Illusionists and level 0 spells
Illusionists and level 0 spells
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.
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.
Re: Illusionists and level 0 spells
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?
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?
Nascentes morimur, finisque ab origine pendet.
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Re: Illusionists and level 0 spells
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.
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!
Re: Illusionists and level 0 spells
Ooh, I like that one.
Nascentes morimur, finisque ab origine pendet.
Re: Illusionists and level 0 spells
I always thought it was a bug, since when typing mem the specialist bonus spells for level 0 are... well... 0.
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Re: Illusionists and level 0 spells
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.
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!
Re: Illusionists and level 0 spells
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.
Nascentes morimur, finisque ab origine pendet.
Re: Illusionists and level 0 spells
Areia, that is in tabletop. I am pretty sure my illusionist has no bonus level 0 spells.
From my illusionist:
From my illusionist:
As you can see it says specialist bonus 1, but the total is still the base 9 (at level 35).Level 0 slots, (8/9) (Base:9, Item/Int Bonus:0, Specialist Bonus:1)
light detect magic read magic
mending mending mending
mending mending ------------------
Last edited by Vaemar on Sat Aug 20, 2016 1:20 am, edited 1 time in total.
Re: Illusionists and level 0 spells
Hm.
Last edited by Areia on Sat Aug 20, 2016 1:22 am, edited 1 time in total.
Nascentes morimur, finisque ab origine pendet.
Re: Illusionists and level 0 spells
Yeah, just posted that myself.
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.
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.
Re: Illusionists and level 0 spells
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
Wonder if that's similar for other specialists.
Sorry for being so off topic, btw! XD
Nascentes morimur, finisque ab origine pendet.
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Re: Illusionists and level 0 spells
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.
*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!
Re: Illusionists and level 0 spells
I could care less about the actual lvl 0 spell slot, I just want it to show 100% =P haha
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- Location: On the back of castle oblivion
Re: Illusionists and level 0 spells
You sir, suffer from slot OCD
Welcome to the club.
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!
Re: Illusionists and level 0 spells
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
Men alone are quite capable of every wickedness.
-Joseph Conrad, Under Western Eyes
-Tofuergus Greenroot, Gnomish Ranger