Secrets of magic ama?


Pathfinder Second Edition General Discussion

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I've got my pdf of SoM, were there any burning questions I can help answer for anyone?


What’s the full Archetype list, if you don’t mind?


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

How about a list of the Backgrounds?

Horizon Hunters

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Can you tell us about one or maybe two cool feats Shadow Magic Archetype has?


I'm very curious about the Magus multiclass archetype. Especially how the spell progression works.


Did they manage to solve the issue with summoner/eidolon and apex items?


Pathfinder Lost Omens, Rulebook Subscriber; Starfinder Superscriber

I want to know what cool new variable action casting spells are in the book.


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What do Ley Lines do, and how to people use them?


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Pathfinder Roleplaying Game Superscriber

I too am interested in Shadow Magic, Shadowcaster and Shadow spells.

I've heard of the spell Tempest of Shades, so would love to hear anything about that.

Also What all the Ley Lines can do?


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archetypes are

cathartic mage
Elementalist - class archetype(primal/arcane casters)
Flexible spellcaster - class archetype must be a prepared caster
Geomancer
Shadowcaster
Runelord - must be a non-divination wizard
Wellspring Mage - must have spell repertiore

Magus
Summoner

I think that's all of them they're not in 1 specific place.

there's 18 magical backgrounds and then even more in the optional magic styles like pervasive magic. Things like student of magic, plant whisperer etc

Some of the more interesting rare ones like "Anti-Magical" - roll a dc 3 flat check for any magic effect on you, if you fail it doesn't go off. Also Time Traveler lets you quicken yourself for a turn.

Shadow magic gets some shadow reservoir, which if I understand correctly, gives you 1 spell per level up to max spell lvl -2 that are cast from your shadow and gain shadow traits.

They also get a focus spell that makes a big area of shadow that does damage but excludes allies.

Magus spellcasting archetypes follow the "Bounded Spellcasting" Feat chain.

You get 1-1st and 1-2nd, 1 can be signature. at lvl 10 the 1st lvl spell becomes 3rd lvl.

expert - at 12th lvl you get expert in spell attack rolls etc, get another 3rd lvl spell, can select second signature spell.
14th lvl - replace slots with 2 4th and 1 5th
16 = replace slots with 2 5th and 1 6th

master - 18th lvl, master spell attacks, +1 6th lvl spell
20 - replace your 5th lvl with 2 7th lvl.

Dark Archive

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Pathfinder Rulebook Subscriber
Vlorax wrote:

Magus spellcasting archetypes follow the "Bounded Spellcasting" Feat chain.

You get 1-1st and 1-2nd, 1 can be signature. at lvl 10 the 1st lvl spell becomes 3rd lvl.

expert - at 12th lvl you get expert in spell attack rolls etc, get another 3rd lvl spell, can select second signature spell.
14th lvl - replace slots with 2 4th and 1 5th
16 = replace slots with 2 5th and 1 6th

master - 18th lvl, master spell attacks, +1 6th lvl spell
20 - replace your 5th lvl with 2 7th lvl.

Thank you for that in depth explanation. I would not have expected that many slots and in that strange progression of bound/wave casting.


Vlorax wrote:

archetypes are

cathartic mage
Elementalist - class archetype(primal/arcane casters)
Flexible spellcaster - class archetype must be a prepared caster
Geomancer
Shadowcaster
Runelord - must be a non-divination wizard
Wellspring Mage - must have spell repertiore

It was much less than I thought.

OK I know there's much more content about magic in the book. But I was expecting much more archetypes.


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not sure what the issue with summoner apex items is so can't help there.

TEMPEST OF SHADES - 7th lvl spell, 100ft range, until the end of your turn you summon a tornado of howling ghosts the size of a huge creature with 60ft speed. It drains every enemy when it shows up, and frightens them when it leaves.

Ley Line's are locations where there's magical energy to tap into more or less. There's an action you can take "Tap Ley Line" as long as you're trained in (Arcana/Nature/Occult/Religion).

