Werewolf: The Apocalypse can be a tough game to wrap one's mind around. The broad strokes make sense (an ancient, secret collection of werewolf tribes attempt to use their natural fury to commit acts of ecoterrorism in order to save the planet from the evil grasp of capitalism and modern corruption), but there are details of the game that can be difficult to grasp. And this is particularly true for those who are attempting to win the favor and help of spirits in the game. Whether one is a theurge (the spirit-speaking magic users), or simply spiritually-inclined, the idea of chiminage might feel a little too ephemeral to easily incorporate into one's playstyle.
For this, we need to get back to gaming's roots... black magic, and the writings of Aleister Crowley!
A more learned source you won't find in these lands.
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The Rules And Expectations of The Spirit World
All jokes aside, though, in Werewolf, a majority of the powers you come across are either gifted by spirits (they teach the werewolf how to use certain abilities), and the magic items you use are things that are bound to a particular spirit. And even outside of these mechanical concerns, the spirits can help or hinder werewolves as they attempt to achieve their goals, making a good relationship with them pretty important for all characters, and not just the ones who are attempting to make deals and bargains with them.
This is where chiminage comes in. The word itself is an antiquated term referring to a toll paid for passage through a forest, but in Werewolf it refers to the gifts and payments given to spirits as part of the rites and rituals for contacting them, asking them for aid, and attempting to recruit them to your cause.
And that is sort of an airy concept for a lot of folks, especially those who have not delved into religious traditions where these kinds of targeted offerings are far more common, might have issues with. And if I were to recommend a single book to Werewolf players (and especially those who are going to be playing theurges), it wouldn't actually be something from the World of Darkness. It's The Three Magical Books of Solomon: The Greater and Lesser Keys & The Testament of Solomon.
For folks who haven't read this book, it is a collection of the various goetic spirits (or goetic demons, or infernal spirits, whatever you want to call them) that were supposedly summoned and studied by the ancient King Solomon. And the book is set out exactly how you would think a grimoire is set out, with the explanations of rituals and summonings, with descriptions of the great spirits, the gifts they offer, and what they may demand in return. It speaks of how to protect oneself, and how to discern falsehood.
Now, the book is a bit of a rough read for those who don't consume textbooks for fun. But with that said, the style of the entries, the setup, and how these rituals function can provide a lot of insight into making a particular character's style and spiritual setup feel unique to them, while also making it feel like more than just a character rolling a handful of d10s to see if they get their way or not.
So whether you have someone playing a traditionally-trained theurge who comes from the Children of Gaia who focuses on only using naturally-occurring implements and offerings they feel have been given to them by the Earth herself, or a Bone Gnawer theurge who seems to be a street corner shaman using a chaotic hodgepodge of improvised tools, the goal of both of these characters is to persuade the spirits to their side, to show them proper respect, and to earn their alliance.
My experience with this book is that it sort of primes the mind, and gets you asking the important details about different spirits, and it puts you in the mind of the acceptable aesthetics and ritual for how to please them, as well as how your particular character goes about their spiritual negotiations... and that is often what makes or breaks a character's performance as a theurge in this game.
And as a bonus, well thought out performances often get you bonuses from the Storyteller, making it even more likely that you succeed when all is said and done!
Additional Resources For Werewolf Players
For those who are looking for additional resources for Werewolf: The Apocalypse, I'd recommend checking out the following supplements by yours truly:
- 100 Kinfolk Bundle: With 100 NPCs from many of the major tribes, there are over 1,500 characters in these supplements!
- Tales From The Moot: This short story anthology covers a variety of tales from different tribes of the Garou Nation... and there are quite a few extra pieces that weren't included in this book!
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All
right, let’s get one thing straight here. The Earth is round, and
always has been. If it wasn’t, then artillery troops and snipers
wouldn’t have to calculate for the curvature of the planet before
sending their deadly care packages to their targets. However, while
the things flat-Earth-believers (or FEBs for short) say are
absolutely bonkers,
they do make for some interesting world building.
Especially
if you’re looking to put together your own fantasy setting for an
upcoming adventure.
Things are about to get wild, my friends...
