Illusionists and level 0 spells

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Thurgan
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Illusionists and level 0 spells

Post by Thurgan » Fri Aug 19, 2016 4:25 pm

I think this only applies to illusionists, but I could be wrong on that. And this is nothing serious, just something that bugs me ever slightly.

As an illusionist there are no level 0 spells that are in the illusion sphere, therefore my specialist spell slot for lvl 0 is always empty. Which causes my magic to never go above 99%.

Is there anyway to remedy this?

One thought I had would be to make daze part of the illusion sphere, right now it is listed as Compulsion-mind affecting. This would probably be the only spell that would be appropriate.

Not sure what others think or if anyone else has any other ideas. Its just a quirky thing that bugs me a little.

Areia
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Re: Illusionists and level 0 spells

Post by Areia » Fri Aug 19, 2016 8:25 pm

Heheh, it's always erked me a little, too. ^^

I definitely wouldn't be for making daze (or its stronger 2nd level counterpart) illusion. The way daze works makes it perfect for the enchantment school as it is currently a member of and so wouldn't really make sense ICly speaking. As well, making daze an illusion would only then leave enchanters with the same problem illusionists have now--no 0th level spells--and an even more painful problem if daze monster were to be carried along with it, as would be logical, because that would leave enchanters with only fumble for 2nd level.

I've considered suggesting that ventriloquism be moved down a level, but I've also seen that suggested long before now, so I presume the answer is no to that. My thinking here is that, while FK's ventriloquism and SRD's ventriloquism differ in a lot of ways--FK's version has an instant duration while D&D's lasts 1 min/level, though D&D's allows a will save while FK's seems not to allow any save at all--I've observed that FK's ventriloquism is only ever really used for mostly harmless RP purposes, whereas D&D's version, due to the ability to ventriloquate through or against NPC's, can have a greater usefulness generally. So I don't see the harm in making ventriloquism 0th level here.

Another relevant point is that ghost sound is the only illusion cantrope in the SRD, and whether or not it could be feasible to code that here, I can't imagine having it would turn out to be any more useful in practice than ventriloquism is now.

So in short, I would love to see something to fill that slot, but I can't think of much that could do it, at least nothing that hasn't presumably been considered already. Maybe there are some 0th level illusions among the supplements that could be cool to have here?
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Yemin
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Re: Illusionists and level 0 spells

Post by Yemin » Fri Aug 19, 2016 8:35 pm

Haunted fey aspect,

Short duration, and is dispelled when you get hit.

http://www.d20pfsrd.com/magic/all-spell ... fey-aspect

Not to mention you get to look like a montage of Silvan assassins and demonic Satyrs.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!

Areia
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Re: Illusionists and level 0 spells

Post by Areia » Fri Aug 19, 2016 8:47 pm

Ooh, I like that one.
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Vaemar
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Re: Illusionists and level 0 spells

Post by Vaemar » Fri Aug 19, 2016 8:48 pm

I always thought it was a bug, since when typing mem the specialist bonus spells for level 0 are... well... 0.

Yemin
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Re: Illusionists and level 0 spells

Post by Yemin » Fri Aug 19, 2016 9:58 pm

From the one specialist I had, I don't actually remember getting any bonus spell slots for level 0.

Guess that was just my memory though.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!

Areia
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Re: Illusionists and level 0 spells

Post by Areia » Fri Aug 19, 2016 11:37 pm

Nah, specialists definitely get an extra slot for levels 0 to 9. It's just that illusionists have no 0th level spells, so that slot has to remain empty.
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Vaemar
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Re: Illusionists and level 0 spells

Post by Vaemar » Sat Aug 20, 2016 12:05 am

Areia, that is in tabletop. I am pretty sure my illusionist has no bonus level 0 spells.

From my illusionist:
Level 0 slots, (8/9) (Base:9, Item/Int Bonus:0, Specialist Bonus:1)
light detect magic read magic
mending mending mending
mending mending ------------------
As you can see it says specialist bonus 1, but the total is still the base 9 (at level 35).
Last edited by Vaemar on Sat Aug 20, 2016 1:20 am, edited 1 time in total.

Areia
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Re: Illusionists and level 0 spells

Post by Areia » Sat Aug 20, 2016 1:19 am

Hm.
Last edited by Areia on Sat Aug 20, 2016 1:22 am, edited 1 time in total.
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Vaemar
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Re: Illusionists and level 0 spells

Post by Vaemar » Sat Aug 20, 2016 1:21 am

Yeah, just posted that myself. :P

It looks pretty buggy, because if there was a bonus spell, the total spells should be 11 and 10 in your and my case respectively.

Areia
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Re: Illusionists and level 0 spells

Post by Areia » Sat Aug 20, 2016 1:25 am

Yeah, you're right. It says we're getting the bonus slot, but we're actually not.

Wonder if that's similar for other specialists.

Sorry for being so off topic, btw! XD
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Yemin
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Re: Illusionists and level 0 spells

Post by Yemin » Sat Aug 20, 2016 1:47 am

Because I like reading, I looked up wizard and it seems like path finder wizards do not get the extra slot for level 0 but 3.5 wizards are supposed to.

*Tosses this onto the growing pile of spellwork for FK.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!

Thurgan
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Re: Illusionists and level 0 spells

Post by Thurgan » Sat Aug 20, 2016 11:00 am

I could care less about the actual lvl 0 spell slot, I just want it to show 100% =P haha

Yemin
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Re: Illusionists and level 0 spells

Post by Yemin » Sat Aug 20, 2016 12:26 pm

You sir, suffer from slot OCD

Welcome to the club.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!

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Bellayana
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Re: Illusionists and level 0 spells

Post by Bellayana » Fri Aug 26, 2016 5:39 pm

Just have to give Lulz to this thread, as my level 0 mimics mending galore
The belief in a supernatural evil is not necessary;
Men alone are quite capable of every wickedness.
-Joseph Conrad, Under Western Eyes

-Tofuergus Greenroot, Gnomish Ranger

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