Impossible Magic - General Discussion


Pathfinder Second Edition General Discussion

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Liberty's Edge

I propose spells that completely redefine the parameters of an encounter. Like no more flying or no more resistance to precision damage or to fire ...


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Maybe the magic the Alghollthus used to activate the Black Materia and cast Meteor..... oops I meant to say Earthfall.


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The Raven Black wrote:

I propose spells that completely redefine the parameters of an encounter. Like no more flying or no more resistance to precision damage or to fire ...

Conceptually a really cool idea, but impossible to balance.

Primarily in my mind because if you know what you're going to fight, you're going to bring a hard counter that absolutely ruins your enemies normal capabilities in combat.

Imagine if when fighting an ancient red dragon you brought some spells that just prevented them from flying and somehow prevented the damage from their breath weapon. These are extreme ideas obviously, but you've just crippled the dragon at that point.

This kind of thing works well in a video game where the enemy is basically impossible to defeat without...not so much in a collaborative RPG. For GMs (or at least for me) it's not fun to watch the player cast "I win the fight" and for me to watch the NPCs ineffectually do anything.

That was basically PF1 for experienced players using things like dazing spell. And that kind of stuff made the game suck for everyone but that player.


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Yeah, "I win" spells wouldn't be fun.

I honestly think that, without trying to sound pessimistic, impossible spells are going to likely be a more complicated version of rituals that are going to be so cumbersome to use that nobody is going to use them outside of GM fiat. I hope to be proven wrong though.


I think some are going to be "I *can* win" spells that strip away mythic powers or cast "give GM excuse to give demon lord/archdevil/Eldest a stat block."

Envoy's Alliance

Pathfinder Rulebook Subscriber

I would imagine a spell that strips some essential thing from them would be cool and useful, but should be equally difficult to do. Like those spells that make it impossible to fly or remove an immunity/resistance, etc would be cool... BUT with the rider they require 3 actions to Sustain. You are LOCKED in debuffing the BBEG so that your party has the chance to hit them.


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As someone whose players have once used Earthbind on their boss... even being brought to the ground for 1 turn can be devastating for the right kind of foe (in this case a flying witch) and thats only level 3


We already have near auto win on bosses, cast slow and make sure someone gets a trip off, the vast majority of enemies are completely destroyed at that point. Impossible buffs would be better, let players do crazy, but perhaps risky, stuff.


I mean, you wouldn't use such a spell just on a PL+2 boss. That's the kind of spells that'd be handed to deal with ennemies way over the party's punching weight.

Liberty's Edge

I am sure a melee Magus would love a No more Reactions spell.


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The Raven Black wrote:
I am sure a melee Magus would love a No more Reactions spell.

We already have that in spells like Roaring Applause and Laughing Fit. I use it frequently on my Oracle because some reactions are quite nasty and being able to reliably turn them off is really handy.

Liberty's Edge

Tridus wrote:
The Raven Black wrote:
I am sure a melee Magus would love a No more Reactions spell.
We already have that in spells like Roaring Applause and Laughing Fit. I use it frequently on my Oracle because some reactions are quite nasty and being able to reliably turn them off is really handy.

I was thinking of an area spell. Do we have one doing this ?


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The Raven Black wrote:
Tridus wrote:
The Raven Black wrote:
I am sure a melee Magus would love a No more Reactions spell.
We already have that in spells like Roaring Applause and Laughing Fit. I use it frequently on my Oracle because some reactions are quite nasty and being able to reliably turn them off is really handy.
I was thinking of an area spell. Do we have one doing this ?

Sixth Rank Roaring Applause. Although needing to be sustained means the Magus will have to make fewer spellstrikes if they're sustaining it themselves.


Squark wrote:
Sixth Rank Roaring Applause. Although needing to be sustained means the Magus will have to make fewer spellstrikes if they're sustaining it themselves.

But if you've got another caster in the party, they can be your absolute best friend by doing this for you.


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Honestly I'd love a bunch of new weird cantrips that retain general utility outside of their super weird niches.


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Seconded. Though I'm also hoping for more cantrips in general. I love cantrips; there is something about all-day spells that really helps define a particular caster's flavor or style in my mind.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

667.


The Raven Black wrote:
I am sure a melee Magus would love a No more Reactions spell.

I'd love something cheeky and personal - a reaction spell called Hesitate that tries to counteract other reactions (magical or mundane.)


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So... apparently Necromancer gets a class feature called "Fatal Method" that changes the class to be either more castery or more martialy inclined. I'm expecting something Doctrine-like here.