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What Sort of Things Are You
Likely To Find?
I
don’t recommend jumping too far down the rabbit hole of flat Earth
ideas, but just skimming the surface you will find some absolutely
wild
explanations for normal, everyday phenomena happen that would be
otherwise impossible on a flat world. Just off the top of my head
I’ve heard:
-
Colossal ice walls sheathe the rim of the world, making it impossible
for you to travel beyond and fall from the edge (double credit for a
game world that’s experiencing global warming and endangering this
ice wall).
-
Massive, magnetic mountains at the poles that create the illusion of
a compass functioning (which has all sorts of implications for a
world where steel is still the weapon of choice, but which might be more and more difficult to use the further north or south one travels).
-
Mysterious dark
energy
propels the world in a single direction, and the force of this
constant, forward/upward movement is what creates gravity (double
points for the world being some variety of spaceship hurtling toward
a long-forgotten destination, or a weapon that is on a collision
course with some sort of cosmic enemy).
The math is... well... doing something interesting...
These
are just a few of the beliefs you’ll find out on the Internet (and
there are dozens
of lists you can check out for additional inspiration, just like this one), but part of
the worldbuilding challenge this offers you as a Game Master is
taking these various “truths” and attempting to incorporate them
into your fantasy setting. For example, is there a cult who believes
human sacrifice is necessary in order to maintain the dark energy
propulsion and keep the world moving as it always has? Are they
right, or simply mad? If there are ice walls around the rim of the
world, what happens if one seeks them out and climbs them? Will they
find other realities waiting beyond? Will they hear the whispers of
Outsiders begging to bargain so they can be let in past the wall? Are
there leylines across the world that carry the charge and polarity of
these magnetic mountains, allowing some variety of lightning train to
move at rapid speed along these charges, even if it is only from
north to south?
If
you’ve been looking for a new and unique inspiration, I’d
recommend making your own disc world (Pratchett reference very much
intended), and seeing just what kind of bizarre and unique twists
your mind takes on it!
Just
remember… this is meant to be a fun, creative exercise. If you find
yourself falling down the rabbit hole, go outside, touch some grass,
and perhaps watch a documentary about The Round Planet. Then, when
you’re feeling a little more centered, dive back in!
And for some additional world building thoughts and advice, check out:
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There are few things more frustrating that when your character is in a situation where your character's main skill set isn't applicable or effective. Whether it's the greatsword-wielding barbarian who can't fight the flying dragon, or the wizard's spells slide right off the golems, or the rogue who just can't use their sneak attack on creatures who don't have a discernible anatomy, it can be incredibly frustrating.
But it's even worse when this becomes your character's permanent state of being. There are a lot of situations where this can happen, which is why it's important to take a step back, and really evaluate your strategy's viability.
Because it can be frustrating to get sidelined right as the campaign is coming to the climax... or even when you hit the midpoint.
Because no one wants to be Bruce Banner when they built the Hulk.
As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.
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What Are The Weaknesses in Your Strategy?
No matter what kind of character you're building, they're going to have some kind of weakness... something that is necessary for them to operate at full-strength, or which they are not going to be truly effective against. After all, if you're a fighter in heavy armor with a tower shield, then you probably aren't going to be great at a lot of saving throws. If you're a melee specialist then you have to be able to close with the enemy in order to hit them. If you're a ranged combatant you need to have line of effect to your target... and so on, and so forth.
And generally speaking, when you realize these flaws, you should take measures to deal with them. For example, if you know you need to be able to reach your foes in melee, you need to ensure you have some method of increasing your speed, or flying, etc. in those instances where an enemy would be otherwise out of reach. Alternatively, you need to be sure you have some kind of ranged weapon option that, while it might not be ideal, will still allow you to participate in a battle instead of just slogging forward and hoping for the best. If you know there will be situations where your spells can't hurt the enemy, then you keep a few party-buffers, defensive spells, or area manipulation spells up your sleeve so you can still do something.
But in Pathfinder the issue arises that some strategies simply are not long-term viable simply because of the nature of how so many adventures function.
We are legion, and we are many.
