortable with that.

Fair 'nuf.

How about more support for the Wordcasting alternate rules then? I would personally also love to see an updated set of them for unlisted caster types, or perchance, another odd word thrown in there from time to time.


I would love a dismantle spell. Where you can disenchant items on the road for raw materials.


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I've always wanted to be able to summon humanoids (warriors, ogres, whatever) and it surprised me that it was never allowed.

There were some forms that couldn't be taken with the standard group of polymorph spells, but that may have been fixed with the fey form spells. I haven't checked in awhile, tho.

What about illusion spells that target individual senses? Auditory Hallucination is fun, but having one for just sight would be nice (I planned on using it on my party to set up the battlefield like a tactical map, marking enemies, traps, etc... don't need audio for that and it keeps the enemies from seeing it too)


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umbrella cantrip.


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Spell that makes a creature vomit. Would be useful if they just swallowed your friend whole.


I'm missing some 0-level spells which actually scale with the level (like in 5E D&D).
Currently, especially at the lower levels, the spellcaster don't really cast spells in combat but use sub-optimal weapons to try to do some damage. If they use spells they are completely depleted after 1-2 fights, while the fighter still can deal his 1d8/2d6 damage each round.

I think all casters should have some sort of 0-level spell which does some moderate damage and scale with level, so they have some magic backup instead of rely on a sub-optimal ranged/melee weapon with poor attack stats.

Idea:

Ray/Orb of [Element/positive Energy/negative Energy]
(Evocation)
Level: Sor/Wiz 0
Casting Time: 1 Standard Action / 1 Full Round Action
Components: V, S, M
Range: close or touch
Duration: instant
Saving throw: none
Spell resistance: yes
The Spell damage of it's choosen damage type which must be choosen when the spell is learned, you can learn another damage type each 5 Levels.
To deal damage the caster must succeed in a ranged touch attack, if he does the spell does 1d6+Int/Cha damage.
Once the caster reaches level 5 he can choose to cast the spell for one full round to launch a second orb/ray to the same or another target. For every 5 Level thereafter he can launch one additional sphere (3 at level 10, 4 at level 15, 5 at level 20).

Special: This spell can also be used in melee without provoking an attack of opportunity.


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Tryn wrote:

I'm missing some 0-level spells which actually scale with the level (like in 5E D&D).

Currently, especially at the lower levels, the spellcaster don't really cast spells in combat but use sub-optimal weapons to try to do some damage. If they use spells they are completely depleted after 1-2 fights, while the fighter still can deal his 1d8/2d6 damage each round.

I think all casters should have some sort of 0-level spell which does some moderate damage and scale with level, so they have some magic backup instead of rely on a sub-optimal ranged/melee weapon with poor attack stats.

Idea:

Ray/Orb of [Element/positive Energy/negative Energy]
(Evocation)
Level: Sor/Wiz 0
Casting Time: 1 Standard Action / 1 Full Round Action
Components: V, S, M
Range: close or touch
Duration: instant
Saving throw: none
Spell resistance: yes
The Spell damage of it's choosen damage type which must be choosen when the spell is learned, you can learn another damage type each 5 Levels.
To deal damage the caster must succeed in a ranged touch attack, if he does the spell does 1d6+Int/Cha damage.
Once the caster reaches level 5 he can choose to cast the spell for one full round to launch a second orb/ray to the same or another target. For every 5 Level thereafter he can launch one additional sphere (3 at level 10, 4 at level 15, 5 at level 20).

Special: This spell can also be used in melee without provoking an attack of opportunity.

_

my group has a house rule that makes all damaging cantrips scale with maximum spell level you can use. 1 extra dice of damage per spell level you can cast. So a 17 level wizard can use acid splash that deals 9d4 damage.


Tryn wrote:

I'm missing some 0-level spells which actually scale with the level (like in 5E D&D).

Currently, especially at the lower levels, the spellcaster don't really cast spells in combat but use sub-optimal weapons to try to do some damage. If they use spells they are completely depleted after 1-2 fights, while the fighter still can deal his 1d8/2d6 damage each round.

I think all casters should have some sort of 0-level spell which does some moderate damage and scale with level, so they have some magic backup instead of rely on a sub-optimal ranged/melee weapon with poor attack stats.

Idea:

Ray/Orb of [Element/positive Energy/negative Energy]
(Evocation)
Level: Sor/Wiz 0
Casting Time: 1 Standard Action / 1 Full Round Action
Components: V, S, M
Range: close or touch
Duration: instant
Saving throw: none
Spell resistance: yes
The Spell damage of it's choosen damage type which must be choosen when the spell is learned, you can learn another damage type each 5 Levels.
To deal damage the caster must succeed in a ranged touch attack, if he does the spell does 1d6+Int/Cha damage.
Once the caster reaches level 5 he can choose to cast the spell for one full round to launch a second orb/ray to the same or another target. For every 5 Level thereafter he can launch one additional sphere (3 at level 10, 4 at level 15, 5 at level 20).