On a successful tap you get the benefit of the ley line for that turn, or end of next on crit. If you fail you get backlash and some damage. Benefits are things like free metamagic for next spell, or all damage from spells adds persistent 1d8dmg of that type etc.

There are rituals to strengthen ley lines so they last longer etc.

At least 2 variable action spells! But I haven't been keeping count.
Scorching Ray - multiple rays per action, can't target same thing

lvl 5 Rip The Spirit - 1-3 actions, Basic Fort Save, 5d6negative damage, drained 1 on failed save.
1 action - target 1 living creature in 30ft.
2 action - 10d6 dmg instead of 5d6
3 action - all living creatures
+1 hightening - 1d6/2d6

OHHH also there are ones that can be cast over multiple rounds! So there are a handful more.

Horizon Thunder Spehere
2actions - 2 rounds (this means 3 actions 1st round and 3 actions 2nd round)
2a - throw lightning ball at somebody that dazzles
3a - it goes farther and does dmg on a miss
2rounds - it goes farther and then explodes in a 10ft emanation and then you spark with electricity for a min and do dmg if ppl hit you.

There are also a bunch of spells with no actions listed but with components and 1min cast times, which I'm assuming are rituals.


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John R. wrote:
Vlorax wrote:

Magus spellcasting archetypes follow the "Bounded Spellcasting" Feat chain.

You get 1-1st and 1-2nd, 1 can be signature. at lvl 10 the 1st lvl spell becomes 3rd lvl.

expert - at 12th lvl you get expert in spell attack rolls etc, get another 3rd lvl spell, can select second signature spell.
14th lvl - replace slots with 2 4th and 1 5th
16 = replace slots with 2 5th and 1 6th

master - 18th lvl, master spell attacks, +1 6th lvl spell
20 - replace your 5th lvl with 2 7th lvl.

Thank you for that in depth explanation. I would not have expected that many slots and in that strange progression of bound/wave casting.

Visual representation


Kyrone wrote:
John R. wrote:
Vlorax wrote:

Magus spellcasting archetypes follow the "Bounded Spellcasting" Feat chain.

You get 1-1st and 1-2nd, 1 can be signature. at lvl 10 the 1st lvl spell becomes 3rd lvl.

expert - at 12th lvl you get expert in spell attack rolls etc, get another 3rd lvl spell, can select second signature spell.
14th lvl - replace slots with 2 4th and 1 5th
16 = replace slots with 2 5th and 1 6th

master - 18th lvl, master spell attacks, +1 6th lvl spell
20 - replace your 5th lvl with 2 7th lvl.

Thank you for that in depth explanation. I would not have expected that many slots and in that strange progression of bound/wave casting.
Visual representation

Thanks this way becomes much easier to understand.


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YuriP wrote:
Vlorax wrote:

archetypes are

cathartic mage
Elementalist - class archetype(primal/arcane casters)
Flexible spellcaster - class archetype must be a prepared caster
Geomancer
Shadowcaster
Runelord - must be a non-divination wizard
Wellspring Mage - must have spell repertiore

It was much less than I thought.

OK I know there's much more content about magic in the book. But I was expecting much more archetypes.

There is at least 1 more! Sorry I didn't search last time was just a quick look.

Soulforger - manifest weps out of your soul

Also there are 3 more Druid orders (Flame/Stone/Wave)


Vlorax wrote:

Ley Line's are locations where there's magical energy to tap into more or less. There's an action you can take "Tap Ley Line" as long as you're trained in (Arcana/Nature/Occult/Religion).

On a successful tap you get the benefit of the ley line for that turn, or end of next on crit. If you fail you get backlash and some damage. Benefits are things like free metamagic for next spell, or all damage from spells adds persistent 1d8dmg of that type etc.

There are rituals to strengthen ley lines so they last longer etc.

Excited to play around with these as a GM, Thanks!

Dark Archive

Pathfinder Rulebook Subscriber
Kyrone wrote:
John R. wrote:
Vlorax wrote:

Magus spellcasting archetypes follow the "Bounded Spellcasting" Feat chain.