As an example, consider poison use. It takes a specific class feature in order to use poison safely as a PC, and the saves for most poisons are fairly minor. Poison itself is expensive to acquire, and time consuming to make... but all of these challenges can be overcome if a player really wants to make poison use a central feature of their character build. However, the issue is that many enemies that tend to make up the end-game threats of a campaign (powerful outsiders, deadly constructs, undead creatures, etc.) are outright immune to poison. So what might have once been a trump card becomes an absolute dead-end, and all the time, energy, and resources dedicated to honing poison into a genuine strategy becomes useless.
You see the same with a variety of other tactics. Mind control spells and certain types of illusions are all well and good when dealing with creatures that have minds to control, or who are subject to illusions. But if your enemies have immunity to mind-affecting effects, or if they tend to have true seeing or similar abilities, then these spells are going to fall flat. Even combat maneuvers like disarm, while they're useful at lower levels, tend to fall flat when your enemies are all monsters with natural weapons, or spellcasters who have no weapons that can be disarmed. Hell, even characters who focus on fire as their main damage element often run into issues because so many creatures have large resistances (or outright immunity) to fire when you hit higher challenge ratings.
None of this is meant to discourage players who want to pursue these options, and in many cases you can still use them effectively for a great deal of the campaign. However, it's important that you have secondary strategies you can rely on in the event your main strength doesn't work against a particular foe, and in a particular way.
Lastly, talk to your Game Master about what you're planning, and ask if this strategy is going to work when you reach the endgame. Don't ask specifically what's coming, but make sure that if you have a strategy in mind that you are going to lean into that your Game Master is aware of it so they can tell you yay or nay.
Because just like telling the ranger who just leveled up not to take Favored Enemy: Goblin, because you're never going to fight another goblin in the entire campaign, they should also tell you if your strategy of using the knockout venom from your pseudodragon companion is going to simply stop working after level 7 because every enemy after that point will simply be immune to it, and you'll need to do something else for the next 10 levels until you reach the conclusion.
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Magic weapons are one of those things characters tend to acquire as they advance in level in Pathfinder classic. However, it's particularly easy to get caught up in all the choices for weapon enchantments as we try to figure out which options are going to be most effective against the particular enemies we're fighting, which ones work best with our character's class features, and which ones provide the most bang for our buck.
There is an enchantment that often falls through the cracks, though, and it's easy to overlook it if you aren't the sort of player who goes through rulebooks from cover to cover. And if you didn't dig into Ultimate Equipment (which I would recommend getting a copy of if you haven't), you may have missed the Furyborn enchantment.
Do not test me, for my fury has no limits.
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A Deadly Enchantment For All Occasions
The Furyborn enchantment is born of the frustration from a warrior whose enemy refuses to lay down and die. It is a +2 enchantment that can be placed on any melee weapon, and every time the weapon hits a single target, the enhancement bonus increases by +1 to a total of +5. So even if you have your weapon as a +1 furyborn weapon, a single hit raises it to +2, a second raises it to +3, and so on, and so forth, until you have a +5 furyborn weapon.
The bonus resets if you attack a different target than the original, the original target dies, or 1 hour passes.
Just die... it's the only way to end this!
Now, on the one hand, that likely sounds pretty good. After all, if you have a character with a full base attack bonus who can take iterative attacks, every hit you land makes you more likely to hit again, and adds a little bit of bonus damage. Because a +5 enhacement to hit (and the +5 enhancement to damage that comes with it), ain't nothing to sneeze at.
But there's another benefit that comes with a weapon's enhancement bonus that a lot of us simply don't think about. If you look in the back of the Pathfinder Core Rulebook on page 562, it lists the kinds of damage reduction that's overcome when a weapon has a high enough enhancement bonus. If a creature has DR that's overcome by silver or cold iron, then a weapon with an enhancement bonus of +3 ignores that ability. DR that normally requires an adamantine weapon to bypass can be ignored by a weapon that has an enhancement bonus of +4. And if a creature has alignment-based DR, that can be overcome by a weapon with an enhancement bonus of +5.