Details should be available tomorrow when a Know Direction preview article goes over the first four levels of the class. Source.

I'm personally very excited for this!

Envoy's Alliance

Pathfinder Rulebook Subscriber

The Description makes it sounds like Thralls wouldn't be as big a part of the gishy fatal method. I wonder what they would get. because even the thing everyone is comparing it to, the war priest, has a bigger power budget, 3 spell slots per rank AND a divine font.

even if they did up the necromancer to 3ss/r, if they somehow lose Thralls, that is a big hole in their power budget.


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It might just mean the combat-centric Necro either creates fewer thralls or can do fewer things with them. Maybe sacrificng them for more combat-oriented effects instead of fueling focus spells with them.

I can't possibly see them taking thralls out of the class entirely. Maybe the Reaper cuts thralls out of their enemies instead of summoning them with a cantrip. Something like "once per round, on a successful Strike, you create a thrall adjacent to the target".


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The article is up!

Envoy's Alliance

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Pathfinder Rulebook Subscriber

So cool!


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It's more war mage than warpriest, but I am perfectly fine with that. Everything in that article is utterly amazing and seems like paizo really nailed the class!


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I don't hate what I'm reading here so far, so that's a big win over the playtest version already. I still expect some of it to make me grind my teeth as a GM, though.

Envoy's Alliance

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Pathfinder Rulebook Subscriber

So the reaper still gets to summon thralls, but Reaper can make a free-action attack, so long as the thrall is adjacent to the target of their attack.

Weapon Expert at 11, medium armor expert as 13.

so yeah, reaper gets to play with their thralls in cool ways too.

New Grim Facination, BLOOD. now when one of your thralls is destroyed, you regain 1 hp (increasing every four levels)

These updates are AWESOME!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thralls no longer blocking enemies but instead acting as difficult terrain is a HUGE change to the class' combat dynamic. It's a hell of a nerf, but allows for so many other necromancer themed options to exist within the power budget.

I guess that's why they are fine with 1st-level necromancers creating as many as 7 thralls in one round now.

I wonder if super thralls at higher levels will be solid enough to block foes?

Envoy's Alliance

Pathfinder Rulebook Subscriber

While they are no longer solid blocks, given that they can still attack AFTER being summoned, it would probably still make sense for an enemy to destroy them, rather than just move through them and ignore them.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Zoken44 wrote:
While they are no longer solid blocks, given that they can still attack AFTER being summoned, it would probably still make sense for an enemy to destroy them, rather than just move through them and ignore them.

It does paint that classic undead scene of someone attempting to push or sneak through a herd only to suddenly find themselves completely surrounded, overwhelmed, and torn apart.

Feed the herd!!! >D

Envoy's Alliance

Pathfinder Rulebook Subscriber

another interesting question is: How does the Blood Facination's HP recovery scale?


Ravingdork wrote:

Thralls no longer blocking enemies but instead acting as difficult terrain is a HUGE change to the class' combat dynamic. It's a hell of a nerf, but allows for so many other necromancer themed options to exist within the power budget.

I guess that's why they are fine with 1st-level necromancers creating as many as 7 thralls in one round now.

I wonder if super thralls at higher levels will be solid enough to block foes?

Glad to have something a lot more workable. The old version felt very off and like the game's mechanics were showing.

The new version avoids the "can't tumble through two enemies" problem and also doesn't let you make a checkerboard that blocks large creatures, while still slowing enemies down.

I like that flesh thralls are equally troublesome intact or destroyed, so they're a great choice to slow enemies and to reduce the incentive to destroy them.


Zoken44 wrote:
another interesting question is: How does the Blood Facination's HP recovery scale?

Should be 1hp at first and go up by 1 every four levels after that. 5 HP per thrall at 17 is still a tidy bit of healing for things you're already doing.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Especially if you can find a way to get a lot of them popped at once.

Cognates

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Also seems like our runesmith iconic is an automation, but not strictly a jistikan one. Perhaps we'll see nexian automaton feats?

Envoy's Alliance

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Pathfinder Rulebook Subscriber

and also intentionally neuro spicy.

Cognates

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In addition, glad necromancer has a reason to actually want to make the melee strikes since you're getting it for free with a thrall summon.

I really hate how there's occasionally an option in the game that makes an expert at 13 class seem like it could be using weapons (eg bespell strikes). Probably one of the few options in the game I would absolutely call a trap option. It's the only kind of feature I normally tell a player to avoid if they're new.