You get 1-1st and 1-2nd, 1 can be signature. at lvl 10 the 1st lvl spell becomes 3rd lvl.

expert - at 12th lvl you get expert in spell attack rolls etc, get another 3rd lvl spell, can select second signature spell.
14th lvl - replace slots with 2 4th and 1 5th
16 = replace slots with 2 5th and 1 6th

master - 18th lvl, master spell attacks, +1 6th lvl spell
20 - replace your 5th lvl with 2 7th lvl.

Thank you for that in depth explanation. I would not have expected that many slots and in that strange progression of bound/wave casting.
Visual representation

Ah, so the slots start at lvl 6. That makes a bit more sense. Thank you.


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Vlorax wrote:

Shadow magic gets some shadow reservoir, which if I understand correctly, gives you 1 spell per level up to max spell lvl -2 that are cast from your shadow and gain shadow traits.

They also get a focus spell that makes a big area of shadow that does damage but excludes allies.

Heh. That might make the Sorcerer Shadow bloodline spell Dim the Light actually functional.

Though even if functional, I'm still not convinced that it is actually practical. A Deception check to Create a Diversion does the same thing for one action and doesn't cost a focus point.


If I may ask another question, how does Fey Form work? I've been hoping it would allow spellcasting in the form, and I'm curious what forms it would enable even if it doesn't.


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Paradozen wrote:
If I may ask another question, how does Fey Form work? I've been hoping it would allow spellcasting in the form, and I'm curious what forms it would enable even if it doesn't.

you can choose a bunch of different fey creatures, and unless you pick elananx or unicorn, "you have hands in this battle form and can use manipulate actions" which i think means spells are ok?

Dark Archive

Pathfinder Rulebook Subscriber

Does the Magus get intelligence as a choice for their key ability or is it still only strength/dexterity?

How does the Magus feat that allows Spellstrike with save spells work?


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Pathfinder Lost Omens, Rulebook Subscriber

Two round spells is... jesus, I'm not even going to speculate on how good it'll be, I'll need to wait until I can see it. Like it could be good, but it has to account for two full turns of effectiveness.


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John R. wrote:

Does the Magus get intelligence as a choice for their key ability or is it still only strength/dexterity?

How does the Magus feat that allows Spellstrike with save spells work?

Str or Dex

Expansive Spellstrike
- if you crit miss your strike the spell is lost
- creatures use their normal defenses (saves) against the spell
- if the spell lets you pick targets it only targets the target of your strike
- creatures must be in the area of the an aoe spell


The-Magic-Sword wrote:
Two round spells is... jesus, I'm not even going to speculate on how good it'll be, I'll need to wait until I can see it. Like it could be good, but it has to account for two full turns of effectiveness.

at lvl 1, 3 actions - attack roll 3d6 electric damage that does half dmg on a miss.

3 actions 2nd turn - 2d6electric dmg to all other creatures in 10ft emanation, reflex save. And for 1 min caster does 1 dmg to anything that grabs or hits with non reach.
Highten is +1 - +2d6 on both parts and +1 backlash dmg

There's a divine one that shoots beams of light everywhere and makes the caster glow + deal force dmg for a min as a bonus on the 2nd round.


Thanks for the Magus archetype info Vlorax and Kyrone!


Pathfinder Rulebook Subscriber

Besides the Kaiju Incarnate spell, are there any other cool new level 10 spells?


Does Spellstrike trigger an AoO every time it is used?


What does the Summoner Archetype give?


Deriven Firelion wrote:
What does the Summoner Archetype give?

Summoner Dedication gives an Eidolon and some skills, except that its 18 stat is a 16 until 5th level, when it rescales before ASIs. No Act Together, and you can't ever get Tandem actions. Its saves, skills and Perception proficiency match yours.

Eidolon scales to expert attacks and defense with a 12th level feat.

Basic casting at 6 gives two spell slots (1/2), which grows to 2/3 at 10th level.