So if you're fighting a werewolf with your furyborn weapon, the first two hits will apply its DR, but after that your furry friend will take the full brunt of your blows. If it's later in the game and you're opposing devils, demons, or even angels (it's hard to say where your campaign will go), connecting with 4 hits means that your weapon is now going to pierce their protections and cut into them... and if you're a full-BAB martial character, that can mean you're only sacrificing a round or two to overcome your enemy's biggest defense.
And, of course, an extra handful of damage can really make a difference in conjunction with your general combat strategy... especially if you're confirming critical hits and multiplying that damage by 2, 3, or more!
So, if you're not sure what kind of weapon enchantment will work for your next game, consider grabbing this one for your melee weapon. Especially if you are the sort of player who likes to focus on a single enemy until they are down for the count, and out of the fight.
Further Reading Recommendations
If you enjoyed this week's advice, consider checking out the following Pathfinder RPG supplements as well!
- Sellswords of Sundara: A collection of 10 mercenary companies, each one comes with its own, unique class archetype!
- Feats of Legend: 20 Story Feats: One of the capstone pieces from the Feats of Legend series, this one covers one of the most under-utilized feat choices that can be extremely rewarding in a Pathfinder campaign.
- Pathfinder Player Companion: Bastards of Golarion: My first official contribution to the Golarion setting, this one covers a variety of tricks that can be a serious boon to adventurers who want to come out ahead.
Like, Follow, and Stay in Touch!
That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!
As regular readers know, I've been putting out fantasy TTRPG supplements for my own setting Sundara: Dawn of a New Age for going on four years now. I started off with city guides, but then I wrote up supplements for playable species, the gods, and even the unique supernatural disasters that plague the setting called primquakes. There's over two dozen supplements when last I checked, and they're available for both Pathfinder Classic, as well as Dungeons and Dragons 5th Edition.
I've taken something of a hiatus from the setting for a while because while I hadn't run out of ideas for it, I had been pushing a little hard on the gas, and there didn't seem to be as many folks interested in reading and using the books as I was in writing them. However, earlier today I was reminded of a unique aspect I'd added to several of the supplements (as well as the world), and I thought, "I must have talked about that before..."
But it seems I didn't, so this Monday I wanted to take a second to remind people that Sundara has some rather unorthodox firearm options, if you're looking for something to include in your game that isn't just the normal black powder muskets and hair-trigger pepperboxes.
Ah, your initiative was low? Shame... shame...
As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.
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Aether Weapons and Spell Warpers!
We've all had the conversations about black powder in our fantasy games. For some people, they feel it evokes the wrong kind of fantasy, and the wrong kind of time period. For others, the mass spread of guns should render more traditional methods of warfare (such as the armored knight on horseback) obsolete.
Those are all conversations you can, and should, have at your tables with your players so you can all figure out where you stand, and what you want to see. However, when I was working on Sundara, I wanted to give players more options, rather than less. And while the world has slowed down its expansion over the past year or so, I did have two rather unique alternatives to black powder weapons that still allow for gunslinger characters and firearm options that feel (at least in my opinion) more fantastical.
The first of those is aether weapons, which were made in Silkgift, The City of Sails.
Silkgift is a city whose main stock in trade is engineering, and invention. They create unique and unusual devices, and build things that most would say aren't possible without the aid of magic. From their water-driven machinery to their air-cooled homes, the city as a whole values ingenuity, creativity, and community... which is why the creation of one of the deadliest forms of weaponry in Sundara was, actually, something of an accident. During the ingeneurs' early experiments to build compressed gas reservoirs, an malfunction caused one to explode. The plug of the canister was driven through a wall, which led one of those present to wonder if they could build a tool that produced that result on purpose.
It was the creation of the superior material dragon steel, mass produced in the city of Ironfire, that led to reliable, safe, compressed air devices being built in Silkgift. This so-called aether technology comes in many shapes and forms, but one of the most recognizable are the hand weapons and two-handed rifles that use this pressurized air to deliver death to the wielder's enemies. These aether weapons use a simple pressurized reservoir of air which fires projectiles down the weapon's barrel. Inspired by the Giradoni air rifle, this is a unique option for those who want to have an unusual kind of gunslinger in their game.
