Shadow magic?


Rules Discussion


Just had a couple general questions about the shadow magic trait in relation to spells.
I can see this called out in the traits sections on spell descriptions, but there aren't any specific rules for them anywhere. Is there anything special about shadow spells in 2E? I also noticed a lack of shadow conjuration or the like, was wondering if this is just no longer a thing (except shadow blast), or if it might be coming in a later content/rules supplement.

I like that shadow blast doesn't have the "60% as effective" type rules as shadow magic in 1E, but if I were to recreate the conjuration or other shadow spells from 1E for my table, should I keep that bit or let it go?

Thanks!

Grand Archive

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As of right now I cannot see any specific interactions with the Shadow trait. My guess is that the current state of the "Shadow" trait is future proofing so that they can at some point in time introduce creatures/hazards/mechanics that can interact with Shadow spells in a certain way.

As the GM it is ultimately up to you how you would like them to work at your table but I think introducing a blanket restriction/nerf to how they are currently in the book probably wouldn't be the best way to go. I would leave as is. Maybe if I was feeling creative add some shadow resistances/weaknesses to appropriate creatures or special interactions if your group were to be doing any delving into/messing with the Shadow Plane.


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The APG is going to introduce both Shadowdancers and Shadow Sorcerers, so I'm guessing that the Shadow trait will become meaningful.


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Also Shadow Blast does do less damage than comparable level blasts. It makes up for it w/ versatility, much like the PF1 version did. PF2's simply doesn't reference the other spells, and for futureproofing, it shouldn't.


Castilliano wrote:
Also Shadow Blast does do less damage than comparable level blasts. It makes up for it w/ versatility, much like the PF1 version did. PF2's simply doesn't reference the other spells, and for futureproofing, it shouldn't.

So like a built in lower %? Interesting, something to ponder.


So for shadow conjugation, maybe have weapons you create do a dice less in base damage...remove the % chance it does nothing, and just go with a lower base...


Kryzbyn wrote:
So for shadow conjugation, maybe have weapons you create do a dice less in base damage...remove the % chance it does nothing, and just go with a lower base...

Re: Shadow Blast, you use it to adapt to the Weakness (or lack of Resistance) of the enemy, or perhaps their formation.

For Shadow Conjuration and its chums, I'd expect a default set of stats, much like Polymorph Battle Forms have: competitive, but hard to tinker with or exploit. Then you could pick which option off a list, though I'm not sure what would be on that list. General shape? Role? Type?
If we're lucky, maybe we'll be able to choose abilities rather than a type, even if some have different point costs. Then if we need a flyer w/ grapple, we can summon a winged, tentacle beast.

ETA: That would keep with the theme of versatility, though maybe that'd make their stats a nudge lower than an actual Summon (which for now have limited options, though that will change a lot w/ more Bestiaries).

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