| Indi523 |
So I am going through the spell rules and spells for the remaster Player's Core and I see certain spells such as Globe of invulnerability or Anti Magic Cone seem to be no more and have not been renamed or changed.
Add to that Spell resistance is no longer part of the rules.
What abilities other than countermagic will protect from a spell being cast exist.
Why was this change made?
{Scratching my Head}
| Plane |
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Remember, the remaster was to disconnect Pathfinder from DND. Not republishing a spell doesn't necessarily mean it wasn't viable. It means the name had to go. That's certainly the case for these spells. Maybe Paizo didn't have time to rewrite them yet.
You're welcome to use them in your games though. Some groups use the remastered version where one exists, but if a spell doesn't have that, then do what you like.
Meanwhile, check out the remastered version.
| Tridus |
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Spell resistance was removed because its just not necessary anymore. With 4 degrees of success and the worst results now being critical failures, and with save DCs keeping up better than in PF1, there's no real need for it. Having it would make too many spells have multiple rolls of failure where they don't do anything, and that's not very fun.
It was there in 3.x/PF1 because so many spells were "this ends the fight if it lands" and enemies needed a defense against that.
| NorrKnekten |
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PCs also in general have much more leeway in how they deal with the results of spells, between Bards rather insane ability to just let the entire party and themselves use the higher of their own save or the bards performance check for saves against visual and auditory effects, or a cleric being able to substitute any of the condition removal spells with one of their free heal spells they get from their font.
| Indi523 |
Spell resistance was removed because its just not necessary anymore. With 4 degrees of success and the worst results now being critical failures, and with save DCs keeping up better than in PF1, there's no real need for it. Having it would make too many spells have multiple rolls of failure where they don't do anything, and that's not very fun.
It was there in 3.x/PF1 because so many spells were "this ends the fight if it lands" and enemies needed a defense against that.
Interesting,
So a powerful creature such the Nyssari Tyrant Devil from the Monster Core.
They no longer have spell resistance and instead just have high save DC's, is that right. By that I mean a save artificially greater than a similar creature that would not have one of the same power. Or do they just not worry about it.
I would like to see some mechanic that makes devils/demons etc. harder to affect with magic.
I guess I could make a diabolic item that works like a dispelling globe the other poser was kind enough to share.
Hmmm.... just musing aloud.
| Tridus |
Tridus wrote:Spell resistance was removed because its just not necessary anymore. With 4 degrees of success and the worst results now being critical failures, and with save DCs keeping up better than in PF1, there's no real need for it. Having it would make too many spells have multiple rolls of failure where they don't do anything, and that's not very fun.
It was there in 3.x/PF1 because so many spells were "this ends the fight if it lands" and enemies needed a defense against that.
Interesting,
So a powerful creature such the Nyssari Tyrant Devil from the Monster Core.
They no longer have spell resistance and instead just have high save DC's, is that right. By that I mean a save artificially greater than a similar creature that would not have one of the same power. Or do they just not worry about it.
Yep, that "+1 status to all saves vs. magic" makes them more resistent to magic than against other effects that target saves (like Alchemy or Athletics). That's the new "spell resistence".
Some creatures have even more resistence. Like I ran a Graveknight recently that can automatically attempt to counteract Vitality magic cast within its aura (Healers hated this!). Leydroths have a Dispelling Roar that is an AoE dispel, +2 to all saves vs Magic, and resistence to all damage except non-magic, and a reaction to attempt to counteract a spell (these things suck with a caster heavy party).
So there's some ideas to play with. You can create a pseudo-globe of invulnerability effect by giving it an aura that automatically counters all spells below rank X, for example. Or make it a reaction so it can't do it an infinite number of times.
I would like to see some mechanic that makes devils/demons etc. harder to affect with magic.
I guess I could make a diabolic item that works like a dispelling globe the other poser was kind enough to share.
You can use premaster stuff like Globe of Invulnerability if you want, too. It's still legal.
| Indi523 |
Spell resistance was r
Yep, that "+1 status to all saves vs. magic" makes them more resistent to magic than against other effects that target saves (like Alchemy or Athletics). That's the new "spell resistence".So there's some ideas to play with. You can create a pseudo-globe of invulnerability effect by giving it an aura that automatically counters all spells below rank X, for example. Or make it a reaction so it can't do it an infinite number of times.
Quote:You can use premaster stuff like Globe of Invulnerability if you want, too. It's still legal.I would like to see some mechanic that makes devils/demons etc. harder to affect with magic.
I guess I could make a diabolic item that works like a dispelling globe the other poser was kind enough to share.
Cool, I knew that they would do something on paper that made up for spell resistance. I missed that glazing over the monster text. Thanks.