For those who are interested in checking this out, consider the following supplements:
That isn't the only option for those who are looking for an unusual type of firearm in Sundara... but spell warper weapons are even more unique, and were made with an even darker purpose in mind.
Tightly controlled by Archbliss, the Floating City of The Sorcerers, spell warper weapons are built around a core of socerer's quartz; a unique material that can store magical energy like a battery. These weapons were first manufactured by House Torrent, the house of sorcerers that deals with evocation magic, and they were meant to allow the city's sorcerers to carry a deadly weapon on their person that could be used in the event they were either exhausted of their own magical energy, or which was simply not worth expending their own spells. Over time the weapons have been given to the city's guards and enforcers, and carrying one is typically a sign of fealty to the Floating City, or a sign that you managed to kill one of their representatives... both of which are marks of a person not to be trifled with.
These weapons require the expenditure of spell slots in order to charge them, though they can drain magic items like scrolls, wands, etc., to convert the stored magical energy into ammunition. Firing beams of force, spell warper weapons are often less effective against sorcerers and magic users, but they can be devastating against those who lack layered spell defenses. Many have whispered this is why the nobles were willing to give the weapons to those beneath them... after all, most sorcerers could easily protect themselves from these unique firearms, so they need not fear an uprising of those who had grown resentful of Archbliss's noble houses ruling over the city, and all those who lived in it.
If you'd like to get the supplements that detail these weapons, they're found in:
My original plan, as with everything else in Sundara, was to give players more options, rather than fewer. And while I was going to have an origin for black powder eventually (I believe it was going to be goblin powder, found in the as-yet-unwritten Species of Sundara: Goblins), I didn't want that to be seen as the default. Whether it was compressed air, magical energy, the explosive bile of exotic creatures (putting a pin in that for the next time I revisit dragons), or other propellants, I wanted the types of weapons available to be more unique than players had in other games.
More importantly, though, I wanted open access. I didn't want to have weapons that were roped off, or only available in X, Y, or Z places, or in certain types of games. Even Archbliss, tight-fisted as they are, makes it clear that spell warpers can be found elsewhere in Sundara, even if one has never traveled to the floating city themselves.
So, if this little glimpse into my fantasy setting intrigues you, consider grabbing a few more of the supplements. There are 5 cities in total (thus far), 6 different species books, as well as a book on the gods, a book on merchants, a book of towns, and more! The more folks who show an interest in the setting, whether they use it as it stands, import it into their home games, or just use the mechanics and ideas I present, I'll be happy to keep adding as long as folks keep reading!
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In
some game settings magic is a truly rare thing. Sometimes it’s
because it takes a lifetime of mastery, or it is particularly
resource-intensive, and thus it is only something that can be called
on by the elite of a society. Other times magic is unpredictable,
making it unreliable at best and outright dangerous at worst. And in
some systems magic is tainted, its powers a gateway for dread powers
and forces that should not be named.
All power comes at a price, after all.
However,
in high magic games, magic is everywhere.
Whether it’s in the inborn abilities of particular species of creatures, the commonality of spellcasting classes, or just in how
readily-available items like healing potions, magic wands, alchemical
charms and unguents, etc., are. And while there are always GMs who
want to dismiss that commonality, you really do get a lot more
creativity out of embracing the sheer ridiculousness that can come
with magic being something most people have at least heard of, even
if they don’t use it on a daily basis themselves.
Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!
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How
Does This Change and Shape Your Setting?
Consider,
for just a moment, the availability of alchemy in a high-fantasy
setting.
Now
we’re not just talking alchemist PCs; we’re talking anyone with a
formula book who can make a particular recipe to create a usable item
with extraordinary properties. If you're in a high fantasy game, alchemist is likely a necessary profession
in your setting; it might even have its own guild, like the
Ingeneurs in my splat book Silkgift: City of Sails (available for PFClassic and DND 5E). Not only that, but since every fantasy RPG has
ships sailing and merchant caravans traveling, these items could
easily find their way into people’s lives and homes the world over. And the easier something is to make in a particular region, the more commonly available it's likely to be.
Got a new shipment of them just today.
