PF 1e: Planned Assault

Book of Magic: Spell Codex Volume 2 (PF 1e)

We’re hard at work on the Book of Magic: Spell Codex Volume 2. Volume 1 was a huge success and we had so much fun working on this. Right now, we’re in the editing phase and starting the preliminary layout.

But I can’t stop myself from sharing what’s inside. We’re updating some spells that go all the way back to 2009, when the Pathfinder RPG was brand new. Oh, how young of a game you were then. You had no idea what a warpriest was, neither a slayer nor shifter. And now look where the game is all these years later.

*Back from the bunny trail* So yea, this spell comes from a player book that focused on dwarves. I just love the idea of this spell. Maybe it is because I have had sooooooo many groups that can’t stick to the plan. Were I in one of those groups with this spell, I’d totally use it as a way to get the group to actually stick to the plan, when we made a plan.

If you haven’t already, grab yourself the Book of Magic: Spell Codex Volume 1 at DriveThruRPG or the Open Gaming Store.

Planned Assault

School transmutation; Level cleric/oracle/warpriest 3, hunter 4, paladin 3, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area one creature/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level or until discharged
Saving Throw none; Spell Resistance no
This spell increases the effectiveness of a planned action. If the targets spend at least 1 minute studying a situation, they receive bonuses to their first actions in response to the situation. All targets must declare in advance what their intended actions are. If they perform those actions, they receive a +2 sacred bonus to AC, saving throws, and checks for the first round. This bonus increases to +4 at 10th level and +6 at 15th level.
For example, the PCs discover a camp of orcs; the PC cleric casts planned assault, the group spends 1 minute analyzing the layout of the camp, and then declares its actions. As long as the PCs stick to the plan, they gain a +2 sacred bonus to AC, saving throws, and checks for the first round.

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