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SirWolf312
2014-05-13, 11:40 PM
Just started to look into the Words of Power casting system. What do you guys think of it?

Akolbi
2014-05-14, 12:22 AM
Personally, I love it. I think it adds a way to be incredibly flexible for fixed list casters, while not breaking the game. it's really nice if your dm lets you have the ARF from APG and ARG, as you can get extra SOR spells. It can slow the game a bit, but I really like the idea of primal, instinctive magic that changes a bit to meet the situation.

I would avoid this for players who can't make a descision, also it's fairly easy to get some...odd combinations of words to work very well together.

I would also avoid it for prepared casters, because it makes your spells more circumstantial, and complicates spell prep:
"do I need teh fire blast in a selected or a cone today?"

Serafina
2014-05-14, 01:30 AM
It's perfect for Sorcerers - it embodies "primal, spontaneous magic" REALLY well, makes blasting much more viable since you can combine elements while still gaining bloodline damage to them, effectively multiplies their spell selection - and by using Pages of Spell Knowledge you can even get some normal spells if needed.

It's less good for Oracles since they have less words to chose from, but still works well.

For non-spontaneous casters i wouldn't recommend it since it loses its main appeal of having just the right tool for the right situation.


It's really well-balanced, with the only things one might consider "broken" being:
- no spell requires any expensive material components, not even resurrections or animating dead which are normally expensive.
- Borrow Future (http://www.d20pfsrd.com/magic/variant-magic-rules/words-of-power/effect-words/borrow-future) is effectively 3.5 celerity without ways to circumvent losing your next action, but the potential to give the actions to other people.
- Negation (http://www.d20pfsrd.com/magic/variant-magic-rules/words-of-power/effect-words/negation) is an anti-magic field that is not centered on yourself, which is obviously really strong against casters.


Again, the selection of words is rather limited - you have a lot of blasting, decent necromancy, decent buffs, but limited enchantments, divinations and illusions. There are several tricks to supplement those gaps with normal spells if so desired, the main being using Pages of Spell Knowledge on spontaneous Casters.
Whenever a effect, such as a bloodline, adds a fixed spell (as opposed to letting you chose one) to your spells known, you gain that specific spell and can cast it. PoSK contain specific spells, and can even be crafted without knowing that spell since they are not spell trigger/completion items. Effectively, this can represent new and specific ways to combine the raw energies you are normally handling, resulting in the normal spells.

Ravens_cry
2014-05-14, 01:36 AM
One system I've always wanted to try was Ars Magica because of how its magic system works, and this is a lot like that. I hope later splats adds a few more words as it looks like a neat system, though it'll be a while until I use it since I've never been good at Plethora of Option classes, and this is even better/worse at that.
Still, the idea of word magic system excites me. Logos, the Word made Flesh.
This is what Truenamers should have been.

Anlashok
2014-05-14, 01:38 AM
It's what the truenamer could have been without the unambitious design or terrible chassis.

It's really fun to play with and gives you a lot more flexibility.

I do wish they'd expand wordlists though.

ArqArturo
2014-05-14, 02:16 AM
They say Ulfric Stormcloak murdered the High King... With his Voice! Shouted him appart!.

But, honestly, it's a really cool system for Sorcerers and some Oracle build concepts, if you ask me. And it throws back at players (either as fellow PCs or vs. an antagonist) that have never seen them used.

Max Caysey
2014-05-14, 10:20 AM
I did not know it, but just looked at it, it seems very cool, and would go well as a continuations of the Word Bearer 3rd party PrC, albeit it is over powered. But one thing that eluded me, was how do one actually start on the path, if you are already level 20 for instance?

Akolbi
2014-05-14, 12:24 PM
I did not know it, but just looked at it, it seems very cool, and would go well as a continuations of the Word Bearer 3rd party PrC, albeit it is over powered. But one thing that eluded me, was how do one actually start on the path, if you are already level 20 for instance?

take levels in a new class, take the experimental spellcaster feat(to dabble) or just talk to your GM if it's a new option to the game. else, it's a caracter creation choice, kind of like an ACF.

Serafina
2014-05-14, 01:55 PM
Talk to your GM and/or use the rules for retraining (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining) - effectively you'd retrain a combination of archetype and spells known, though the actual training time is best GM-adjucated.

