Paths of Magic Development Blog #5 - Spells

Today’s topic for Paths of Magic development is spells!

Spells are obviously one of the cornerstones of the Paths series, given each book is centered around a magical theme (shadow magic, artifice, and elemental/natural magic). Having the right spell to fit a theme is SUPER important to me when making a character, and I’m more likely to take thematic spells over optimal ones. As such, filling in those ideas with actual spells goes a long way to making character concepts come to life.

Designing spells is tricky, though. There are already (literally) thousands of existing spells in Pathfinder, and there isn’t a soul alive that knows all of them in detail. So not only do you have to make the spell interesting (and useful) enough to take, but it can’t be redundant with existing content, either. However, it’s a bit easier than feats, at least (which have the same problem in the sheer quantity to parse through). Feats are limited on any character, whereas spells can be more niche due to prepared casters being in the game. Even if your spell is a specific idea like “replace a lost limb with a wooden prosthetic”, a class like druid or cleric can simply prepare the spell once and never have to worry about making a major mistake with their character build. That gives a lot of leeway in spell design, since for most casters a single spell is not a critical investment of resources.

So what’s the process of designing a spell?


Obviously, concept is first. Magic can do…anything (duh, it’s magic). So having a clear idea in mind is the key. I find that most spell ideas fall into one of three broad categories: mechanical, thematic, and referential.

Mechanical spells are to create a specific defined ability or support a playstyle. For example, the expose spell in Path of the Wilds started off as just “a spell to reduce a creature’s elemental resistances, so elemental-themed characters aren’t 100% shafted by resistance/immunity”. These spells are rules-oriented first, and as such while they’re often very useful (like fly, teleport, etc.) they usually aren’t very interesting.

Thematic spells help fill out a class theme or character concept. These often start with a more visual idea, such as “I want to rain down fire from the sky”, instead of a rule you can point to. This is also where class-specific spells, like a bard’s inspiration and finale spells come into play. I did similar with each of the classes in the Paths books: Nightblades get umbral spells, vanguards have discharge spells, invokers have dominion spells, and so on. I feel that having a few unique spells that interact with the class’s mechanics goes a long way to making the spell list feel complete (and not just a subset of a bigger list, like sorcerer/wizard).

…and of course, the Referential spells are just “hey remember that cool thing from X? Let’s make that a spell”.

There are a TON of spells (and magic items, and feats, and…) in my books that are based on other media, if you’re familiar with them. Field of blades from Path of Iron, for example, is absolutely Unlimited Blade Works from the Fate series. The titan’s wrath spell, from the same book, is based on the “Ragnarok” spell from the Golden Sun series. Often times writers feel they have to shun or avoid drawing direct inspiration or making homages to their favorite media, but I’d rather embrace it. It’s more fun that way.

After theme comes the technical part: the rules. Obviously, the best place to start is to compare it to existing content as a baseline. If your spell is an area attack that deals 10d6 damage, it should be comparable to a fireball (assuming your fireball is balanced, unlike a certain other RPG out there…). A spell that grants a fly speed is typically 3rd-level or higher. Ultimate Magic does a pretty good job of outlining many goals for making spells, though it’s not going to cover all cases (those rules, for example, don’t recommend AoE spells for 1st level, but yet we all know burning hands is a thing). A lot of it comes down to gut feeling and experience with the game, and lots of testing. LOTS of testing.


For Paths of Magic, I’m doing a balance pass on many spells, namely in the form of nerfs to a few outliers like shadow field and lightning strike. A good number have been reworked significantly, like the umbral spells for the nightblade which now directly use shadow surges. The addition of a new [shadowmorph] descriptor was also shown in the Paths of Magic playtest, which feature spells that manipulate a creature or object’s shadow.

Another goal is to greatly expand the access to the new spells. Many of the spells in the Path books have been fairly stingy about what classes get access to them, so spreading them out to more spell lists should help. This is also being reflected in the new classes in the book; many of the spell lists were a bit too narrow in scope, so expanding the lists of classes like vanguard, nightblade, and elementer will help give those classes a bit of a broader role choice in a team.