Special: This spell can also be used in melee without provoking an attack of opportunity.

That is basically what most bloodline powers, wizard school abilities, or cleric domain powers do, albeit it a limited uses a day power. So if you use your proposition, that would make all those bloodline/school/domain powers obsolete, since you can cast a "beter" version of it unlimitedly.

Zautos' wrote:
my group has a house rule that makes all damaging cantrips scale with maximum spell level you can use. 1 extra dice of damage per spell level you can cast. So a 17 level wizard can use acid splash that deals 9d4 damage.

This is what I use as a house rule as well, not to much power, but useable at high(er) levels.


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Danny StarDust wrote:
That is basically what most bloodline powers, wizard school abilities, or cleric domain powers do, albeit it a limited uses a day power. So if you use your proposition, that would make all those bloodline/school/domain powers obsolete, since you can cast a "beter" version of it unlimitedly.

Not really.

Most of them have a 1d6+1/2 level - so at Level ten I can do 1d6+5 for 3+Attribute/day...
The fighter will hit with 3x 1d8+10 as often as he like.

The damage bloodline/domain powers are a bad joke...


Tryn wrote:
Danny StarDust wrote:
That is basically what most bloodline powers, wizard school abilities, or cleric domain powers do, albeit it a limited uses a day power. So if you use your proposition, that would make all those bloodline/school/domain powers obsolete, since you can cast a "beter" version of it unlimitedly.

Not really.

Most of them have a 1d6+1/2 level - so at Level ten I can do 1d6+5 for 3+Attribute/day...
The fighter will hit with 3x 1d8+10 as often as he like.

The damage bloodline/domain powers are a bad joke...

If they're a bad joke, giving damage cantrips some scaling power would make them a WORSE joke. So yes, it would make those kinds of powers obsolete (if they aren't already.)

If you believe they're already obsolete and useless... well, I can't exactly argue that point very hard.


Zautos' wrote:
umbrella cantrip.

Not a cantrip but...

Aura of Comfort
(Abjuration)
Level: Clr/Or 2, Drd 2, Rgr 1
Casting Time: 1 action
Components: V, S
Range: touch
Duration: 24 hours
Target: 1 willing creature

As endure elements except it also protects against many adverse weather conditions, preventing sand and dust from getting on your body, preventing snow or rain or water from touching you (total immersion still gets you wet), preventing wind from drying out your eyes, etc.


Yqatuba wrote:
Spell that makes a creature vomit. Would be useful if they just swallowed your friend whole.

Inflicting the Sickened condition on the target might accomplish that.


are there spells that do that?


IS there a spell that makes it so you can't be disarmed? (possibly by fusing your weapon with your hand for the duration?)


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Yup.

I want a 9th level divination spell called "Summon DM". The disheveled GM appears in front of the party while time stops just outside the party, and the PC can ask whatever questions he/she wants, provided it is vague enough not to run the plotline.

A 3rd level spell called "Firebawl" which summons a severely depressed fire elemental that cries uncontrollably, raining flaming tears down on the area of effect.

A 3rd level spell called "Fire Ball" in which the caster is absented from the current combat as he/she disappears. The caster is now in the Elemental Plane of Fire, in a ballroom and expected to roll perform (dance) for about 1d10 rounds while taking fire damage from the plane.

Oo! A Shout spell variant where you sing something really annoying and unholy like Shatner's rendition of "Rocket Man" or some children's tv show song like Barney the Dinosaur (look it up). This would dramatically increase the spell save DC, depending on how annoying it is. Maybe Nimoy's rendition of "The Ballad of Bilbo Baggins"....


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How about "righteous mite"? Summons a mite (treat as giant tick) with the celestial template to fight for you.


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How about a spell that takes vegetables and makes them spontaneously combust? They could call it "Produce Flame".


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A spell that's lower level than disintegrate for quickly disposing of corpses. Because let's be fair, most adventurers leave a LOT of corpses in their wake.

The Exchange

Darigaaz the Igniter wrote:
A spell that's lower level than disintegrate for quickly disposing of corpses. Because let's be fair, most adventurers leave a LOT of corpses in their wake.

Level 1 - decompose corpse

Much easier to break up bones when there’s no flesh on them.

Still no low-level way to fully disintegrate a corpse, though.

The Exchange

Yqatuba wrote:
IS there a spell that makes it so you can't be disarmed? (possibly by fusing your weapon with your hand for the duration?)

