Proposed Spell Changes


Homebrew and House Rules


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Hey all! I liked a lot of changes in the errata, but I was rather dissapointed that it didn't do anything about spell attacks being awful and low level caster damage spells being awful. So I was thinking of the following proposed changes, call it a thought experiment, just wanted to get a second opinion.

1 - Most spell attacks get half damage on a non-critical miss. This would fix the cantrips for the most part. Telekinetic Projectile and Produce Flame would be a bit higher single target damage than Electric Arc, but Electric Arc would do more damage to multiple targets.

2 - Spell attacks do not benefit from effects like inspire courage that otherwise boost attack rolls. To keep it balanced otherwise.

3 - True Strike is changed to +3 when affecting spell attack rolls.

Lvl 1 Spells
Burning hands - From 2d6 to 3d6 starting. This makes it actually better than Eletric Arc, but not by a ton.
Chilling Spray - 2d4 to 3d4.
Grim Tendrils - From 2d4 to 3d4.
Hydraulic Push and Shocking Grasp - No damage change, half damage on a miss is enough of a boost.

Lvl 2 Spells
Acid Arrow - Half damage on a miss, no persistent damage. (Still not a great spell, but at least usable!)

Heightening effects remain unchanged. Everything lvl 3 and up unchanged.

Thoughts? I feel like this would make lvl 1-2 spells actually useful, and spread the cantrip usage around a bit. By my math Electric Arc will still be the most damaging cantrip against 2 or more targets, it just won't be the best single target anymore.

This shouldn't effect wizards after lvl 5 really. Not sure how disintegrate would work to be honest, not high enough level to have used it!

Oh, I would also change Magic Weapon to JUST adding a striking rune, not a +1. Makes it a bit less broken at lvl 1/2, while still stacking with the +1 rune weapons will have at lvl 3.


CaffeinatedNinja wrote:

1 - Most spell attacks get half damage on a non-critical miss. This would fix the cantrips for the most part. Telekinetic Projectile and Produce Flame would be a bit higher single target damage than Electric Arc, but Electric Arc would do more damage to multiple targets.

2 - Spell attacks do not benefit from effects like inspire courage that otherwise boost attack rolls. To keep it balanced otherwise.

3 - True Strike is changed to +3 when affecting spell attack rolls.

I feel like it would be easier to make most/all spell attacks into basic saves than to use these changes. It accomplishes more or less the same thing (Spell Attack spells become better and get the half damage on a success, TS doesn't become too good or whatever).

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