Agitate question


Rules Discussion


AGITATE SPELL 1
ENCHANTMENT MENTAL NONLETHAL
Traditions arcane, occult
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies

You send the target’s mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride at least once each turn or take 2d8 mental
damage that turn. The duration of this effect depends on the target’s Will save.

Critical Success The spell has no effect.
Success The duration is 1 round.
Failure The duration is 2 rounds.
Critical Failure The duration is 4 rounds.

Heightened (+1) The damage increases by 2d8.

So basically does the enemy choose if it wants to spend 1 action to stride, if it doesn't then it takes 2D8 mental damage instead?


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That is what the spell says it does, yes. Note that it is specifically a stride action, and not a step, so unless they have some form of Mobility, this could be used to make enemies trigger AoO or other reactions.

Also, if you somehow stop the enemy from being able to stride, by say grappling them successfully, they will take the mental damage.


Interesting, so what would happen if the enemy was already Prone then got this spell cast on him and he chose to stride? Would he spend 1 action standing up, then a second action to Stride (assuming he went that route instead of the damage route)?


While it does force them to stride, it doesn't preclude them from only striding 5ft. Which of course still leaves them susceptible to AoO, but also means that don't have to move far or even away from a target.

Heck, they would probably prefer to take 2d8 damage compared to taking an AoO.

It does however try to goad them into wasting an action and possibly risk an AoO.

In general, I think many enemies might take the damage.


The spell definitely isn't over poweringly good or anything, but it could be neat. You are constantly making the opponent choose between wasting actions or taking damage in one form or another. Reasonably interesting tactical option. Probably best used after the opponent is already in combat for obvious reasons.

I wouldn't use it for the sake of forcing the damage though. It is not exactly a damage powerhouse on it's own. Though it's damage being mental has some benefits. Being Non-Lethal for one, and largely bypassing the bulk of resistances for another.


Heightened 3rd, 6D8 damage is pretty good not sure how many monsters would want to eat that. If enemy chooses to take damage twice (failed save) we are talking 12D8 damage, I'd say that's a lot of damage.


It doesn't have the incapacitation trait and either costs an action or does damage, it's pretty nice


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12D8 is on average 54 damage (damage over two rounds), for a 3rd level spell.

Fireball deals 6d6 in an area, avg 21 damage (assuming failed save).

If you did two, you would deal 42 damage, not far behind. But also able to hit multiple targets.

So it's power levels seems appropriate, especially considering the chance that the target isn't hindered by the movement requirement and will neither take damage or be particularly impeded by the spell.

Now, if someone crit fails the spell it could really be bad for them but otherwise the power level seems appropriate, given all the conditions on the damage.


If the enemy was prone when this spell was cast, would that mean it would need to stand up first and then "Stride" or can you "Stride" while crawling away as you stay prone?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Stride and Crawl are different actions.


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I would expect many GMs would allow Crawl to be added to the list on request though. The spell description even mentions that the GM can and probably should add movement actions as needed.


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breithauptclan wrote:
I would expect many GMs would allow Crawl to be added to the list on request though. The spell description even mentions that the GM can and probably should add movement actions as needed.

>for creatures who possess only a more unusual form of movement

I would not allow Crawl unless that was the creature's primary mode of movement and it did not possess the ability to Stride at all

Horizon Hunters

Imagine using this on creatures with only a Fly speed...


It might have gotten updated, but by default fly and swim also make you not take damage along with stride.

Horizon Hunters

This is what I get for not reading the full spell and just taking what is posted at face value.


Imagine using this is a room that has only 5 foot square sections of raised platforms to stand on and the only movement option is to jump between them.

Or on a creature while they are squeezing through a narrow passage.

Reading through the spell with the intent of making the spell interesting and usable for both sides of the GM screen, I don't see why Leap, Squeeze, or Crawl aren't on the list.

Stand + Stride is probably the better option in most cases anyway. Why prevent Crawl? Just because the target victim has Nimble Crawl and Legendary proficiency? Seems punitive.


>Why prevent Crawl?

Because it's not on the list of allowed movement actions in the spell description. Their feats have nothing to do with it. The line that mentions exceptions says, as I quoted above when I answered this already, >for creatures who possess only a more unusual form of movement

It's not punitive, it's running the spell as written. And using the spell on creatures whose movement has been restricted in some way is exactly the sort of combo clever players are going to be trying to set up and want to be rewarded for doing so, not be told "well, since the creature can't Stride (because you've done X to prevent it) I'll allow them to do Y instead to avoid damage"

There's no reason to try to mitigate this spell because, here's the secret: it's a bad spell. Players who distract themselves trying to set this thing up are making things harder for themselves so you might as well let them have their fun


Baarogue wrote:

>Why prevent Crawl?