Certain grip


Belafon wrote:
Darigaaz the Igniter wrote:
A spell that's lower level than disintegrate for quickly disposing of corpses. Because let's be fair, most adventurers leave a LOT of corpses in their wake.

Level 1 - decompose corpse

Much easier to break up bones when there’s no flesh on them.

Still no low-level way to fully disintegrate a corpse, though.

Actually, that works pretty well. At the least it gets rid of all the potentially rotting bits.


Cayden's Vile Fart.

Dark Archive

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Quality of life / practical stuff I'd be researching in a magical world;

1) A low level necromancy spell that keeps bugs away and / or kills them if they hang out in the affected area. Not able to cause harm to anything with even a single hit point, but is noticeable and feel a little groggy in the area, which makes it popular to 'ward' sleeping areas against biting insects. Also useful to preserve foodstuff, as the effect slows the growth of fungus or bacteria that cause decay.

2) An evocation effect that cools an area long-term, to create 'cool rooms' for food storage (or just making a hot climate livable!). Barring that, a conjuration cantrip that creates blocks of ice, restocked daily by some apprentice schlub to keep the storage rooms chilled. Different areas might use different solutions, with one coating the walls and floors with a rime of magical ice, and another conjures a thick cold fog to hover a few inches above the ground in the affected area.

3) The reverse, a 'continual warmth' item, or permanent magical 'continual flame' that is actual fire (and evocation) and not illusion. If it creates heat without flame, it could be cast on items, like continual light, and make them radiate an area of cozy warmth, *or* work more like real-world physics and be glowing red-hot to touch, with heat radiating outwards normally (less 'continual warmth' more 'permanent heat metal'). 'Continual warmth' seems more convenient, for keeping castles cozy. 'Permanent heat metal' seems more useful for keeping forges working 24/7 in climates (such as the arctic, or deserts, or the underdark) where there's not a lot of wood for fuel. Again, different cultures could have different solutions, and different needs call for different approaches. One culture might have a permanent 'sunny patch' that is always warm and well-lit, while another uses coals or coins or metal slugs enspelled to be red-hot forever.

4) Bag of holding spell to create a temporary extradimensional space inside a box, bag, crate, etc. The higher level version would be used to create rooms that are bigger on the inside.

5) A spell to sort stuff. Sift those 4572 copper pieces, 2129 sp and 822 gp into three neat piles, with the wave of a hand and some words of power. Counting and sorting by hand is for chumps!

6) A divination cantrip to know the market value of the target item. Not everyone has a PHB at hand to know how much a spyglass or courtier's outfit is worth, exactly. A conjuration version that summons up a tiny LN spider-humanoid-fey merchant dude who announces the items typical value in local markets could also work.

7) Same deal as the previous, only this divination cantrips measures one of the following qualities of the target object; weight (down to 1/100ths of a pound), speed (relative to the caster), direction (the spell requires line of sight, so this isn't a great replacement for locate object...), distance (from casters hand, in inches), hardness. Super-popular with bankers, architects, merchants, and pretty much anyone else who makes a living on getting the numbers right.

8) A cantrip that conjures the exact item you want from your person or a targeted container in your possession. (The effect added to a Handy Haversack, but for everyone!) Put your hand near the box or bag or your belt or bandolier, snap your fingers and the desired item is in your hand and ready for use!

9) Ioun Stown. A cantrip that causes one small item in your possession (1 lb or less) to orbit around your head like an ioun stone. You can have a number of such objects equal to your Int or Wis modifier at a time. Combined with regular ioun stones, it can get a bit thick, and the GM will tell you if you've gone too far and now have the dazzled condition, because you are peering through a cloud of floating bric a brac... An item that must normally be worn in a specific place (such as a necklace or ring) does not operate when 'stown' in this manner, but one that simply must be in your possession, such as a gem of brightness or pearl of power, operates normally. (The Iconic Psychic, Rivani, seems to have and use this cantrip...)

10) A cantrip that acts like message, but affects animals (and some magical beasts, outsiders, etc. used as familiars or companion creatures), and can convey a command over long range, without being audible to those between you and the target animal (although those adjacent to either you or the target animal can overhear). It requires no material component if the target creature is a bonded mount, animal companion or familiar, but requires a hair, feather, scale, etc. from the animal to work on a mundane animal that you've trained. I'd use this one every day when the dog decides she has to wander off into the trees, and traipsing off to fetch her is out of the question, because it's warm in here, and I don't care enough to put shoes on and go out into the snow. :)


Temporary Bag of Holding does exist in Arcane Pocket, but it only works on pockets and pouches.

The sorting spell idea reminds of something: There's multiple spells for donning armor quickly, but none to quickly remove armor from dead enemies. Granted the only time the time to remove a corpse's armor ever matters is when you're expected to run after killing some enemies to avoid overwheleming reinforcements.