Expert casting at 12 gives a third slot (2/3/3), which eventually scales to (5/5/6) at 16th level.

Master casting at 18 gives a fourth slot (5/5/6/6), which scales to (6/6/7/7) at 20th level.

Then you have the usual Basic and Advanced access to Summoner feats.


Does spellstrike count as two attacks for MAP?

And since it almsot certainly triggers AoOs, are they any feats to deal with that?


Karmagator wrote:

Does spellstrike count as two attacks for MAP?

And since it almsot certainly triggers AoOs, are they any feats to deal with that?

It would count as 2 attacks for the purposes of calculating MAP, yes (unless you do the spells with saving throws via the feat, obviously).

In terms of dealing with AoO, Magus gets Steady Spellcasting like other spellcasters. Aside from that, nothing else comes to mind.

Liberty's Edge

Can your eidolon benefit from feats you take, such as martial archetype feats, or even Skill feats ?

Or can it get feats on its own ?


Ezekieru wrote:
It would count as 2 attacks for the purposes of calculating MAP, yes (unless you do the spells with saving throws via the feat, obviously).

Using a save spell shoudln't change the fact that it counts as two attacks for your MAP. Even with an attack spell you only roll one attack, so the double MAP is a feature of Spell Strike just like with Power Attack.

Quote:
Can your eidolon benefit from feats you take, such as martial archetype feats, or even Skill feats ?

It was just cleared up on discord that the eidolon doesn't get its own feats nor can it use any feat of the summoner. With the exception of Summoner feats that specifically add abilities to the Eidolon, of course.


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The Raven Black wrote:

Can your eidolon benefit from feats you take, such as martial archetype feats, or even Skill feats ?

This one was answered by Kyrone in the Secret of Magic Hype thread.


Can you describe the two monk stances and any follow on feats that support those stances? Thanks!


Are there any cool necromancy spells that will make my player happy?


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Vlorax wrote:
John R. wrote:

Does the Magus get intelligence as a choice for their key ability or is it still only strength/dexterity?

How does the Magus feat that allows Spellstrike with save spells work?

Str or Dex

Expansive Spellstrike
- if you crit miss your strike the spell is lost
- creatures use their normal defenses (saves) against the spell
- if the spell lets you pick targets it only targets the target of your strike
- creatures must be in the area of the an aoe spell

Wait so missing the Strike normally doesn't make you lose the save spell ? What then, you get one more try that turn ?


Karmagator wrote:

Does spellstrike count as two attacks for MAP?

And since it almsot certainly triggers AoOs, are they any feats to deal with that?

Spellstrike itself doesn't have any traits but you Cast a Spell normally so the spell would trigger stuff normally.

Nothing to "deal with it"? that I can see


Kalaam wrote:
Vlorax wrote:
John R. wrote:

Does the Magus get intelligence as a choice for their key ability or is it still only strength/dexterity?

How does the Magus feat that allows Spellstrike with save spells work?

Str or Dex

Expansive Spellstrike
- if you crit miss your strike the spell is lost
- creatures use their normal defenses (saves) against the spell
- if the spell lets you pick targets it only targets the target of your strike
- creatures must be in the area of the an aoe spell

Wait so missing the Strike normally doesn't make you lose the save spell ? What then, you get one more try that turn ?

not sure why it's listed like that but spell is lost if you miss normally as well afaik since it goes off instantly and you missed the strike.


dpb123 wrote:
Can you describe the two monk stances and any follow on feats that support those stances? Thanks!

water is 1d6 finesse, disarm, agile, trip, unarmed, water, nonlethal. +1 circumstance to Athletics checks to Disarm, swim, trip and +2 bonus to Reflex save to avoid disarm/trip

lvl 8 - Reaction where you're hit by something you can see in reach. Step and then do a Disarm or Trip on the person that hit you.

lvl 12 - 2 action, Trip every creature in a 10ft emanation.

Fire is 1d8 slashing, forceful, nonlethal, sweep, unarmed.*if you have crit spec they do 1d6 persistent fire on crit instead of normal. Speed bonus.