NightbringerGGZ
2014-05-14, 02:24 PM
Words of Power hasn't been revisited since the system was originally introduced. It is a good system if you wish to play an Evocation specialist as it actually nets you quite a bit more flexibility for Evocation spells as well as the ability to add additional effects to your blasting magic. Many of the other schools of magic suffer from a lack of useful effect words, so if you want a "God Wizard" kind of build you're better off with standard magic.

That being said, I've found the system to be very powerful in the hands of a Magus and it makes a Spell Slinger more viable if you want to go that route.

Serafina
2014-05-14, 04:09 PM
Of course, if you are really into Wordcasting it's not hard to just grab normal spells and turn them into words. Things to consider for this are:

- What target word restrictions will the word have? This can simply be based on the target of the spell - if it's single-target restrict it to selected, if it's multi-target or affects an area no restrictions are really needed. The only complicated call are personal-only spells - if you want to stay on the safe side, make them personal-only words, but consider whether thats really necessary.

- Don't worry too much about what effects combining the new word with others will have. Damage spells are capped to 1 dice/caster level anyway, and combining buffs is well-balanced by the increase in spell level it incurs. However, be weary of new words that allow combinations of restriction of mobility (say, web or grease) with persistent damage areas.
Obviously, some effects might cause weird interactions, but that shouldn't occur too much.

- Don't worry too much about saves/spell resistance. When you combine with other words, the result allows them as long as one of the component words does.

- Keep in mind that all words have no expensive components. If the spell you are emulating has them as a significant restriction (say, wish) you have several options: you could apply restrictions to the word (the raise-dead words have a time-limited window in which they can bring someone back), lower its effects and/or duration or raise its spell level.

- Keep in mind that all words take a standard-action to cast. Consider the effect that would have in combat - a standard-action ranged geas would obviously be too powerful, for example. This could be fixed by allowing saves (turning geas into a convoluted save-or-die) or in similar ways to the component issue.

- Try to keep the effect somewhat general and something that combines well with other words - that's the essence of words of power after all.



A few examples:
Battering Blast (http://www.d20pfsrd.com/magic/all-spells/b/battering-blast) would work well as a second-level word that has only the bull-rush component of the spell. If you want to deal damage as well, simply combine it with a damage word. Not giving it any target-word restrictions allows fun options such as walls that automatically push anyone who walks into them back, or fireballs that do the same. Consider allowing more combat maneuvers (trip, drag, disarm) to mesh with the versatility of words, possibly in exchange for being a 3rd-level word.

Displacement (http://www.d20pfsrd.com/magic/all-spells/d/displacement) is a staple illusion that has no equivalent word. Simply take the spells effect (50% concealment), keep the duration, make it targeted-only and presto, you have a new word for Illusionists - the same as the spell, except it can be combined with other effects, isn't restricted to touch-range and can be cast to affect multiple targets as a 6th-level spell.

Fabricate (http://www.d20pfsrd.com/magic/all-spells/f/fabricate) is a great verstatile spell. Instead of having the material it affects act as a expensive material component (which words don't have), simply give it the burst target word and have it affect the materials within the burst. Combinations with other words wouldn't do much, except if you combine it with a word of limited duration (instead of being instant) the objects you crafted will turn back after a time - has some nice potential for hillarity!

Karoht
2014-05-14, 05:42 PM
Here's a guide!
http://www.giantitp.com/forums/showthread.php?291907-PF-CTP-s-Guide-to-Words-of-Power

Also, I completely recommend placing all the words on cards. There aren't that many, so it's not greatly expensive. It pays for itself with the ease at which you can assemble combo's.

Plus, it's fun to sit there and shuffle cards around and when your DM says it's your turn, lay out a bunch of cards in a row and say:
"Read em and weep boys. Straight Touchdown Boggie!"
"Ugh, Steve, those are crackers, not playing cards. And your spell cards are right there. Also we're playing DnD, not poker."
"Oh, yeah, it's an Irresistable Barrier of Wrack and Pain. Cast on those 5 guys there, and anyone passing through it can also make me some saves."

It fits really nicely on Bards. Especially Soundstriker Bards. With Weird Words. And maybe a Masterpiece or two. But that's a whole different conversation, that is.