But
take a moment to ask yourself what alchemists, or just those who
raise and care for magical beasts, could make out of the astonishing
materials in your average high fantasy setting, or accomplish with
the help of these unique creatures. Just off the top of my head you
might find:
-
A poultice made with troll’s blood, though it stings like mad, can
help quickly stop bleeding, minimizing scarring, and leading to rapid recovery from even wounds. Something that was
once dismissed as a swamp remedy that’s now standard practice.
-
Cockatrice venom, when applied to darts, can allow for safe capture
of dangerous animals and people alike. A common trick used by bounty
hunters, city watch, and game wardens alike.
-
Cinder lizards are practically immune to the effects of fire and
smoke, making them ideal beasts of burden for assisting in
large-scale foundries and forges, or for riding across deserts.
From
creating new forms of smokeless lamp oil using slow-burning drake
bile, to inventing a hard-drying masonry with the addition of unique
components into the mixture, to coming up with an explosive mixture
of powdered dragon horn and rendered animal fat used for blasting
tunnels through mountains, there are hundreds of little ways people’s
lives might be changed just with a little applied cleverness. Even
the regular presence of healing potions and their equivalent could
drastically alter how long people live, and what’s considered a
death sentence in the setting.
Not
only that, but the entire culture of an area might shift because of
the possibilities of a single invention, or the application of
particular creatures. Dwarves are always associated with mining, for example, but
why not orcs, as they’re strong, tough, and can see in the dark as
well as any dwarf? Or tieflings, for that matter? Even if these are
just small, regional changes or local shifts in the ways we think of
certain species, consider how it might change the setting in big ways and small alike.
And
Then There’s Magic
Magic
is, in many ways, the icing on the cake. Because in a high magic
setting it’s going to be pretty commonly available. There are
colleges that train new magic users every year, spellcasters are often found
in specialist positions in armies or in mercenary companies, and
there are usually entire guilds dedicated to the preservation and teaching of
the magical arts.
And
this is when things can get a little on the bonkers side.
Now,
on the big
end you could have places like Moüd, City of Bones (available in
Pathfinder Classic or DND 5E), where the city is run by a guild of
necromancers, and it is kept intact by a workforce made up of the
risen dead. They clean the streets, keep the highways from being
covered in sand, repair buildings, tend the orchards, and hundreds of
other tasks that would be extremely demanding from a workforce that
had to eat, drink, breathe, and rest in the middle of the desert. You
might have a natural city where the trees have come together to form
shelters, watched over and tended by a cult of druids whose animal
companions and spells allow them to do seemingly impossible tasks.
There might even be cities tended to by bound djinn, devils, or
worse, using their powers on behalf of conjurers to create miracles
for the people who live there.
Just sign on the dotted line, here. And here.
But
let’s wind that back a touch.
Because
even if magic is taught on a fairly wide scale across a setting, not
all who study it will excel. Some may reach a certain point and
simply no longer be able to proceed. Others may only learn a few
minor spells, and be unable to master more than that… but even
minor magics, spread wide, can change the face of a setting.
As
an example, take prestidigitation.
Put into a wand, it could be a method of cleaning one’s home, doing
laundry, or tidying up a kitchen that can be done with a flick of the
wrist. Whether used on clients’ clothes, or the streets of a city,
this one cantrip if known by enough people, could alter communal
cleanliness. Everburning torches, which are made with a simple spell,
can light homes, streets, vehicles, and more, which is something
those of us in the modern-day often forget was a colossal leap
forward. Even a simple spell like mount
would allow someone to get onto a ghostly horse that needs no food,
leaves no waste, doesn’t have to be stabled, and which vanishes
once the rider reaches their destination. The ability to cast create
water
to make clean, drinkable water anywhere could allow farms to avoid
drought, would ensure city cisterns are filled, and so on, and so
forth, eliminating a massive problem that could befall any nation.
Though
it’s true that big, impressive spells could drastically alter the
lives and expectations of those in a fantasy setting (teleporting
goods and people across continents, shaping raw stone into huge
buildings in a matter of hours instead of years, enchanting golems or
elementals to act as the brute muscle in any kind of industry, etc.),
even little things if commonly available can alter the world in big
ways. So even if the magic available is just the ability to preserve
meat on long journeys with something like gentle
repose,
take a moment and ask yourself who is going to use that magic, and
what they might use it for.
