PDA

View Full Version : Pathfinder Spell: Perk Up



Zombieboots
2012-01-18, 06:50 PM
So playing in a Pathfinder only campaign. I play an eccentric Gnome Illusionist (Cliche yes, but fun), when a fellow player asked me in game why my character was like such. I answered "Coffee, lots of freaking coffee! Every morning!"

Soon after the DM handed me a note with this spell written on it. I am so easily amused, but I thought I'd share it.

Perk Up: Wizard 1
Components: Four silver coins.
Conjuration (Summoning)
Casting Time: Standard Action
Duration: See text or until Discharged.
Save: None, No.

Conjures a small cup of warm black liquid, treat this as a potion, this liquid may be drank by the caster or given to another creature. It takes a Move Action to drink the revolting yet intoxicating fluid. This has several effects: First is awakens any creature that is asleep due to mundane or magical means and removes the fatigued status; secondly it grants a +2 alchemical bonus to perception and acrobatic checks due to heighten awareness and an energized feeling, but a -2 penalty to Sense Motive checks and any verbal use of the Linguistics skills due to anxiousness and hyperactivity. Lastly this invigorating magical wonder fluid grants the drinker two additional move actions. All of these bonus last for one round.

The liquid brewed stays warm for a number of round per caster level after which point they lose all effectiveness. The liquid may be warmed up once again through any means the possessor owns but the drink loses potency only granting half of the bonuses mentioned above. +1 bonus, -2 penalties, and only one additional move action. The possessor may not re-warm it a second time. That is just gross.

Alternately the liquid may be poured on a target as any attack action. Dealing 1 point of fire damage. This is counted as having the Pain descriptor.

DracoDei
2012-01-18, 06:54 PM
I approve...
I would suggest that the skill bonuses/penalties last a bit longer or they don't really mean much. 10 minutes/level would be more than enough, and 1 minute/level would probably do in a pinch... maybe 5 minutes/level as a compromise?

Dragon Star
2012-01-18, 06:58 PM
Shouldn't the remove fatigue effect last three or four hours?

DracoDei
2012-01-18, 07:20 PM
Shouldn't the remove fatigue effect last three or four hours?
Eh... the durations I mentioned might do for the purposes of keeping things simple... or one could go with having three different durations, or raise the duration of everything but the extra actions to the duration you mentioned.

Cieyrin
2012-01-19, 09:47 AM
Eh... the durations I mentioned might do for the purposes of keeping things simple... or one could go with having three different durations, or raise the duration of everything but the extra actions to the duration you mentioned.

I'd go 10 minutes/level, with the move actions be expendable resources that don't recover.

DracoDei
2012-01-19, 10:22 AM
That sounds a little too good for a 1st level spell... Two move actions as aces in the hole? That is two fights the beat-stick gets to lead off with a full-attack. The original version (move action to drink, gives two move actions) profits you one move action. The ability to hold onto the actions means that it is a pre-dungeon blitz power-up that grants you both actions as profit when it actually matters. Then again, it is only two levels to Haste. Of course, Haste got nerfed in 3.5 compared to 3.0 (in 2nd it was POWER but aged you a year). Which is why I created True Haste (single target, but each round they could trade in the extra attack for a move action).

Take my stream of consciousness thoughts for what they are worth...

bloodtide
2012-01-19, 02:59 PM
This spell is too powerful for 1st level.

1.First it wakes up someone from sleep, normal or magical. That sounds good for the 1st level spell sleep, but this spell should not work on 'all' magic sleep effects.

2.Removing fatigue is a powerful effect, and worth a spell by itself. And flavor wise, coffee does not really dispel fatigue...

3.I'm not sure 'acrobatics' fit either...

4.And two move actions? That is very powerful.

5.This 'conjuration spell' has effects of lots of other schools, removing sleep/fatigue(necromancy or enchantment), bonuses to skills(enchantment), and haste(transmutation).

DracoDei
2012-01-19, 06:22 PM
5.This 'conjuration spell' has effects of lots of other schools, removing sleep/fatigue(necromancy or enchantment), bonuses to skills(enchantment), and haste(transmutation).
So? Are you saying it should be multischool? If you are saying that it shouldn't cross schools, then I very much disagree. I am very much in favor of writing whatever spell effects one likes within the limits of general balance, and then assigning a school. I don't think that schools should be a limit on the effects that can be combined in a thematically logical way.

Also, I would say that removing fatigue is the MOST thematically realistic of the effects here.

SamBurke
2012-01-19, 06:40 PM
This would make a one level dip into anything by a Barbarian AMAZING.

Remove Fatigue? YES. Get tons of other stuff, too? YES. For one spell? So, so, great.

I'm gonna rule this as at least level 2. If it's just remove fatigue, maybe one more thing, level 1. Otherwise, boost level.

bloodtide
2012-01-19, 08:42 PM
So? Are you saying it should be multischool? If you are saying that it shouldn't cross schools, then I very much disagree. I am very much in favor of writing whatever spell effects one likes within the limits of general balance, and then assigning a school. I don't think that schools should be a limit on the effects that can be combined in a thematically logical way.



It's generally a bad idea to have a single spell do more then three unrelated things and then just randomly make it a 'magic school' spell. If you do that, you might as well just get rid of the schools. You can 'stretch' things so that any spell effect can be of any spell.

It gets worse with things that are conjurations. When you can conjure anything that can do anything....why even have schools? You can just re-write all the spells to conjure everything.

Dragon Star
2012-01-19, 08:59 PM
Honestly, I would prefer this spell as a cantrip that only removes fatigue, and then only for 1 hour per level (no cap, higher level wizards use REALLY strong coffe). And if you drink coffee more then once before you prepare spells you get -2 to all social skills and spot checks, with another -2 for every extra cup. And leave it as conjuration, you're making coffee, not using magic drugs (yes, I know the distinction is almost nonexistent, still).