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Ultimate Magic

Henry

Autoexreginated
You may want to check out the Interplanetary Teleport thread on the Paizo boards. It started when the new campaign setting came out.

The weird thing is, I was pretty sure James Jaccobs had stated in that thread that the spell was in the Golarion book, and wouldn't be in Ultimate Magic because that particular restriction was specific to official campaign settings. For that reason, I was surprised to see it in Ultimate Magic.

Easy enough to just ignore if you prefer PCs having access to multiple planets when they would have access to 7th level spells instead of 9th. I think for me it would largely depend on the kind of campaign I was running.

Oh, I would think that part was easy enough:

If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.

If they think the moon is made of green cheese because "they read it in a book somewhere" (due to metagame info), and it really isn't, then the spell fails. I've never been one for making new rules where there doesn't need to be. However, to each his own - I've never had to be responsible for a bunch of RPGA-types trying to actively break rules, either.
 

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Banshee16

First Post
Is this book out in gaming stores already? I just looked on Amazon, and it says it won't be released until July 12.

It definitely sounds like there's some interesting stuff in there.

I like that there's a way for wizards to discover immortality. Many of the fantasy novels I've liked have had ancient wizards, but it wasn't really possible in 3E (at least in WotC's products) unless you wanted to be a Cloud Anchorite or something.

Banshee
 

IronWolf

blank
Is this book out in gaming stores already? I just looked on Amazon, and it says it won't be released until July 12.

Release date is May 18th I believe. Paizo subscribers have access to it now. You can order from the Paizo store and the PDF is available tomorrow to non-subscribers.
 

Felon

First Post
Any chance the magus changed from the playtest version? I'm playing one from 1st-level, and mehanically it's a little lacking.

Spell combat is basically of the foundation of the class, and it works rather terribly. On paper, it seems reasonable to saddle the magus with a penalty to both the attack roll and defensive-casting concentration check, but in actual gameplay it amounts to spending a round with a high chance of failing to either make a weapon attack or cast a spell successfully.

The concentration check penalty isn't too bad (safe to say, a magus needs Combat Casting anyway). However, since the magus already has a medium BAB and suffer from MAD, his attack bonus is already behind the curve, so a -4 is quite debilitating. Essentially, spellcasting is impeded so that a magus can take a wild swing.

Personally, I would've rather seen spell combat be made costly in some fashion, perhaps taking up a higher spell slot (as if it were a class-specific metamagic feat), or tapping into the class's arcane pool. Being able to use it infrequently is more satisfying than being able to use it constantly with an improbable chance of success.
 

VanceMadrox

First Post
You're not using the most recent version.

The final playtest revision removed the need for a concentration check when using spell combat. Now it's just a -2 to attack rolls.
 

Any chance the magus changed from the playtest version? I'm playing one from 1st-level, and mehanically it's a little lacking.

It slightly changed from the revised playtest. It significantly changed from the initial playtest. I suspect, based on your comments, that you're playing the first playtest version.

Personally, I would've rather seen spell combat be made costly in some fashion, perhaps taking up a higher spell slot (as if it were a class-specific metamagic feat), or tapping into the class's arcane pool. Being able to use it infrequently is more satisfying than being able to use it constantly with an improbable chance of success.

Spell Combat is now, essentially, dual-wielding your on-hand weapon and an off-hand spell. (Same penalties, even; -2.)

Spellstrike - which you get at level 2 - allows you to channel a melee touch spell through your weapon and make a weapon attack in place of the free touch attack such a spell normally gives you. So, at 2nd-level as a full-round action, you can:

Make a weapon attack at -2 and do weapon damage; and
Make another weapon attack at -2 and do weapon damage + spell damage

... in either order.

The spell uses the threat range of your weapon, and a x2 multiplier. Since my current Magus is using a rapier, that gives my spells an 18/x2 threat stat.

It's pretty cool.

The final playtest revision removed the need for a concentration check when using spell combat. Now it's just a -2 to attack rolls.

You'll still need to make a Concentration check to cast defensively, however, depending on your positioning. You can elect, when taking the Spell Combat action, to take an additional penalty to your attack rolls up to your Intelligence bonus and add that as a bonus to your concentration check to cast defensively.
 

Felon

First Post
Thanks for the info. Seems wrong somehow to combine spellstrike and spell combat to milk an extra melee attack, but seem legit by RAW.
 


Glade Riven

Adventurer
Still digging around, but a breif skim shows a lot of awsomeness filled with win. I'll see if there's some Adonis DNA or tiger blood around, but I'm not sold on the extra complexity of Words of Power.
 

paradox42

First Post
The new Alchemist Discoveries rock hard. I'm talking diamond here. Is this the first time that the concept of summoning an Ooze has been put into the game? I think it's the first time *I've* seen it, at least.

Seriously. The Alchemist throws a bottle of goo, and the goo comes to life and starts eating things. How cool is that? :cool: And that's only the start of the list.

This book looks chock full of Win to me, too. It could take weeks to absorb and assimilate this. And years to try it all, if that's even feasible for that matter.
 
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