Uncommon Spells in PFS 2e for Spontaneous Casters


Pathfinder Society

Silver Crusade 3/5

Q: How does a spontaneous caster like bard or sorcerer gain access to Uncommon (or Rare) spells for their repertoire in Society play?

I have a couple of sorcerers, and I'm trying to plan their builds a bit. What are the processes by which they can take Uncommon spells?

4/5 ****

Something gives you access to them. Same with anything else uncommon.

Some CRB spells via AcP

Silver Crusade 3/5

Robert Hetherington wrote:

Something gives you access to them. Same with anything else uncommon.

Some CRB spells via AcP

What does that mean in practical terms?

Is there a feat I need to take or something? Like Advanced Weapon Training, but for spells?

4/5 ****

Find them as boons, either AcP or via chronicle sheets. I wouldn't build around the assumption of having any.

Silver Crusade 3/5

Robert Hetherington wrote:
Find them as boons, either AcP or via chronicle sheets. I wouldn't build around the assumption of having any.

Good to know. Thanks.

Silver Crusade 3/5

Followup question...

Anyone know which chronicles give access to the spells protection or circle of protection?

Dark Archive 4/5 5/5 ****

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It is frowned upon to discuss what are scenario rewards, Fox.

Sczarni 5/5 5/55/5 ***

I've played every scenario through 1-22 (currently on 1-23) and none of them grant access to those.

Silver Crusade 3/5

Jack Brown wrote:
It is frowned upon to discuss what are scenario rewards, Fox.

Be that as it may, if that is the system in place for getting access to uncommon spells...

Silver Crusade 3/5

Nefreet wrote:
I've played every scenario through 1-22 (currently on 1-23) and none of them grant access to those.

Thanks Nefreet.

I will give up on getting protection for Rufous, despite the fact that there is no spell better suited for his character.

I must admit that I'm feeling frustrated by this. Protection seems like such a classic spell, especially for divine casters. I would be no more surprised if Paizo had made magic missile an uncommon spell and PFS had no great avenue to unlock it.

Sczarni 5/5 5/55/5 ***

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I similarly find many items incredibly headscratchy. Like that brooch that protects you from magic missile damage.

Silver Crusade 3/5

You can buy uncommon items of a certain level, though, right? Or am I misunderstanding that too?

Sczarni 5/5 5/55/5 ***

You can if you have access...

Sczarni 5/5 5/55/5 ***

Important worth noting that this isn't a Society-specific rule.

When I've brought this up to new players, I felt I had to stress that.

Tangent: In the playtest, my Goblin had a Knapsack of Halflingkind. 20+ years ago when I played the original iteration of this character, he had a similar item, and so I also planned his non-playtest-self picking one up. Now it's uncommon, and he is sad.

I hope AcP opens up uncommon options for purchase.

Silver Crusade 3/5

Ok, so I did misunderstand that about items. Thank you.

I know that the common/uncommon thing is not a Society rule. My questions are more about how it is implemented in Society.

In a home game, a good GM would ask players for a list of uncommon items/spells/formulas/etc. that they would like to eventually gain access to. PFS doesn't have that for obvious reasons. I just had hoped that access to some of these iconic spells would be easier than "play a bunch of scenarios and hope that one of them eventually has the spell you want, AND you happened to play it with the correct character."

Sczarni 5/5 5/55/5 ***

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You can now "bequeath" uncommon options that one character earned to another of your characters.

Sczarni 5/5 5/55/5 ***

Bequeathal

Silver Crusade 3/5

That is a little better. But if uncommon spells aren't really appearing on chronicles...

2/5 5/5 *****

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

As people tend to mention, uncommon covers at least three different types of rarity -- 'regional/world level rarity', 'things that can heavily impact types of stories'. Spells have a third cateogry as well -- 'focus spells for a class'.

I don't think we'll ever see a way to grab another class's focus spell on a chronicle.

For the first two types, the spells that have been printed so far, skew more towards the second bucket than the first. Most things are uncommon if they a) invalidate travel (teleports), b) short-circuit investigations (scrying/divintion), c) deal with the alignment-system too much (making it easier for people to remove alignment if they want).

The regional/world rarity type of things I would expect to see appear on chronicles from time to time, we just don't have a lot of examples published in that category for them to pull from. For the 'game-changing spells' I don't think they'd add my a) or b). They might add c).

Some of the 'Power Word' line of spells feel like they might be the 'uncommon in the world' type of rarity rather than the 'warning to the GM this breaks types of stories', so I think I could envision them showing up on a chronicle at some point. But from my quick scan I wasn't seeing others that felt fit that bucket.

Grand Archive 4/5 5/55/5 *

If memory serves, there might be an achievement point expenditure that gives access to uncommon spells.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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We don't yet have the list of 'Curated Uncommon spells from the CRB' yet, but we know that there will be some for which you can purchase access with 20 AcP.

Silver Crusade 3/5

Eric Nielsen wrote:

As people tend to mention, uncommon covers at least three different types of rarity -- 'regional/world level rarity', 'things that can heavily impact types of stories'. Spells have a third cateogry as well -- 'focus spells for a class'.

I don't think we'll ever see a way to grab another class's focus spell on a chronicle.

For the first two types, the spells that have been printed so far, skew more towards the second bucket than the first. Most things are uncommon if they a) invalidate travel (teleports), b) short-circuit investigations (scrying/divintion), c) deal with the alignment-system too much (making it easier for people to remove alignment if they want).

