Pathfinder Announces Two New Rulebooks

The books will be released in July.
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Paizo has announced two new Pathfinder books - a new rulebook featuring four new magic-themed classes, and a sourcebook detailing the High Seas. During a livestream on Friday, Paizo announced the Impossible Magic and High Seas books for Pathfinder. Impossible Magic is Pathfinder's annual rulebook and will feature four updated classes - the Magus, Necromancer, Runesmith, and Summoner. Also included in the book are 240 new spells, new archetypes, new arcane schools, and new magical items. Impossible Magic will debut at GenCon

Also announced is a new Lost Omens: High Seas sourcebook, continuing the line of Pathfinder's lore-themed rulebooks. This will cover areas like Hermea, Mediogalti Island, the Mordant Spire, the Shackles, and various underwater regions. High Seas was announced as a July release, but not necessarily during GenCon.

Descriptions for both books can be found below:

Impossible Magic

The perfect spell can solve just about any problem. From simple cantrips to reality-warping magic, this new rulebook contains a plethora of options for any adventurer who wants to delve into the unknown and unlock their true magical potential.

Within the confines of these pages lies the magnificent spellcraft of four wonderfully magical and unique classes!

  • Strike with both spell and blade with as a magus.
  • Command an army of the undead as a necromancer.
  • Scribe unique magic onto enemies and allies alike as a runesmith.
  • Fight alongside a powerful magical companion as a summoner.
You’ll also find over 240 spells that can be cast for both mischief and wonder, new impossible spells so impactful that they scar the soul, several fantastical archetypes that will bring a magical twist to any table, new arcane schools derived from the heart of the Impossible Lands themselves, and wondrous magical items that will allow even the most mundane of characters to experience the power of magic.

All of this is made manifest before you with Impossible Magic!

High Seas

Set a course for grand adventures with this expansive hardcover guide to the open waters of the Inner Sea. Since time immemorial, the people of Golarion have been setting out into the sea to gather resources, ply their trades, and seek secrets both above and below the water. Explore the failed utopia of the island of Hermea, the home of deadly Red Mantis assassins on Mediogalti Island, the mysteries of the Mordant Spire grown from the remains of a dead god, the countless pirate-scoured islands of the Shackles, or the dangerous depths of underwater regions. Each entry within this gazetteer includes the history, culture, and current events of the region, as well as a major city to include in a variety adventures. The book also includes new character options and a fold-out poster map!
 

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Christian Hoffer

Christian Hoffer


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While magic is fairly common the world is not fully saturated with it and high level casters are still rare and precious and not super likely to want to play with boats or blowing up walls when they could be delving into the secrets of the universe or connecting with creatures from beyond.

Plus the oceans and castles are just as likely to be magical, and most of your magical resources might be used just to get back to status quo.
I dunno I think some would play with boats... they don't need to live on them.

a modern boat in real world doesn't have engineers on board that can build engines from scratch.

So a fantasy boat wouldn't have mages on board.

You hollow out a tree trunk and cast some permanent enchantment on it that siphons water in one end and expels it out the other end... you now have a jetski engine... you put a couple magical glyphs on it you can touch to turn it on or off and allow it to be redirected to change course and DONE... now a barely trained level 1 can move a ship that has no sails.

in 2nd edition D&D the first thing i did on every cleric I made that was able to cast level 3 spells was buy a few scroll tubes.

I would then walk into the woods find a rock that fit in the scroll tube... I would then find a pine tree.

Remove scroll tube cap
Put sap in the bottom of the tube.
Cast continual Light on rock
Drop rock in tube...
replace cap.

Done.. you have a flashlight. Repeat for each person in the party... that light works everywhere... underwater... in a cave.. even a place that has magical darkness.

To think someone in a fantasy world would be too dumb to sort this out with a wisdom of 18-20 is laughable.

You can even mount the scroll tube to a hat or shield to free up a hand.

I am sure there is a way to make a boat that needs no sails in a fantasy realm... the trick is... can you do it in a way that isn't game breaking

I mean "I need to get 20 metric tons of wool to this city... so I need a ship that measures X feet long and is staffed by 12 people to main the sails due to it's size"

Why? you can make a bag of holding.. why can't you make a crate of holding?.. you can put 100 cubes of stuff all in the same space as part of one cube... you just need the opening to be long enough... and a rope tied to each thing so you can haul it back out without going inside... so the ship can be shorter and is lighter and demands less staff as a result.

You have to think outside the box.

Now as a DM will you allow these things or will you limit them etc etc... that is the thing... like would I allow a player to build a fighter jet? naughty word no...

But a small boat with a crate of holding and a propulsion system that enabled travel as fast as sails? maybe.
 

I have thought that the 2e CL flashlight was one of the reasons 3e switched to Continual Flame. Really, CL pretty well made any place well lit at night. A town could retain a low level wizard/cleric to maintain the town's lighting system in return for a place to live and keep a research lab. It still works with the later CF, it just looks more period. Then there are the magic mouth alarm systems. The create water plumbing systems. And the ever popular Southwest Wizards Teleport Transport system. Wizard for Waterdeep now departing from Gate 3...

For bulk transport, gate spells might be the answer. No need for ships, just shove the stuff through the gate.

Looking forward to the High Seas book. Currently in a PF1 Freeport based game but location and NPC descriptions and maps are fairly system agnostic.
 





Also worth remembering that a bunch of spells are technically legacy content since the remaster. There are certainly a good amount of spells, but many more that haven't been remastered.

If it’s mostly spells that haven’t been remastered but still need I think that’s fine. I thought it was almost entirely new spells on first read.

Maybe other groups are different, but in the best several years of playing 2e my group only used a tiny handful of spells. It just feels like so many spells are filler to me.
I wish the system had far fewer spells but most spells were like Heal or Harm where you could use one, two or three actions for different effects/variants of the spells.
That’s probably more of a 3e major design change if they continue either the 3 action system.
 

If it’s mostly spells that haven’t been remastered but still need I think that’s fine. I thought it was almost entirely new spells on first read.

Maybe other groups are different, but in the best several years of playing 2e my group only used a tiny handful of spells. It just feels like so many spells are filler to me.
I wish the system had far fewer spells but most spells were like Heal or Harm where you could use one, two or three actions for different effects/variants of the spells.
That’s probably more of a 3e major design change if they continue either the 3 action system.
Secrets of Magic had over 200 spells in it according to the back cover so if this book reprints those with whatever remaster tweaks are needed, you're close to the 240 right there. Add in whatever spells are new for the necromancer and runesmith and the number makes a lot of sense.
 

I'm curious to see how they tweak the magus and summoner. One of the players in my current PF2 game is playing a summoner, hopefully he'll be able to easily update (bare minimum, I hope the Legacy spells he's using get updated with correct typing).
 

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