There’s about 40 new spells planned, ranging from spells like conjure siege weapon, viper fang, and darkburst (a shadowy equivalent to sunburst). There’s also a new polymorph line called aberrant anatomy, which as you can guess by the name lets you transform into aberrations (and let me tell you, that ability list is REALLY long). The two new classes of cabalist and shaper get unique spells, as well: the cabalist gains “duality” spells that change effects depending on his current stance, and the shaper has “collapse” spells that close her void to create a burst of power.

To end off, here’s a fun new spell to be featured in Paths of Magic; can you guess what it was inspired by?

Updates will continue every two weeks!


HAND OF THE ABYSS

School transmutation (polymorph) [darkness]; Level antipaladin 4, nightblade 4, occultist 4, shaper 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)

Your arm buckles and twists in a gruesome spiral before erupting with a flowing surge of pitch-black substance, coalescing into a massive arm of deadly shadows.

Hand of the abyss replaces one of your arms with a writhing mass of darkness roughly in the shape of a huge, grotesque arm. You choose which arm to replace at the time of casting the spell; any gear being held in that hand is merged into your form (as is typical with a polymorph effect).You can also use hand of the abyss in place of a missing arm, if desired.

The hand grants you a slam attack that deals damage as if you were two size categories larger than your actual size. It is considered a primary natural attack and adds 1-1/2 times your Strength modifier to attacks with it. The slam attack also has the trip, grab (up to one size larger than you) and constrict (1d8 + 1 per caster level) universal monster abilities. When attacking with the hand or performing grapple or trip maneuvers with it, you can use your caster level in place of your base attack bonus if your caster level is higher, though this does not grant you any additional attacks for having a high base attack bonus. The hand’s reach is 10 feet beyond your natural reach, as the shadowy mass extends to strike foes at a distance (typically this means a reach of 15 feet for a Small or Medium creature).

The hand of the abyss is mutable in form, granting you a versatile set of abilities, as follows:

  • As a full-round action, you can sweep the hand or slam it down in an outstretched line. If you sweep, you hit all creatures in a cone-shaped area whose length is equal to your reach with the hand (typically a 15-foot cone for Medium and Small creatures). If you hit in a line, you hit all creatures in a line up to double your reach with the hand (typically a 30-foot line for Medium and Small creatures). Make a separate attack against each opponent in the area. You cannot grab a creature while performing these attacks, though you can still trip them.

  • As a standard action, you can reach the hand out up to double its normal reach to attempt a grapple check against a single creature. If you succeed, you can choose to either pull the creature next to you or pull yourself adjacent to the creature.

  • You can stretch the hand out to reach to any fixed surface and latch on to it, pulling yourself to that space. This movement does not provoke attacks of opportunity. You can scale vertical surfaces and even hold on to ceilings in this way, though you can’t attack with the hand while still latched onto a surface. The maximum distance you can reach depends on the action you use. Doing this as a move action lets you grab a location up to twice the hand’s reach. If you use a standard action, you can grab up to four times the hand’s reach. If you use a full-round action, it can be up to eight times the hand’s reach.

Paths of Magic Development Blog #4 - The Shaper

Hope everyone had a good holiday! Here’s hoping for the new year to be a bit better for all of us. In today’s Paths of Magic update, I’ll be going into one of the new classes to be featured in the book, the Shaper! The shaper was playtested last year, so if you want a more in-depth read of the class’s abilities you can check out the playtest document.

The shaper is a master of time and space. She “shapes” reality by moving around and controlling the empty space underneath, referred to as the void. Despite its magic-heavy theme, it instead focuses on its martial capability first, gaining full BAB, d10 hit die, and full weapon/armor proficiency. She uses her planar magic to instead supplement her combat ability, primarily in the form of hindering enemies and protecting herself, though as you can guess having control of time and space magic nets her some key utility and support like haste or teleport.

So what gave us the idea for this class?


The Shaper, by Miguel Angel

The Shaper, by Miguel Angel

The shaper is a class theme/design I’ve long wanted in Pathfinder, and if I had the time I would have tried to include it in the original run of Path of Shadows. The primary inspiration comes from the Void Knight concept in the MMO Rift, which was a tank class that focused a lot around anti-magic capabilities (though the “void” theme was more eldritch/pact-based than planar magic). At its core, the main desire for the class was to lean heavily into this anti-magic idea to act as a potent anti-mage without having to be a full caster itself.

