Paths of Magic needs artists!

Magic

Paths of Magic is moving steadily forward with content development, and we’re at the point where we need artwork to spruce up the book!

We’re looking for multiple artists to do full-color artwork, ranging from single-character pieces to half-page spreads, depending on the section of the book.

If you’re interested, you can email us at contact@ascension-games.com, or use our contact form here on the website. Please include a link to an artwork portfolio, along with your commission rate/price. Even if you’ve submitted for our previous works, go ahead and reach out again!

Paths of Magic Development Blog #6 - The Invoker

In today’s update, we take a look at the ideas behind one of our most complex classes: the Invoker!

If you’ve read Path of the Wilds, you know that the invoker is a VERY dense class. The ability to essentially pick two subclasses each day, a companion that can cast spells, and even a means to merge together…there’s a lot going on in this class. So how did this class come to be, and how is it updating in Paths of Magic?


The Invoker, by Miguel Angel

The Invoker, by Miguel Angel

When I sat down to write Path of the Wilds, I already had a good idea of the different classes to include, one of which was invoker. It had a few major inspiration points and goals. In last week’s blog post I mentioned that many ideas fall into three categories: mechanical, referential, and thematic. The invoker was primarily a referential inspiration, followed by a mechanical desire for the class.

The primary referential inspiration was the protagonist from my favorite video game: Sagi, from the game Baten Kaitos: Origins. In the game he is known as a “spiriter”, someone that has bonded with a guardian spirit (though in that setting the spirit isn’t a separate creature, like it is for the invoker). In combat he was mostly a warrior-type that used elemental weapon attacks, which is incorporated in much of the invoker’s design. Many of the invoker’s spirit powers are pretty much special moves from this game: the “Sky Strike” power from Lightning Strikes, Thunder Roars, for example, is modeled after the “Cliffsunder” ability that Sagi uses, and the “Thrashing Gale” power from Tempest Herald a Coming Storm is named after a move used by one of the game’s main antagonists.

The mechanical goals for the invoker were twofold: a spellcasting companion, and a build-your-own class design.

The spellcasting companion was a desire to flip the usual roles on its head in most “pet” classes. Just about every one of them is the eidolon/phantom/animal companion up in front, while the PC keeps their distance. Sometimes the two will fight more equally (like hunters or rangers) but in any case the companion is always a combat partner and not much else, even in systems and settings outside of Pathfinder. Switching around the two opened up a rarely-used design space that I wanted to explore.

The build-your-own class design came from wanting to write my own take on the another spirit-based class: the medium. I LOVED the ideas of the playtest medium, even if it was clunky. I still like the concepts of the final medium released in Occult Adventures, but it leaves a lot to be desired performance-wise (and no one likes the reward for using influence being “you get to stop playing”). With the invoker being based on spirits as well, it provided a good chance to create a class based on mix-and-matching different options each day. This is also part of what gave rise to the dominion/oath restrictions on invoking, to capture that same feeling that the alignment/ability score restrictions did for the playtest medium (also to rein the class by restricting your power set a little).


So with the ideas covered, we get on to the actual creation of the class.

Every class that I’ve made for the Paths series went through several revisions. Some were major changes to core theme, whereas others were just mechanics restructuring. The invoker is no exception, and it was BY FAR the most difficult class to write. Like, not even close. I went through a huge number of different designs.

An early idea was that the invoker simply got “primal strikes”, which were basically just special attacks kinda like Dreamscarred Press’s Path of War content or 3.5e Book of Nine Swords. However, the way it worked was rather than a separate resource pool, the primal strikes were done by burning spell slots. At this stage the invoker’s companion had 0-6 spell levels, so as a “balance” both the spirit and the invoker used spell slots to attack. This idea was dropped soon (namely because it had few persistent class features), but it served as the basic idea for what would eventually be spirit powers, and also as an inspiration for what became the spell twist mechanic for elementers.

The next major revision is what introduced the oath/dominion concepts. It still kept the “primal strike” abilities, but narrowed the scope of what powers you could learn based on the dominion and oath of your spirit companion. However, the dominion/oath was more like a fixed subclass, rather than multiple ability packages like the current invoker. Once you picked “Guardian of the Land”, those were the abilities you got at levels 2/8/14/20, with no way to change it. It worked well enough, but ended up being a bit bland, outside of the spellcasting companion.

One of the next designs, and one that stuck around for quite a while, was when invocation of spirits was introduced. You used to get nine spirits, divided into three tiers: lesser, greater, and elder. You would get three of each tier which each gave you a base spirit power, along with the ability to invoke one spirit per tier to create synergies of abilities. I liked this design a lot, but…it was too much. Similar to the playtest Medium that inspired this version of invoker, the sheer volume of content required was excessive. 5 dominions x 3 oaths x 3 tiers = 45 spirits, each with a separate spirit power and invocation, for a total of 90 abilities. Doing this was untenable, and needed to be revised.

