
OmniMage |
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I think that the art of magic should improve over time (unless you are in a setting where magic has stagnated or even regressed). Because of this, I think that many spells may get improved over time. I wish to pick your minds for a bit, to get a sense of how spells might change over the centuries or even millennia.
One of the obvious examples is improved versions of spells:
Burning hands that deal damage with d6s instead of d4s.
A shield spell that lasts hours or maybe can be cast on other characters.
Spells from some classes might get ported over to another class.
Spells might drop a level (especially if they are lower for other classes).
I would love to hear what your thoughts on this are.

Mudfoot |
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I'd say that a lot of the spells that could be ported from class to class already have been, and there's a fundamental reason why there's a general difference between divine and arcane spells.
But otherwise, improved versions (at higher levels) should indeed exist. It's just that a) it would make for a rather dull rulebook and b) maybe the existing ones hit a sweet spot where the magic is most efficient.
For example, a version of Burning Hands might do 1d6/level at 1st level, but with a smaller AoE, so the d4 version is the one everyone uses. Or that Shield spell for other characters is only +2 AC and needs the caster to concentrate on it to move it. Or the Magus version of Flame Blade needs a really expensive component, like 200gp of Salamander blood.
Go ahead and invent new, improved versions of spells (some of them don't deserve to be the level they are). But a PC should have to put in the work.

Doompatrol |
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My rule of thumb for spell research is that you can do it for a theme, not more power.
Stronger burning hands, sure, that's balanced against what already exists.
Improved shield, your just asking for more power for casters.
Spells from other classes, hell no, there are class features for that because you aren't just suppose to casually poach. The Wizard shouldn't see the Bard Player casting good hope and go "I'll take that"

zza ni |
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I think that the art of magic should improve over time (unless you are in a setting where magic has stagnated or even regressed). Because of this, I think that many spells may get improved over time. I wish to pick your minds for a bit, to get a sense of how spells might change over the centuries or even millennia.
One of the obvious examples is improved versions of spells:
Burning hands that deal damage with d6s instead of d4s.
A shield spell that lasts hours or maybe can be cast on other characters.
Spells from some classes might get ported over to another class.
Spells might drop a level (especially if they are lower for other classes).I would love to hear what your thoughts on this are.
back in 2nd edition where burning hands had to be done by making a finger fan of both hands and the flames coming from it. i had my wizard research a similar spell for shooting 2 fans of fire, one for each hand. each with half the width of the normal burning hands. (so if one holds his hands together it is the same as burning hands). so he could do things like target different placed enemies from both sides.
for me improved spells (with maybe higher levels) would include spells that target creatures usually immune to the base spell. such as enchantments that work on vermin etc.
as well as communal spells to single target spell with 1 min/level or longer duration.
ritual spells that get stronger the more casters cast them together.
say a synchronized fireball, 3 casters each cast a something that work like a fireball spell only 2 must ready to cast with the last and the area is greater, damage added and maybe higher dc, better at piercing SR etc.

pad300 |
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Spells from other classes definitely have a precedent : Baba Yaga (Witch 20, MR 10)
"As Queen of Witches, Baba Yaga knows all witch spells, as well as all sorcerer/wizard spells. Baba Yaga also has knowledge of many other spells that she has researched. Many of these are arcane versions of divine spells."

Azothath |
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it all depends on what you mean by "improved".
Since you upped the average damage, Class HPs, Monster HPs and such would have to scale with it to keep balance. hmmm.... probably a can of worms.
You should review some 3.5 gems such as Magic of Faerûn and the old Magic Item Compendium. That will give you a host of new magic items & spells.
Second, I'd review the Homebrew forums.
I find that many people don't really know the PF1 spell system that well or how to use it to your advantage. It's a considerable bulk of descriptions with attendant in-game definitions and interactions. I'd suggest playing with powergamers and rules lawyers to see how to push the envelope. Then decide where the boundary of Good Taste & Sensibility lies.

Zepheri |
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I think that the burning hands could be improved if we apply that each odd level increases a d4 of damage and each even level increases the duration of the spell in an additional turn this would help the spell to be more provocative
The shield spell is good, it gives you +4 ac and prevents damage from magic missiles, the change that would give this spell are 2 types: first) you create 4 rotating shields on you, each 1 gives you +1 ac for each successful attack you can destroy one or more shields to grant a +2 (cumulative) and negate the attack; second) continues to grant the same + 4ac but for each level negates 10 points of force damage once the maximum amount of damage is reached or exceeded the spell is dispelled
spells like fireball instead of being circular could place it as spherical this would help to have more meaning at the time of the explosion

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Its a holdover of the earlier game editions I think. Researching new spells is vague and ill defined in a lot of ways and even if you do your still locked into the vancian system of spell levels and spell slots. So while you can resarch Magic Missile storm that does more missiles/damage it'd need to be higher level you can't improve magic missile and keep it in the same slot. Why I prefer some other systems of spellcasting like the one where you learn spell seeds and can vary the spell as you cast in exchange for a higher DC check. So you could learn the "fire" seed and then determine if you'll be casting a fireball, fire bolt, fire spray and what dice of damage it does or if it sets things on fire. The various choices affect the final DC so while you cast either a 5d4 fire spray or a 20 d12 fireball off the same seed the DC for the latter will be far higher (I think in the 40's going by memory) to successfully cast it.

Ed Reppert |

Its a holdover of the earlier game editions I think. Researching new spells is vague and ill defined in a lot of ways and even if you do your still locked into the vancian system of spell levels and spell slots.
I've always liked the Harnmaster system. In Harnmaster pretty much everything is a skill, including each individual spell (there is a version of HM that makes the "Convocation" a skill, so you don't have to track individual spells, but that doesn't appeal to me). To be able to cast a spell, you have to research it, and there are specific rules on how to do that. Once you successfully research it, you can cast it, but you don't truly know it until you have practiced with it a lot.
You'd get maybe half a dozen spells during your apprenticeship, but once you get out into the wide world, you have to find (or invent) and research any new spells. In fact, after your apprenticeship, you are expected to travel for at least a year and a day, during which you are considered somewhere between an apprentice and a journeyman. In order to be promoted to full journeyman you have to return to your home chantry and present the masters there with 3 spells you have invented* and 3 useful or interesting artifacts. To be promoted to master, you have to convince your master to circulate a "petition of excellence" which six masters have to sign.
No levels in HM, and no classes. Another plus, IMO.
One potential downside, I guess: there's no "fly" spell. :-)
* there is pretty good guidance on how to approach inventing spells, but there is an element of negotiating with the GM to ensure he agrees that the spell fits the world he's built.
Addendum: Harnworld, the setting, is relatively low tech (ca 10th Century England, so no "full plate" and weak magic, so the spectacular spells tossed about by Pathfinder magic users will be much rarer (if they exist at all) in Harn.