Doing that concept in Pathfinder is…hard. Or at least hard to do well as a martial character. The closest mechanical approximation to anti-mage martial with a smattering of magical power is a primalist arcane bloodrager (for that sweet Spell Sunder), but very little of it is effective at proactively stopping magic, aside from, ya know, bashing the caster’s face in, and like most martial capabilities it’s limited to melee range, where the spellcaster is already at its worst. The best anti-magic characters were typically other full-casters, especially the arcanist with counterspell exploit, since counterspelling is normally such a poor strategy compared to just readying a magic missile. So I aimed to create my ideal anti-magic martial.

This came down to essentially a wish-list of abilities, including:

  • Full BAB, d10, with good armor/weapon proficiency.

  • The ability to force concentration checks outside of melee range.

  • A way to counterspell as an immediate action, like an arcanist can

  • Able to take both Disruptive and Spellbreaker, and preferably feats that chain off of those

  • Access to as many anti-magic spells as possible, including arcane sight, dispel magic, greater dispel magic, silence, spellcrash, globe of invulnerability, spell resistance, and antimagic field.

If you’ve read the shaper playtest, you can see that all of these items made it, in one way or another, primarily as choices for the class’s distortion ability. But making a character around only “no wizards allowed” doesn’t make for a very compelling character class; an archetype, perhaps, but it’s too thin for an entire class. Not to mention the obvious problem of having not much to do if you’re fighting anything that doesn’t use magic.

With that in mind, a few concepts got tossed around. One of the early designs of the class was the “Revenant” and was themed around pure entropy. This very edge-lord interpretation had a themed “emptiness”, such as Life, Light, or Magic that it would consume, along with a passive aura that would drain or counter those effects. For example, being near a Life-based Revenant would have absorbed healing effects, while being near a Heat Revenant would absorb energy from nearby to constantly inflict cold damage and sap strength. While that design was eventually retired, many of the ability concepts were carried over into the shaper’s distortions, with the main take away being the shaper’s signature “void” ability for a big debuff/effect field centered on the player.

Another design was one that didn’t have spellcasting, and worked more like a kineticist where it had several ability categories to get as it leveled up. Distortions messed with the effects of the void debuff field, while essence powers worked like utility talents. This was scrapped pretty quickly, though, once it became apparent that many of the essence powers were just replicating existing spell effects.

Eventually the current shaper design was decided upon, thanks to giving a lot of room for interpretation and flexibility. Being able to shape reality obviously gives a lot of breathing room as to what sorts of abilities you can make, but I still wanted to keep it a bit more tightly themed than that. As such, many of the old themes from revenant were used to focus the abilities of the shaper: namely, creating abilities around countering/negating either Magic, Light, Life, Space, or Time. That provided plenty of space (heh) to work in while keeping the overall direction of the class more unified.


With that wall of text out of the way, what new is coming for shaper in the final release?

Surprisingly, very little is changing in the shaper’s core abilities since the playtest closed. Most of the major revisions (such as base effects of the void) were done during the playtest period. However, the improved void power got a pretty hard nerf from being difficult terrain to simply “move at half speed”, since it was bit too oppressive of an ability. I’m also considering adding a few new distortions to fill out the class (right now there’s like…40% of a page just empty at the end of the class description that could be used). “Essence” has also been renamed to “quintessence” to avoid confusion with akashic magic systems.

Archetypes, of course, will be made for the class (though they haven’t been fully written yet). The original concept of the Revenant is coming back as an archetype focused around death and negative energy effects, replacing the default void with a damaging field of negative energy and substituting the class’s eldritch sight with undead detection and lifesense. The Void Caller archetype lets the shaper create her void around a point in space, rather than around herself, to better enable an archery/ranged build for the class. I’m also toying around with a Chaos Mage that gets to generate wild magic surges all over the place, which should be interesting, to say the least.

Magic items are also being included for the shaper, just like any good class should get. The shaper’s fold is a not-quite blindfold that doubles the range of his eldritch sight and lets him see interplanar/phasing creatures, like ethereal foes or those under blink effects. There’s also the ring of quintessence mastery, which is sort of like a ring of ki mastery for shapers that gives a handful of abilities and can cheapen some of the more expensive distortions she has.

That’s all for today. Stay tuned for further development updates!