From publisher blurb:
A Whole New Kind of Magic!
If you’ve played the Pathfinder Roleplaying Game for long, you’ve probably heard of “save or die” spells, and how entire encounters can quickly come to hinge on a single saving throw. Spellcasters simply point at a target, expend a spell slot, and either they cripple the target in one fell swoop, or they just wasted their turn. This all-or-nothing approach to magic has led to frustration for many players and GMs alike, and begs the question of whether there might not be a better way to handle effects like dominate person and major image.
This book presents alternatives to the way that spells succeed or fail in the Pathfinder Roleplaying Game. A collection of over 200 brand new, never-before-seen spells, it features several new mechanics that explore other ways of resolving a spell’s effects, including:
- Challenging spells, which require the caster to complete certain challenges before they can be cast, but have a powerful payoff for those willing and able to rise to the occasion.
- Mental hit point spells, and new rules detailing mental hit points, which present an alternative to the usual “save or die” approach that most mind-affecting spells rely on.
- Soluble spells, which have their own hit point totals, and can be interacted with in a variety of ways, allowing players to weaken and end their effects.
Beyond these, there are over eighty individual spells not tied to any of the above mechanics, but dripping with flavor or designed to fill a specific niche in the rules, plus selections of feats and archetypes that tie specifically into the mechanics listed above, and advice on incorporating these new spells into your game.