6- Gain cold and fire resistance equal to half level. any creature that hits you with unarmed, or grab/grapple or touches you takes fire dmg = WIS mod.

10 - 3 actions - stride 2x make Strikes on up to 4 different creatures within reach at any point during movement. Attacks do fire instead of slashing.


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HumbleGamer wrote:
The Raven Black wrote:

Can your eidolon benefit from feats you take, such as martial archetype feats, or even Skill feats ?

This one was answered by Kyrone in the Secret of Magic Hype thread.

Skill feats have a lvl 4 evolution feat that give the Eidolon a lvl1, 2 and 7 skill feats.


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Davido1000 wrote:
Are there any cool necromancy spells that will make my player happy?

Yes! A bunch.

I already mentioned the Tempest of Shades and Rip the Spirit earlier in this thread.

Rouse Skeletons - lvl 3 - 2 action, 60ft range, 10ft burst, 1min sustained - Summon a bunch of grasping skeleton hands from the ground that does 2d6 slashing dmg each round. Can move the area 20ft with sustain spell.

Necromancer's Generosity - you heal an undead minion and buff it's saves vs positive dmg.

Necrotize - 12d6 negative dmg and roll 1d4 to determine effect
1. bones - weakness 3 bludgenoning
2. Joints - clumsy 1
3. Legs - -10spd
4. Muscles - enfeebled 1
Fort Save to determine 1/2dmg and length of debuff.

sanguine mist is an aoe blood sucking cloud that heals you and gives concealment.


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Vlorax wrote:
Davido1000 wrote:
Are there any cool necromancy spells that will make my player happy?

Yes! A bunch.

I already mentioned the Tempest of Shades and Rip the Spirit earlier in this thread.

Rouse Skeletons - lvl 3 - 2 action, 60ft range, 10ft burst, 1min sustained - Summon a bunch of grasping skeleton hands from the ground that does 2d6 slashing dmg each round. Can move the area 20ft with sustain spell.

Necromancer's Generosity - you heal an undead minion and buff it's saves vs positive dmg.

Necrotize - 12d6 negative dmg and roll 1d4 to determine effect
1. bones - weakness 3 bludgenoning
2. Joints - clumsy 1
3. Legs - -10spd
4. Muscles - enfeebled 1
Fort Save to determine 1/2dmg and length of debuff.

sanguine mist is an aoe blood sucking cloud that heals you and gives concealment.

Those sound awesome!

... just when I was mostly sure my Runelord will be an Enchanter, giving up Necromancy. :-/


Blave wrote:
Vlorax wrote:
Davido1000 wrote:
Are there any cool necromancy spells that will make my player happy?

Yes! A bunch.

I already mentioned the Tempest of Shades and Rip the Spirit earlier in this thread.

Rouse Skeletons - lvl 3 - 2 action, 60ft range, 10ft burst, 1min sustained - Summon a bunch of grasping skeleton hands from the ground that does 2d6 slashing dmg each round. Can move the area 20ft with sustain spell.

Necromancer's Generosity - you heal an undead minion and buff it's saves vs positive dmg.

Necrotize - 12d6 negative dmg and roll 1d4 to determine effect
1. bones - weakness 3 bludgenoning
2. Joints - clumsy 1
3. Legs - -10spd
4. Muscles - enfeebled 1
Fort Save to determine 1/2dmg and length of debuff.

sanguine mist is an aoe blood sucking cloud that heals you and gives concealment.

Those sound awesome!

... just when I was mostly sure my Runelord will be an Enchanter, giving up Necromancy. :-/

Yea and those were only some of the ones from the arcane list.

Bloodspray Curse - fort save
crit sux - nothing
sux - 1st time each round the target takes 10+ slashing dmg from a strike they take an additional 2d6 piercing. lasts 1 min
fail - 2d6 piercing and 2d6 persistent bleed dmg

is a pretty fun one for the other lists.