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A while back I wrote a post titled Illusion Spells Are Far More Tactical Than We Give Them Credit For. While a lot of folks came away from that article with a new-found interest in this school of magic, a lot of people insisted that I was wrong on a fundamental level about just how useless this school of magic is in Pathfinder. As such, I wanted to take this week's update to talk about some of the incorrect assumptions a lot of us go into the game with when it comes to these spells.
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Understanding Illusion
Illusion is one of the more complicated schools of magic, because it isn't just one thing. Illusion spells are broken down into the following categories:
- Figment: Figments create illusory sensations. Everyone who sees a figment, hears a figment, etc., experiences the same thing. Figment food all seems to be the same food to observers, figment fire feels the same to those around it, and so on.
- Glamer: Glamers change and alter something's sensory quality. It makes something look, feel, smell, etc., different. This includes making things disappear.
- Pattern: Patterns create things people can see, but patterns affect the mind directly so that the image doesn't appear in reality.
- Phantasm: Phantasms create images that, typically, only the caster and the subject can see. This also reaches directly into the subject's mind.
- Shadow: Shadow illusions are quasi-real. So even if someone makes the save against a shadow illusion, a shadow creature can still hurt them, a shadow fire still burn them, etc., just not as badly.
Your world is what I want it to be.
As you can see, only two types of illusions (phantasms and patterns) directly affect the minds of enemies. So the most common complaint against illusions, them being they're useless against foes like constructs and mindless undead who are immune to mind effects, applies to only two of the five types of illusion spells. So you could still use shadow, glamer, and figment effects against those enemies.
The other thing to keep in mind is that saving against an illusion isn't done by just causally glancing at it, or hearing an illusory noise. An observer has to study the effect with some kind of focus, or otherwise interact with it in some way. That might mean running their hands over an illusory wall, standing and listening to the approaching snarls of a hellhound to realize it's on a loop, or putting their foot into an illusory fire. And even if a creature does interact with an illusion, that doesn't mean it immediately breaks... an illusionist with a good casting stat, feats to boost the DC of their spells, etc., can create illusions that fool all but the strongest of minds.
While there are lots of things that can give away an illusion, such as it not having a smell if a target has scent, or it not making any impact on the floor if a target has tremorsense, those tend to be specific scenarios that can be dealt with on an individual basis. And while true seeing allows one to see through illusions, that's either a 6th or 7th level spell, or a very rare creature ability. It's entirely possible to go a full campaign, and never once deal with a foe who has that ability... and when it does happen, that's when the illusionist reaches deeper into their bag of tricks for some non-illusory spells, or counts on the rest of the party to pick up the slack.
It's All About Creativity
Of all the spells in Pathfinder, illusions are the ones that are most left up to the spellcaster's creativity in terms of what they look like, smell like, etc. And a large part of their success is going to be based on how well your imagination can fit the scene, and what sorts of things you can spin out of thin air.
Illusions can create amazing disguises for the party, allowing them to look like a squad of prison guards while they're in the middle of an escape. It can create billowing clouds of smoke to hide the party from archers trying to draw a bead on them. It can create false darkness, blocking enemies' ability to see. Illusionists can even make things like ropes, bridges, bars, and more that are woven through with shadow, allowing them to support the party's weight long enough to get them to the other side of a chasm, or to help them get down from a high wall.
The question you face, as an illusionist, is how creative you can be. Because if you've got that, then the rest is just figuring out the best way to match the image in your mind to the spells you can drop on the board.
I wouldn't have written it if I didn't think there were folks who needed it.
Much like the supplement that started this side series off, this player's guide is full of some of the best tips and tricks I've come across over the past decade of writing this blog, along with all my own experiences as a player. So whether you've found these supplements useful and want to check out the new installment, or this is your first time hearing about them, consider giving these books a look!
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When we think of magic, we tend to picture the big, flashy spells first; lightning bolts, mind control, walls of fire, and raising the dead to do our bidding. The spells a lot of us ignore, though, are illusions. After all, outside of disguising the party to look like guards or townsfolk during a stealth mission, becoming invisible, or creating the occasional distraction, what is illusion good for, anyway?