Dark Archive

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BotBrain wrote:
Also seems like our runesmith iconic is an automation, but not strictly a jistikan one. Perhaps we'll see nexian automaton feats?

Maybe, but their design was still extrapolated from a Jistkan automaton that the lab had access to. There's really been no indication of any Ancestry/Heritage content coming in Impossible Magic, which is usually one of the bigger selling points on the store page, so I'd temper expectations away from that and instead be pleasantly surprised if there was anything.


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BotBrain wrote:

In addition, glad necromancer has a reason to actually want to make the melee strikes since you're getting it for free with a thrall summon.

I really hate how there's occasionally an option in the game that makes an expert at 13 class seem like it could be using weapons (eg bespell strikes). Probably one of the few options in the game I would absolutely call a trap option. It's the only kind of feature I normally tell a player to avoid if they're new.

The author of the preview article hinted there's later feat support to make the reaper hold up at later levels, with a coy comment on Reddit to those disgruntled that it doesn't have more that they should wait for his later article covering higher level feats. The "heroism but focus spell" may still exist in some form and/or other options.

Cognates

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Even if it doesn't get more, the fact that the melee strike doesn't take away from the class doing other things in the way something like bespell strikes does is still a massive improvement in my book. Summon thrall - try for a hit cast as save spell is a much stronger turn than "Cast save spell, burn action trying to make up for a -2/-4 difference, miss."

As far as your turn is concerned you haven't actually lost anything.


Very excited to make a dhampir blood reaper and load up on all the temp hp and health steal feats. It won't be as sturdy as a true frontliner but it WILL have a lot of staying power and versatility for a full caster.


I have 2 Necromancer ideas.
Bone Reaper with Necrologist and Blood Puppeteer with Sanguimancer.

Cognates

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I am so into the prospect of a holy necromancer I cannot wait to see how that plays out.


I'm tempted to try a steampunk-ish vampire with blood necro and gunslinger.


Well, that answers that, being a post-jistkan automaton makes a lot of sense as to why Pallemi lacked Jistkan design. I suppose this works, I hope this can lead to the ability to have more post-jistkan automatons in the near future.

Liberty's Edge

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moosher12 wrote:
Well, that answers that, being a post-jistkan automaton makes a lot of sense as to why Pallemi lacked Jistkan design. I suppose this works, I hope this can lead to the ability to have more post-jistkan automatons in the near future, as it sounds like the art is still not yet widespread enough for anything but the occasional one-off.

In the Inner Sea region, that is true. But we do not know about the other parts of Golarion.


I have at least 3 different Necromancer ideas. 1) is an Archeologist using her connection to the dead to enhance her studies.

2) A complex character who I can best describe as having her necromancy forced on her.. but she uses it to protect people. She prefers to keep her magic a secret and joins adventuring teams as a traveling Medic primarily, only using her magic if absolutely necessary.

3) Pure Vibes, Necromancy via Anime Ninja energy.. Using thralls to represent things like shadow clone stuff in Naruto.


If they have made Harm a compulsory Dirge slot at first level (as stated in the knowdirectionpodcast article), that seems a bit of an annoyance. With so few spells, and cantrips/focus things so damage focused, unless you have void healing on your character it seems a really inefficient spell to take.

Or am I missing something?


My first thought with the blood subclass was an Orc Acolyte of Nulgreth, "The Blood God." Probably Reaper so I can swing around his signature greataxe alongside my bloody orcish horde.

A Holy Necromancer is interesting, the sample case is presumably that art in the article of a dwarf conjuring her ghostly ancestor, but it'd be fun to work out how to flavor that with the other subclasses. Gilded skeletons modeled on saintly reliquaries, sanctified mummies instead of vulgar zombies?


First time I read, I missed that the Reaper's ability triggered on a melee strike and started imagining a bizarre variant Reaper based on Kikyo from Inuyasha. Summons soul collectors as spirit thralls and makes bow strikes.

Cognates

Mighty Squash wrote:

If they have made Harm a compulsory Dirge slot at first level (as stated in the knowdirectionpodcast article), that seems a bit of an annoyance. With so few spells, and cantrips/focus things so damage focused, unless you have void healing on your character it seems a really inefficient spell to take.

Or am I missing something?

I'm reading it as you get harm and 4 other spells into your repository, so if you don't want to cast harm you don't have to. 4+1 spells is standard, or at least not lower than any other full caster. (I'm looking at sorc to compare, so perhaps there's some attenuation).

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