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In non-question news it amuses me that they made a spell that is 100% Lightwell from WoW

Healing Well - make a disc of light on the ground for 1 min, at any time during the duration you or an ally that are adjacent to the pool can interact with it to be healed.

I'm having flashbacks to putting down a healing pool and then watching the party all run in some other direction.


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Vlorax wrote:
dpb123 wrote:
Can you describe the two monk stances and any follow on feats that support those stances? Thanks!

water is 1d6 finesse, disarm, agile, trip, unarmed, water, nonlethal. +1 circumstance to Athletics checks to Disarm, swim, trip and +2 bonus to Reflex save to avoid disarm/trip

lvl 8 - Reaction where you're hit by something you can see in reach. Step and then do a Disarm or Trip on the person that hit you.

lvl 12 - 2 action, Trip every creature in a 10ft emanation.

Fire is 1d8 slashing, forceful, nonlethal, sweep, unarmed.*if you have crit spec they do 1d6 persistent fire on crit instead of normal. Speed bonus.

6- Gain cold and fire resistance equal to half level. any creature that hits you with unarmed, or grab/grapple or touches you takes fire dmg = WIS mod.

10 - 3 actions - stride 2x make Strikes on up to 4 different creatures within reach at any point during movement. Attacks do fire instead of slashing.

Thanks Vlorax, Interesting that water is agile + finesse but fire is not. Thematically I guess that makes sense and I'm liking that level 8 reaction for water and the level 13 trip burst. It pushes towards Str as secondary stat and boosting Athletics to expert and beyond as soon as you can....yeah...ideas are already forming :)


What's the big finishing move that Soul Forgers are supposed to have? Is it Gate of Babylon? I want it to be Gate of Babylon...

Also what's up with the Emotional Magic? Is it just like Rage, or does it have different effects based on what emotion you channel?


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nick1wasd wrote:
Also what's up with the Emotional Magic? Is it just like Rage, or does it have different effects based on what emotion you channel?

It was partially spoiled on reddit. You choose one of 10 (I think it was 10) emotions and get a reaction you can use to trigger your ability.

The example given was Fear. The reaction trigger is you becoming frightened. If you use the reaction your magic overcharges. Your frightened condition increases by 1 but it turns the status penalty from frightened into a bonus to spell attack rolls. The spoiler on reddit also said enemies get a status penalty equal to your frigtened value. It doesn't say what that penalty applies to but I would think its probably to saves against your spells.

This overcharged emotional state lasts for 3 rounds.

The downside? After those 3 rounds are over, you become fleeing for two turns!


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nick1wasd wrote:

What's the big finishing move that Soul Forgers are supposed to have? Is it Gate of Babylon? I want it to be Gate of Babylon...

Also what's up with the Emotional Magic? Is it just like Rage, or does it have different effects based on what emotion you channel?

They don't really have finishing moves, they're are only a few Soulforger archetype feats.

The way it works is that each "soulforged armament" has its own (power + corruption flaw) and there are a bunch of those.

Example:
Deep-Seeded Fear - +2 status bonus to Intimidation checks, no lang penalty when demoralizing, and when you manifest wep make a demoralize check on something that can see you. Corruption Flaw - if you demoralize an enemy you also demoralize the closest ally.

Heroic Heart - +1 status bonus to all attack rolls, perception checks, skill checks and saves.

The cathartic mage is really, cool, it's like rage but for casting and there are a bunch of options.

Anger
Awe
Dedication
Fear
Hatred
Joy
Love
Misery
Pride
Remorse

The way it works is that you have a trigger based on the emotion for Anger it's being hit, for Fear it's gaining Frightened.

Then you can trigger your buff and you get a different emotional benefit base on emotion.

Anger is +force dmg/spell level
Fear is you get a +1 per Frightened instead of a -1, including attacks and spell attacks and enemy saves.

Then after the buff ends (3 rounds i think) you get a debuf
Anger - you're fatigued
Fear - you are Fleeing for 2 rounds

Hatred makes enemies flat-footed to you or -2 to saves.

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