Well, if you're creative with it, this particular school of magic can be a literal game changer.
May not be real, but it sure is effective.
While the following tips are geared toward Pathfinder, make sure you read the fine print in your particular edition. You may find that the power level of illusion is something you underestimated in a lot of other games, too.
Illusionists are never going to deal the most damage in a combat situation. That role will go to the sorcerers and evokers if we're talking about spellcasters, or to the fighters, rangers, and barbarians overall. Actually putting the hurt on the enemy isn't an illusionist's job once initiative is rolled... it's ensuring that the enemy can't make sound tactical decisions because you have limited their options.
What do you mean there's no gunships? I can SEE them!
Take, for example, one of the most basic illusion spells; silent image. This spell allows you to create a rather large illusion that takes up several 10-foot squares even at a low level. Even better, you can make larger and larger illusions as you go up in level. Now say there are archers up on the hill, and they're preparing to tear apart your allies with a vicious volley... you have the ability to conjure an illusory wall between them and your allies. While the wall isn't real it will block their ability to see. This gives your allies a 50% miss chance, and if they step out of the squares they were in before the wall manifested then the archers are essentially firing blind. While the wall won't stop any projectiles, or hinder movement, it is an effective protection that enemies would have to interact with in order to disbelieve it.
For a 1st-level spell, that's not nothing.
This mindset can put a lot of other illusion spells into a different perspective for many players. For example, minor image might be able to conjure an image of a warrior about to strike that would fool a mindless undead, or distract a goblin from a fellow PC. Even if they just waste one turn attacking that smoke and mirrors, that's one turn their actions didn't harm your party. And if they fail a save after interacting with it, then hoo boy, your illusion can eat up several rounds of that enemy's efforts as they try to fight something that isn't even there while your allies seize the advantage.
While bigger illusion spells may be quasi-real in the case of shadow effects, or impose negatives on those who fail saves against them (like you see with illusory poison or wall of nausea), the way to get the most out of them in a tactical situation is to make sure they waste as much of the enemy's time (or suck up as many of their resources) as possible. Even if it's just putting a misty barrier between an ally and the enemies surrounding them that can cut off flanks, grant concealment, and buy the ally some much-needed relief as they try to do their job.
Because while mirror image and invisibility spells are useful, and phantasmal killer is always going to be classic, your real job is to ensure the enemies are swinging, shooting, and casting at things that aren't really there. Because they have to interact with the illusion to know it isn't real, and that buys you and your allies time.
Assuming, that is, you don't use your illusions to avoid combat in the first place by turning invisible and getting the guards to chase figments that look like you and the party down a side corridor.
Weaknesses to Watch Out For
While illusions are more useful than a lot of us give them credit for, they're also a nuanced school of magic that has a lot of holes in it. Illusions come in many different shapes and sizes, and with a lot of different labels. Some are mind-affecting, and some aren't. Some are patterns, some are shadows, and some are figments. It's important to read them carefully so that you know which ones are going to be effective on which enemies, and in what situations.
Additionally, creatures that have alternative senses simply aren't going to be affected by certain illusions. A blind creature with tremorsense, for instance, isn't going to react to a purely visual illusion. A creature who tracks by scent, or by hearing, won't react to an illusion with no smell or sound respectively. Any creatures with true sight are going to look right past anything that isn't real (a major concern for later in the game), and spell resistance is going to be an issue for a lot of creatures.
None of these are deal breakers, of course. It's simply important to know and understand what the strengths and limitations of your spells are before you go too deep into using your special effects to alter the battlefield in favor of your friends.
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For folks who haven't been keeping up on my recent changes, I've been largely hosting my Table Talk feature on Vocal, rather than here on Improved Initiative. I talked about this a bit ago in You're Not Missing My Updates (They're Over on Vocal). The short version is that Vocal pays a lot more than my blog does, and I'm trying to capitalize on that as much as I can... but it's tough getting eyeballs and fighting the algorithm. So take a moment to check out some of the following pieces!
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