Because it's not on the list of allowed movement actions in the spell description.

It's not punitive, it's running the spell as written.

Baarogue wrote:
it's a bad spell. Players who distract themselves trying to set this thing up are making things harder for themselves so you might as well let them have their fun

It seems like you are saying both things at the same time.

By what is explicitly written, Crawl is not allowed. Which I would agree with, but with the caveat that arguing strict RAW is usually only done in order to win debates on these rules forums. Not to actually play the game with and have fun with friends.

Because this spell doesn't really need to be nerf'd. Allowing Crawl or Leap doesn't appear to be off-theme or mechanically beneficial in general.

I wouldn't allow Step. Because that would have mechanical benefits - you could use the move action but without provoking reactions. If a player tried to do that, then I would use the fact that it is not on the list... in combination with pointing out that they are trying to avoid any meaningful drawbacks of being affected by the spell.


breithauptclan wrote:
Baarogue wrote:

>Why prevent Crawl?

Because it's not on the list of allowed movement actions in the spell description.

It's not punitive, it's running the spell as written.

Baarogue wrote:
it's a bad spell. Players who distract themselves trying to set this thing up are making things harder for themselves so you might as well let them have their fun

It seems like you are saying both things at the same time.

By what is explicitly written, Crawl is not allowed. Which I would agree with, but with the caveat that arguing strict RAW is usually only done in order to win debates on these rules forums. Not to actually play the game with and have fun with friends.

Because this spell doesn't really need to be nerf'd. Allowing Crawl or Leap doesn't appear to be off-theme or mechanically beneficial in general.

I wouldn't allow Step. Because that would have mechanical benefits - you could use the move action but without provoking reactions. If a player tried to do that, then I would use the fact that it is not on the list... in combination with pointing out that they are trying to avoid any meaningful drawbacks of being affected by the spell.

The "bad spell" line isn't my argument against allowing Crawl or Leap. It's just my opinion (man), and the reason I'm not motivated to alter it

So, what if a feat alters how Crawl or Leap behave? What if a feat or other source allows Crawl or Leap to not provoke? Will you then change your ruling, potentially yanking the rug out from under your players? Better to just run it the way it was written with the knowledge that Crawl and Leap existed at the time and were not included as allowed actions


Baarogue wrote:
So, what if a feat alters how Crawl or Leap behave? What if a feat or other source allows Crawl or Leap to not provoke? Will you then change your ruling, potentially yanking the rug out from under your players?

First, I am not aware of any feats or abilities that do anything to Crawl or Leap that cause them to not provoke. But that isn't really the point.

Yes, with any ruling that is a permissive reading of RAW it is given with the understanding (hopefully an explicitly stated one) that the ruling may be adjusted further if needed.

If a player comes up with some special combo of feats that does allow for mitigating the spell through some technicality of the rules, that would be ruled against. Probably by only allowing the base unmodified forms of those actions rather than the super-special adjusted version that doesn't provoke.


Would the enemy know if you were casting a level 1 Agitate or a say a level 6 Agitate? This is an important consideration. Many a monsters would have no problem eating a level 1 spell for damage. A level 6 spell however would make them think twice.


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Atalius wrote:
Would the enemy know if you were casting a level 1 Agitate or a say a level 6 Agitate? This is an important consideration. Many a monsters would have no problem eating a level 1 spell for damage. A level 6 spell however would make them think twice.

I would say only if they can identify the spell using the same rules as PCs do


Baarogue wrote:
Atalius wrote:
Would the enemy know if you were casting a level 1 Agitate or a say a level 6 Agitate? This is an important consideration. Many a monsters would have no problem eating a level 1 spell for damage. A level 6 spell however would make them think twice.
I would say only if they can identify the spell using the same rules as PCs do

Or after taking damage once IMO.

Liberty's Edge

turtle006 wrote:
Baarogue wrote:
Atalius wrote:
Would the enemy know if you were casting a level 1 Agitate or a say a level 6 Agitate? This is an important consideration. Many a monsters would have no problem eating a level 1 spell for damage. A level 6 spell however would make them think twice.
I would say only if they can identify the spell using the same rules as PCs do
Or after taking damage once IMO.

True. I put it under using the same rules as PCs do.

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