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Pathfinder 1E Spells with Modifiers - how should I handle this for sorcerers?

Michael Morris

First Post
So I'm reformatting spells, and taking a page from the Savage World's Superheroes Compendium, I've decided to place a modifiers entry on spells that have slight variants. It looks like this.

Bloodlust
Shunran Enchantment (Compulsion) [Emotion, Enhancement, Mind- Affecting]
Level: Drd 2
Casting Time: 1 standard action
Components: V, S, M
Range: Medium (100'+10' / level)
Target: 1 creature
Duration: 1 round / level (D)
Saving Throw: Will Negates (See text)
Spell Resistance: Yes

You inspire bloodlust in a creature, making him an incredible, if stupid, combatant. Strength and Constitution all gain a +4 rage bonus from this spell. Intelligence, Wisdom and Charisma are reduced by a -4 rage penalty by this spell to a minimum value of 3. The creature is further imbued with a desire to kill anything living in sight. While it may choose who it attacks, if no foes are available, it will attack allies.

Creatures with spell abilities save against this spell with a +4 bonus as raw combat is not in their natures. Creatures with no spell ability save at a -4 penalty against this spell. Creatures in a rage (as per the barbarian class ability) are given no saving throw against this spell.

Rage bonuses do not stack with the bonuses from the rage ability of the barbarian class.

Material Component: Blood from a recent wound (preferably on a recently dead foe, though the caster can cut himself to provide the component).

Modifiers

  • Communal (+2): You may affect multiple creatures with the spell dividing its effect among them in 1 round increments.
  • Greater I (+2): Increase the bonuses to +6 and the penalties to -6.
  • Greater II (+4): Increase the bonuses to +8 and the penalties to -8.
  • Mass (+5): You may affect a number of creatures equal to your caster level. No two of the creatures to be affected may be more than 30' apart.


The major question is how the sorcerer (and other spontaneous casters) should handle spells like this. I'm inclined to throw them a bone and let them have access to the modifiers of the spell for free. When these spells are prepared they must be prepared with the modifiers in place.

Any other approach ideas?

Note that metamagic feats don't work here because the level adjustment varies depending on how potent it is with the spell at hand. Communal spells are usually only 1 level higher, but bloodlust in communal mode is particularly dangerous and therefore 2 levels higher. Greater means different things to different spells and so on.
 

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I agree with your assessment. If you wish to make it a little more bothersome for the spontaneous casters, make it a full-round action to cast variant, like it is for metamagic.

But also; be careful that you do not fall into the trap of Metamagic, where you increase spell level to boost only one aspect of a spell, whereas a higher-level version of the same spell would increase in several categories. Compare Charm Monster to Charm Person Heightened to the same level. Cast on a humanoid, they are the same, but for the level increase Charm Monster also adds the feature to be able to affect more types of creatures.
 

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