The regional/world rarity type of things I would expect to see appear on chronicles from time to time, we just don't have a lot of examples published in that category for them to pull from. For the 'game-changing spells' I don't think they'd add my a) or b). They might add c).

Some of the 'Power Word' line of spells feel like they might be the 'uncommon in the world' type of rarity rather than the 'warning to the GM this breaks types of stories', so I think I could envision them showing up on a chronicle at some point. But from my quick scan I wasn't seeing others that felt fit that bucket.

I'm not here to debate the wisdom of the choices for which spells are uncommon/rare. I wanted to know how to access uncommon spells. I got my answer: you basically can't.

I'm disappointed, and I like PFS less for it, but it is what it is.

Sczarni 5/5 5/55/5 ***

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Hold that disappointment for when AcP gets finished.

You have the benefit of waiting roughly a year less than we have ^_^

Sovereign Court 3/5 5/5 *

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Honestly, if you really go look at the list of uncommon spells it makes a lot of sense.

As Eric said, the majority of the uncommon spells break or bypass narratives. They give you things like the ability to teleport right past story, or use a quick casting divination to solve the mystery of a plot.

They're really hard to write a narrative around and limit what GMs (or authors in PFS's case) can do. By limiting access to them it opens up a world of additional story options for scenarios in PFS. And if you consider that you might like PFS more because that can make the games you play in much more interesting.

And as Nefreet said, we don't even know what uncommon spells are going to be accessible.

I've found there hasn't been a single spell I looked at and decided I really wanted that wasn't common. Unless you're super into divination magic, I think you'll find it's pretty rare for yourself as well.

Silver Crusade 3/5

GM Suede wrote:

Honestly, if you really go look at the list of uncommon spells it makes a lot of sense.

As Eric said, the majority of the uncommon spells break or bypass narratives. They give you things like the ability to teleport right past story, or use a quick casting divination to solve the mystery of a plot.

They're really hard to write a narrative around and limit what GMs (or authors in PFS's case) can do. By limiting access to them it opens up a world of additional story options for scenarios in PFS. And if you consider that you might like PFS more because that can make the games you play in much more interesting.

And as Nefreet said, we don't even know what uncommon spells are going to be accessible.

I've found there hasn't been a single spell I looked at and decided I really wanted that wasn't common. Unless you're super into divination magic, I think you'll find it's pretty rare for yourself as well.

Again, my disappointment is NOT which spells are listed as uncommon. It is that accessing them is difficult in PFS.

However, since I'm being pressed on this: Yes, I like the divination spells. The diviner is a legit archetype in fantasy RPGs. I have a harrower character in PFS1. I'd like to make a harrower for PFS2, and currently that is difficult to impossible.

But that isn't even what started the thought-train for me. It is the spell protection. That spell does not fall into any of the categories that Eric has diligently explained.

I'm totally bored of this conversation. I came to ask how I can gain access to uncommon spells. That question has been answered ("You can't"). I have accepted that answer. Please stop telling me why I should not be disappointed -- or worse, that I should be happy about it.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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A lot of my favorite spells are uncommon as well. I pretend for now that they don't exist. I am just hoping that we get the list of PFS curated spells that can be bought with AcP and that Protection is on it.

Hmm

Dark Archive 4/5 5/5 ****

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Think about it this way

By bringing this up, you are showing OP that there is demand for this spell.

Given this, it might prompt them to offer it in a chronicle.

It has happened before

4/5

It would not surprise me at all in the future to see (X ACP * spell level) for an uncommon spell and (Y ACP * spell level) for a rare spell.

2/5 5/5 **

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Pathfinder Adventure Path, Lost Omens Subscriber

I would be surprised if protection showed up on a Chronicle. I would definitely expect it on the curated spells you can gain by AcP. However, I could easily be wrong.

Some niche Uncommon or Rare spell might show up on a Chronicle, but anything ubiquitously useful would generate significant Chronicle fishing. Where placing an AcP cost on a ubiquitously useful spell would allow anyone to access it after a certain amount of game investment.

A point to note about AcP curated spells or other things is that you don't need to accumulate the AcP on the character accessing the spell/thing. For example, if you've been playing a Rogue for 5 scenarios and then decide to make a spellcaster and the level 1 spell you wanted is AcP-locked, you can probably buy it already.

1/5 *

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Pathfinder Roleplaying Game Superscriber

In case people are monitoring this thread but not blogs: AcP are live. Protection is on the list of spells that can be made accessible.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Thanks First World Bard! I already notified the Fox, since he's playing in one of my games right now!

Hmm

5/5 *****

More importantly, circle of protection is also on that list and, when hightened to level 4, lasts for an hour.

1/5 *

Pathfinder Roleplaying Game Superscriber
andreww wrote:
More importantly, circle of protection is also on that list and, when hightened to level 4, lasts for an hour.

Yeah, I have to decide which of those two my multiclass Bard wants to learn; only knowing one spell per level makes it a tough choice.

I suspect I will pay up, AcP-wise, and get my Wizard both.

Silver Crusade 3/5

20 AcP seems a steep price for access to one spell (or one item).

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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That's 5 games, doesn't seem so bad. And it means those things will be relatively rare and special, unlike the free wayfinder (which is going on every character I have who does not already have a wayfinder.)

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