Group escape spell


Pathfinder Second Edition General Discussion


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Well, I'm not playing Pathfinder 2E yet, but I'm definitely moving myself (and my players) in that direction, getting all the new books, etc.

One thing which stuck in my craw back in the playtest was the lack of a group escape spell, since Dimension Door was nerfed to be just a personal spell. Back when I got to be a player in a Way of the Wicked campaign, playing a Sorcerer, I saved the party in two sticky situations by recognizing that the party had to bail out, calling together the other player characters so that they moved to my character and then using a Dimension Door to escape. That option doesn't seem to exist anymore in 2E, unless some new spell I don't know about yet has been introduced in the meantime.

Now, I know that the tactical depth of Dimension Door also makes it an excellent offensive spell for getting the melee characters to an otherwise difficult to reach boss. So did the inaptly named level 5 bard spell Bard's Escape from 1E, which turned out be a veritable end boss killer.

Hence a new spell of that kind would have be tuned to be only for escape, i.e. you can't use it tactically to re-position in a fight under practical circumstances. The level 6 bard spell Getaway from 1E would actually be a perfect way to achieve this in 2E.

So, that is basically my one petition, as an aspiring 2E player, to the developers for the Remaster (aside from un-nerfing Prestidigitation, ahum ^^). Re-introduce Getaway into Player Core 1 or Player Core 2, make it available to more casting traditions and thus allow player characters a way to get away from a TPK with Getaway. Yay.


There's Tesseract Tunnel that can be used as a mass Teleport. Considering it's a spell available to a single class at level 10 with extreme range limitations, it would put Getaway certainly way above rank 6. I'm not sure it'd be of much use.


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Uh, unless I found the wrong Tesseract Tunnel on AoN, that's a Cantrip 5, i.e. available at level 9. Also the wormhole it opens only extends to where the caster can move in that round via striding, i.e. not only is it not a good escape tool to a safe location, it also can be used offensively.

There's a version marked "Amp", i.e. probably "Amplified", which makes it a bit more versatile still.

What I am looking for as an addition to the Remastered rules is a tactical escape tool to avoid TPK's for parties, without an offensive component. Since the books are not finalized yet, it seemed the perfect time to at least introduce the concept into the minds of people. Although the developers are at PaizoCon right now, so who knows if anybody of them will ever see this. ^^

Liberty's Edge

Run the old fashioned way.


PF2E needs a spell like Erik used in Day of the Dungeon Master in the old D and D cartoon that got the group out of Dark Haven.


3.5 had a spell called expeditious retreat that let you run away really fast. It had a mass version that could affect the whole group at, IIRC, what would be rank 3 now.


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Loose Time's Arrow could be useful for a getaway, it at least gets everyone a head start anyways. I think it's still more of a "and now everyone reposition" spell, but.


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The Raven Black wrote:
Run the old fashioned way.

I don't think that hacks it anymore at high levels. When people can blast you in the back, just running away most of the times would be not fast enough for the group to make it.


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https://2e.aonprd.com/Rituals.aspx?ID=41
https://2e.aonprd.com/Spells.aspx?ID=1161
https://2e.aonprd.com/Spells.aspx?ID=848
7th spell rank, and you have it. For a lot of gold and a week of casting. Or only a minute of duration and 120 ft distance. Or 9th-10th rank and a minute of casting.


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Errenor wrote:

https://2e.aonprd.com/Rituals.aspx?ID=41

https://2e.aonprd.com/Spells.aspx?ID=1161
https://2e.aonprd.com/Spells.aspx?ID=848
7th spell rank, and you have it. For a lot of gold and a week of casting. Or only a minute of duration and 120 ft distance. Or 9th-10th rank and a minute of casting.

Let's see...

Return Beacon seems sadly the most useless of the three, given it's very high level and the one minute casting time. What I think would be good for the game is a normal spell casting time (two actions or three actions) escape spell for the entire party.

Rally Point fails the test due to its one minute duration. If there'd be a variant which has a ten minute or even one hour duration, it would be perfect. Level 13, when it should come online, would be pretty much the exact right point where such a spell would have come only really into its own in 1E.

Word of Recall seems pretty on point, although I gotta ask if you can "refresh" the ritual at level 8, 9 and 10 when the casters go above level 14 without spending the entire money plus the additional costs again. That'd suck pretty badly, IMO. Then again, while casting it for the first time at level 13 is pretty bad, since its 1/5th of what the entire party should have as loot, casting it at level 17 is trivial.
The duration of one year (when a normal adventure path campaign will be long over in most cases) also fits.

In any case, thank you for looking up the spells. Word of Recall seems to be what I am looking for, with some minor caveats. Seems the developers have players covered that way.


Even better, actually! You're targeting the ritual when you cast it, and it's a year-long duration. You paid for the year and you get the year, even if you level up in the meantime.


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Oh, that's really pretty good. A situation where a party needs to GTFO does not come up that often, but when it does, it's just good to have a tool to survive.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'd be all for a rework of Dimension Door that allows for all allies within a certain distance to teleport a mile away. It removes the tactical issues while allowing for relatively low-level group escape.

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