That brought me to the current design of the invoker, where a single spirit has one spirit power and four invocations. “Wait a minute”, you might be thinking to yourself. “Isn’t that still a ton of abilities?” Which you’d be correct. 5 dominions x 3 oaths x 5 abilities per spirit = 75 abilities, hardly a big reduction from the previous 90. The trade-off is in focusing the design. Rather than coming up with 45 separate powers, I only needed 15, and the remaining four abilities per spirit build off of this one power, which helps direct the ability design for each spirit. There’s also fewer permutations from a player standpoint (since you can combine only 2 out of 15 spirits, instead of 3 out of 45), which not only reduces complexity but also helps avoid unintended ability interactions.

Even with that, designing these spirits was HARD. Since one of the main draws to a build-your-own class is the synergies between options, I had to plan out where those combinations would be, and encourage both what I called “direct” synergies and “indirect” synergies.

The direct synergies are the ones within a single oath or dominion. The oaths are pretty obvious: Guardian spirits should all help you defend yourself, Acolyte spirits should focus on debuffing enemies, while Harbinger spirits should have offensive combinations. The synergies within a dominion are sometimes clear (like the movement/teleportation synergy between Sky spirits) while others were less obvious. For example, the Depths Beckon With Silent Murmurs spirit causes confused creatures to deal cold damage, while Northern Waters Freeze Solid causes cold damage you inflict with invocations to cause fatigue or exhaustion.

Indirect synergies are ones that require you do combine two spirits that don’t match either oath or dominion, which you can do by taking an oath/dominion that intersects the two. For example, if you are an Acolyte of the Sky, there’s an indirect synergy between Blinding Sands Scour the Desert (Acolyte of the Land) and Clouds Blanket Sky and Ground (Guardian of the Sky). The sand squall power from Blinding Sands causes those within to treat all creatures as though they have concealment, while Clouds causes any creatures that miss your allies due to concealment to take electricity damage.

And let me tell ya, planning out all of these synergies took a looooooooooong time. More time than I would have liked, but the end result is, I think, one of the coolest classes in the book.


Well that was pretty wordy. But what is the class getting in Paths of Magic?

For starters, the invoker’s spell list is getting some big expansions. The original spell list was a bit too narrow (a common problem for the classes in their original runs) so I’ll be adding quite a bit of utility spells and effects.

There’s also a brand new dominion of spirits: the Heavens! This includes new abilities for your spirit companion and avatar powers, along with three new spirits: Stars Dance Across Heaven, Moon Watches the World Beneath, and Sun Burns With Glorious Heat, as your Acolyte, Guardian, and Harbinger spirits, respectively. The Moon spirit is included below as a preview.

Until next time!


Moon Watches the World Beneath

The tranquil spirits of the Moon serve as protectors of the night. Their pale radiance comforts those in need, serving as a beacon to guide the weary through their darkest hour.

Type: Guardian of the Heavens

Spirit Power: An invoker that’s bonded with this spirit can use the following spirit power.

Lunar Shroud (Su): As a swift action, you can spend 1 spirit energy to coat yourself in a shroud of moonlight. You gain energy resistance 5 to either acid, cold, electricity, fire, or sonic damage, chosen upon using this ability. This resistance increases to 10 at 5th level, 15 at 11th level, and 20 at 17th level. The shroud lasts for a number of rounds equal to your invoker level + your Charisma modifier and does not stack.

Spells: 1st—alarm, restful sleep; 2nd—darkness, see invisibility; 3rd—protection from energy, remove curse; 4th—lunar prophecy*, moonblast*.

Invocations: An invoker that invokes this spirit gains the following bonuses.

Moon’s Glow (Su, Lesser): You gain low-light vision. While your lunar shroud is active, you shed pale moonlight in a 10-foot radius around you, creating dim light. You are treated as having the benefits of the Blind-Fight feat against foes within the area of the moon’s glow. Treat this as a 2nd-level light effect for the purpose of interacting with darkness effects: if a higher-level darkness effect overlaps the area of your moon’s glow, the glow is suppressed but your lunar shroud remains. The effective light level increases by 1 when you gain this spirit’s intermediate, greater, and grand invocations.

Lunar Phase (Su, Intermediate): Upon activating your lunar shroud, you can enter into one of two lunar phases: Full Moon, and New Moon. If you choose Full Moon, your allies within the light created by your moon’s glow lesser invocation gain the same energy resistance you gain from your lunar shroud. If you choose New Moon, enemies within the light created by your moon’s glow are dazzled (no save). Sightless creatures are unaffected by the dazzling effect. You can change between full moon or new moon phases as a move action while your lunar shroud lasts.

Beautiful Radiance (Su, Greater): You now gain the effects of Improved Blind Fight against foes within the light of your moon’s glow lesser invocation, and the radiance of the moon’s glow increases to 20 feet. When you activate your lunar shroud spirit power, you can select two energy types to gain resistance against instead of just one.

Alluring Glow (Su, Grand): Enemies that enter into or start their turn within the light of your moon’s glow lesser invocation are entranced by the moon and must make a Will save. If you are currently in Full Moon phase, creatures that fail their saving throw cannot move any closer to you for 1 round. If you are in New Moon phase, creatures that fail their saving throw cannot move any further away from you for 1 round, instead. This is a mind-affecting compulsion effect. Sightless creatures are unaffected by the alluring glow.

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.