It's not like the change is going to make a player that was planning on being a bow-focused character say "nevermind, I'll fling spells instead.". I've played wizard extensively and frankly if my DM gave me this sort of power I'd look at him and go '... really? Any attack you make is part of the spell… Close Range (Ex) Benefit : The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. The spell reaches as far as 400 feet + 40 feet per caster level. Having played older games I do remember wizards carrying crossbows but that seemed to fade out of popularity when cantrips and at-will spells were added. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. SPELL ATTACKS Some spells require you to succeed at an attack roll to affect the target. The spell reaches as far as 100 feet + 10 feet per caster level. Long. A touch spell that deals damage can score a critical hit just as a weapon can. Range meta would still have its place IE can cast an attack spell at extra range with no spell attack penalty and it would keep from having touch spells being cast at 6x their normal range. Doesn't matter. The spell reaches anywhere on the same plane of existence. I've read through the combat section of paizo multiple times and I know some spells say touch or ranged touch and that's easy to see in the rules, but what about spells like spontaneous immolation where it just says "one creature" under target and offers a saving throw? That’s why the reach spell feat exists, and rather than costing to hit, it costs an action. But I do find it odd that very few spells even go this far. Pathfinder Character Creation Project. Spells like command, daze, electric arc, or fear require a save against the caster's spell save DC, and I suppose you could apply the -2/-4/-6/-8/-10 to the caster's DC in the same way it applies to the attack rolls for range increments. It is reasonable that you want to attack at this range when your village is raided. By contrast 300 feet is a -4 or -6 shot with most bows. The duration is … Range increments for those attack spells would work just like Range Increments for Missile Weapons just to keep it simple IE Base range +0, base range x2 -2, base range x3 -4, base range x4 -6, base range x5 -8, base range x6 -10, Acid Splash Range: 30 / 60 -2 / 90 -4/ 120 -6/ 150 -8/ 180 -10, Acid Arrow Range: 120 / 240 -2 / 360 -4 / 480 -6 / 600 -8/ 720 -10. Burning Hands: Compare 1d6 damage in a 15-foot cone to 1d4+mod damage to any two creatures within 30 ft. of you.With the expected +4 abiltiy modifier, Electric Loop deals 1d4+4 (avg. Cantrips The spell reaches as far as 25 feet away from you. A spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. Press question mark to learn the rest of the keyboard shortcuts. And I would start outlining all the crazy things this would suddenly allow me to do. Please discuss possible problems on the talk page. They might train you to shoot on a 300+ m range but in combat you ain't trying to hit anything at that range outside of specialists with the right tools/support. So I think this would see the most effect with cantrips of this type and it would probably be fine, not changing the game significantly. If the target is within range, both spells automatically negate each other with no other results. A football field (Soccer or American) is about 300 feet long. Unfortunately, the touch spell rules contain the following fatal clause (PFRPG Core Rulebook pg. All spellcasters have access to simple weapons, so they can grab a sling or a crossbow and join the peasants in shooting at those longer ranges. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. Then as a DM you go, ok, I can fix this, I just need to reduce LoS so the wizard can't do that, right? Fireball is 500 feet so it does, but most spells including cantrips are generally 30 to 120 feet. The spell deals 1d3 points of electricity damage. Cantrips are always heightened to half your level rounded up, so they'll match the level of the highest-level spells that you can cast. 3rd. Of course you might hold fire for closer range to save ammunition and not reveal your position, much as today infantry don't like to use their rifles beyond about 350 meters (I've left this in metric since even the US military uses metric for battle distances. Heightened (5th) The spell's range is touch and it targets 1 willing creature. If any portion of the spell’s area would extend beyond this range, that area is wasted. Benefit: The range of your allied creature’s share spells ability increases to close (25 feet + 5 feet for every 2 levels) as long as you have line of effect to the creature when you cast the shared spell. Medium. Mathematically equivalent. Spell Card Generator for Pathfinder® This spell card generator creates spell cards for the Pathfinder game system. Heroism, Greater Let's use the good ol' classic Fireball spell. I would recommend against. Requiring the caster to touch a target with a hostile spell means the caster is in or very close to melee combat, and is risking retaliation from enemies and attacks of opportunity from threatening opponents. F This spell has a focus component not normally included in a spell component pouch. Hand of the Apprentice 500/1000/1500/2000/2500/3000 (over half a mile!) The target gains a +2 morale bonus on attack rolls, saves, and skill checks. The range attached to a spell (just like for a weapon) is part of the overall balance of that option. 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