Best spell to combo with Time Beacon for SOS


Advice


As is in the subject line ladies and gentleman. What are some of the nastiest Save or sucks in the system on the occult list.

Time Beacon + Synesthesia
Time Beacon + Calm Emotions

Looking for more vs both single target and multitarget.


Maybe I am the one not reading this spell correctly. But when I read this:

Time Beacon wrote:
At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then.

I see that as a separate effect from doing the counteract check to try and remove everything that happens to you. The spell automatically undoes any spells or other effects that you cause to someone else.


breithauptclan wrote:

Maybe I am the one not reading this spell correctly. But when I read this:

Time Beacon wrote:
At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then.
I see that as a separate effect from doing the counteract check to try and remove everything that happens to you. The spell automatically undoes any spells or other effects that you cause to someone else.

Time Beacon basically gives you a chance to force rerolling saving throws (and attack rolls) again by just casting the same spell a second time.


Where does it indicate that it gives you back your actions?

Time Beacon wrote:
At the end of your turn, you can choose to rewind time back to just after you cast time beacon

Because it sounds to me like it is something that you do after you have spent all of your actions. And all it says as its effects is to remove any benefits of your actions and try to counteract any effects done to you. Nothing about getting your actions back and continuing your turn after the end of your turn.

So the only thing I am seeing as a possible use of this is to cast it, walk down a potentially trapped hallway, and recall back to your starting point after setting off a trap or two. The traps would reset since your triggering of them was undone, but you would at least know what type of trap they are and what triggers them.


I agree that Time Beacon is not exactly clear as to what is intended.

"At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then"

What is an effect? In PF2, everything you do is an effect. But is "using a spell slot" or "using an action" an effect? It's rather unclear and I can see some people leaning in one direction while others lean in the other. I really don't have much to add to the discussion, I can't find such answer.


Pathfinder Adventure Path Subscriber

The phrasing of the spell is so focused on negative effects that might happen to you that it doesn't feel like the intent of the spell was for people to cast it and then get a reset on all offensive actions taken. That seems like such a clearly superior use of the spell that some aspect of it would be explained better if the intent was to let you reroll attacks...especially since it is a spell without a fortune tag.

For the sake of future spells and the health of the game generally, I don't think any spell that gives you additional actions in a turn should be able to do so without explicitly stating that you get those actions back, especially since the rules for gaining additional actions in the game are pretty explicit and wouldn't play nicely with getting additional actions in the same turn without having a specific to over-ride the general.


My friends this is the advice section, not the rules section, any ideas?


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Atalius wrote:
My friends this is the advice section, not the rules section, any ideas?

My advice: Be sure to check with your GM about the particulars of how Time Beacon is going to be run before planning shenanigans based around it.


Ya hes good with it since it doesnt really clarify either way.


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breithauptclan wrote:
Where does it indicate that it gives you back your actions?

Just in the flavour: rewind time.

So no, that is not a game defined thing so we go with natural language which gets us there fine. Also probably TBTBT but that is more arguable.

Note that the spell gives you one rewind of time. It is not infinite like it used to be. It is more like a True Strike that works on saving throws.


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Atalius wrote:

As is in the subject line ladies and gentleman. What are some of the nastiest Save or sucks in the system on the occult list.

Sleep 4 is pretty good

Possession


Would a Heightened Phantasmal Killer be a good one? Or is the spell a bit too weak?


Pathfinder Adventure Path Subscriber

Part of the reason I don’t think this is supposed to work this way is because a wizard could use it with Dominate and second chance spell to essentially have 4 chances to land a crit fail.


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Unicore wrote:
Part of the reason I don’t think this is supposed to work this way is because a wizard could use it with Dominate and second chance spell to essentially have 4 chances to land a crit fail.

That would be 4 times only if you used another 7th rank spell slot. It is pretty much the same as just doing it twice.

But also consider say flanking and true strike which multiplies just about any critical hit chance by 4 in 2 actions. Or any other serious debuf.

I don't think your objection is reasonable.


Please enough debating, more great combo ideas!!

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