Magical Mysteries: A Look at New Spells in Path of the Wilds

For our next preview of Path of the Wilds, we’re taking a look at one of the largest chapters: Magic!

The Path series, at its core, is an exploration of different concepts of magic. Path of Shadows looked at darkness, shadows magic, curses, and other totally-not-edgy things, whereas Path of Iron tackled metal, constructs, traps, crafting, and so on. Path of the Wilds is no different.

For Path of the Wilds, we look to nature for inspiration, wanting to expand upon options that are surprisingly lacking. The major themes of the spells in the book are:

  • Elemental spells (air, earth, fire, and water)

  • Plants and animals

  • Exploration and survival

  • Combating the unnatural (like aberrations or undead)

Now, those categories are pretty broad, and that’s intentional. Becoming a master of the wilds means something different to a lot of people. Maybe you want to control the weather, or become a tamer of savage beasts. All sorts of concepts should be supported by the book, and that’s what we aim to do: with 60+ spells planned already (with more if we hit stretch goals!) we want to have something for everyone.

Some spells are pretty straight forward and fill out concepts that otherwise have noticeable gaps: sundering earth and stone shard, for example give new early-game options to an aspiring geomancer. On the other hand, we want to include some spells that can lend themselves to unorthodox playstyles. A favorite of mine is the wasp sting, which transforms a potion or poison into a spectral wasp that delivers it for you from range: great for both supporting allies and hindering your enemies.

Of course, what you’re here for are examples, right? With today and the next few previews we’re going to show off a couple of the major spell concepts in the book. Today’s selection is for elemental spells, which are of vital important to the new elementalist class. We’ll show more in the coming days!


MAELSTROM

School evocation [cold, water]; Level  druid 4, elementalist 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 30-ft.-radius burst
Duration instantaneous, then 1d3 rounds
Saving Throw Fortitude partial; Spell Resistance yes

You summon a churning maelstrom of icy waters that ensnares creatures within. Each creature in the area is pulled as close to the center as possible and then entangled for 1d3 rounds as they are partially frozen by the cold water. A Fortitude save causes the creature to be only pulled half as far and negates the entanglement effect. A creature with the Fire subtype takes 1d8 points of cold damage per two caster levels (max 10d8) on a failed saving throw, or half as much on a successful one. Creatures that are immune to cold damage are immune to this spell’s entanglement effect but not the pulling effect.

In addition to the above, any non-magical fire in the area is extinguished automatically.

PILLAR OF EARTH

School conjuration (creation) [earth]; Level cleric 4, druid 5, elementalist 4, shaman 5, sorcerer/wizard 4, summoner 4 
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect earthen pillar with a diameter of 15 ft.
Duration 1 round/2 levels (D) or 10 min./level (D) (see text)
Saving Throw Reflex negates or none (see text); Spell Resistance no

You bring your hand low and raise it with a slow and powerful gesture, the earth responding in kind. This spell can only be cast upon the ground in an area of existing earth or stone. When cast, the earth in the targeted area rises, creating a cylindrical pillar 15 feet wide. Other results of the spell, like duration and speed, is dependent on whether you make the ground rise slowly or not:

  • Slow: The earth raises at a moderate pace. The pillar rises at a rate of 30 feet per round and can rise up to a maximum height of 30 feet per caster level. It will stop short of any solid barriers (like a roof or cavern ceiling), leaving enough room between the top of the pillar and the barrier for any creatures upon the pillar to comfortably stand and move. This version of pillar of stone lasts for 10 minutes per caster level. When the duration ends (either normally or when dismissed), the pillar slowly sinks back down at the same rate it ascended until it returns the ground to its original state.

  • Fast: The earth swiftly erupts with great force. In this form, the pillar has a maximum height of only 5 feet per caster level, but reaches this height almost instantly. Any creature in the pillar’s way must make a Reflex save or be pushed upwards by the pillar, taking 1d8 bludgeoning damage per two caster levels (max 5d8). A creature more than 20 feet above the ground gains a +4 bonus on its saving throw. A Reflex save lets the creature move out of the way of the pillar and into the nearest unoccupied space. The pillar attempts to reach its maximum height: if there are any barriers in the way, the pillar makes a Strength check to break through, having an effective Strength score of 20 + your caster level for the check. Any creature that failed its initial Reflex save and is caught between the pillar and a surface takes 2d8 damage as they are crushed into it. If the pillar does not break through the surface, it stops flush with it: any creature that was on top of the pillar is pinned between the pillar and the barrier. The pinned creature can get out with an Escape Artist or Strength check as a standard action (DC equal to the spell’s save DC + 5), doing so gives them enough space to escape but does not help any other pinned creature nor end the spell. They can also attempt to break the barrier they are pinned against instead of the pillar itself, with the DC for the surface in question determined by the GM. While pinned, a creature has total concealment from other creatures unless their space extends outside of the pillar’s area. This version of the pillar lasts for 1 round per two caster levels, and when the duration ends (either normally or dismissed), the pillar crumbles into loose dirt and rubble before vanishing.

Regardless of version of the spell, the pillar itself is mostly made of compacted dirt. It has hardness 0 and 180 hit points, and can be destroyed through damage or instantly by a DC 50 Strength check.  When destroyed the spell ends immediately, leaving no trace.

SOLAR FLARE

School evocation [fire, light]; Level druid 5, elementalist 5, magus 5, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range 20 ft.
Area 20-ft.-radius burst, centered on you
Duration instantaneous, then 1d4 rounds (see text)
Saving Throw Reflex half; Spell Resistance yes

An intense flash of blinding light shines forth from you, searing nearby enemies with its intensity. Creatures within the burst take 1d6 fire damage per caster level (max 15d6) and are blinded for 1d4 rounds. A Reflex save halves the fire damage and reduces the blinding effect to only dazzle the creature for 1d4 rounds.

A creature that has a weakness to sunlight takes a -2 penalty on its saving throw against this spell’s effects and is blinded even on a successful saving throw.

TEMPEST HAMMER

School evocation [air]; Level druid 7, elementalist 7, shaman 7
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area cylinder (30-ft.-radius, 200 ft. high)
Duration 1 round
Saving Throw Fortitude partial; Spell Resistance yes

An intense blast of air slams down from above, crushing anything below with disastrous strength. Each creature, unattended object, and structure inside the area when the spell is cast takes 1d6 bludgeoning damage per caster level (max 20d6). Creatures are knocked prone, and flying creatures are immediately forced to the ground and knocked prone, taking falling damage as appropriate for the height it fell. A successful Fortitude save halves the damage and negates both the prone effect and grounding effect.

For 1 round thereafter, the wind continues to blast downward, acting as hurricane-strength winds directly towards the ground (see the Environment rules in the Pathfinder Roleplaying Game Core Rulebook). Any flying creature in the area must make a DC 25 Fly check (with a -12 penalty imposed by the hurricane force of the wind) or be forced immediately to the ground and knocked prone, taking falling damage as normal. Loose objects are scattered about, and objects and structures that are still intact after the initial damage of the spell may be further damaged by the powerful winds.