Tectorman wrote:
deuxhero wrote:

@Tectorman

I thought Dominate Monster was ___ Slave on anything not immune to it (which dragons are not)?
There's a kinda oldish anime called Slayers inspired by D&D where the main character, Lina Inverse (she who got kicked OUT of Hell), uses a spell called the Dragon Slave that basically drops a nuke on a target (the "Slave" comes from a mispronunciation of "Slayer").

I listened to what was said, and she did say "Dragon Slayer". The final "r" was buried in the noise of the spell.

Slim Jim wrote:
Yqatuba wrote:
Spell that makes a creature vomit. Would be useful if they just swallowed your friend whole.
Inflicting the Sickened condition on the target might accomplish that.

Cloud of Seasickness. Too bad the status does not cause actual vomiting. Maybe a variant.

Tectorman wrote:
How about a spell that takes vegetables and makes them spontaneously combust? They could call it "Produce Flame".

Or make them burn: Produce Flambe

Belafon wrote:
Darigaaz the Igniter wrote:
A spell that's lower level than disintegrate for quickly disposing of corpses. Because let's be fair, most adventurers leave a LOT of corpses in their wake.

Level 1 - decompose corpse

Much easier to break up bones when there’s no flesh on them.

Still no low-level way to fully disintegrate a corpse, though.

Well, Defending Bone uses bones for components.

/cevah


Cevah wrote:
Tectorman wrote:
deuxhero wrote:

@Tectorman

I thought Dominate Monster was ___ Slave on anything not immune to it (which dragons are not)?
There's a kinda oldish anime called Slayers inspired by D&D where the main character, Lina Inverse (she who got kicked OUT of Hell), uses a spell called the Dragon Slave that basically drops a nuke on a target (the "Slave" comes from a mispronunciation of "Slayer").
I listened to what was said, and she did say "Dragon Slayer". The final "r" was buried in the noise of the spell.

I'm not going to tell you what you heard, but 1) there is clearly a "v" and no "r", buried or otherwise, and 2) it's canonical within the series itself that the spell was originally called "Dragon Slayer" by the Wizard who invented the spell and became called "Dragon Slave" after centuries of everyone hearing the name wrong.


I did hear "slayer", but now that I've watched a few episodes, the subtitles do say "slave". Who knows. Been fun watching.

/cevah


Surprised no one mentioned yet: is there any spell that lets you teleport someone without their consent? (I would assume they can make a will save to resist). Plane Shift doesn't count as its to other planes. I mean an intraplanar teleport.


Ice Crystal Teleport from UM. It's a very weird flavor but it works. I'm guessing it was originally just baneful teleport then someone realized it was a save or die if the caster knew any hazardous place (and still knocks someone out of the fight anyways) and hastily added a way to escape.


Can you port someone anywhere with it? Even into the caldera of a volcano?


What about a gate spell but for intraplanar travel?


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Yqatuba wrote:
Can you port someone anywhere with it? Even into the caldera of a volcano?

Seems like it. Has the same mishap chances as normal teleport, but similiar location is unlikely to matter much (Oh no! You teleported them into the wrong caldera!). Ice might melt fast enough something with fly on (it's a 6th level spell) might survive. Frankly there's plenty of CR11+ that can survive 20d6 damage, especially considering how common fire resistance is.

Bottom of the ocean might be a better bet. Water breathing and pressure resistance is much rarer than flight and fire resistance, and even if they can survive it's unlikely they can find a way home. Even Big T can drown (which sends it into an infinite death loop).

Tectorman wrote:
deuxhero wrote:

@Tectorman

I thought Dominate Monster was ___ Slave on anything not immune to it (which dragons are not)?
There's a kinda oldish anime called Slayers inspired by D&D where the main character, Lina Inverse (she who got kicked OUT of Hell), uses a spell called the Dragon Slave that basically drops a nuke on a target (the "Slave" comes from a mispronunciation of "Slayer").

Knew about that, didn't make the connection. Isn't it just a flashy fire spell?


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Heat Meal (aka the microwave spell)

1st level Transmutation
Casting Time: 1 minute
Components: V, S
Range: 5'
Area: 1 cu. ft.
Duration: Instantaneous
Save: Fortitude negates (object)
Spell Resistance: no

This spell heats nonliving material in the area to a piping hot temperature fit for consumption without worry of burning. Commonly used to reheat leftover food, it can also be used to get a pot of water to a simmer. Using this spell to cook food may affect the quality of the resulting dish.


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Yqatuba wrote:
What about a gate spell but for intraplanar travel?

There is actually a spell for this already officially converted to P1. It's called Gate:

Gate wrote:

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you–anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

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