![]() ![]() I run three games every week, two with D&D 5e and one with Pathfinder 2e. One of the best ways you can get better at being a Game Master, in my humble opinion, is from playing a wide variety of systems and finding new ideas that you like and want to implement in some fashion into your regular games. While I think we should play a wide variety of games, not every table is willing to learn new rules. There are a lot of great ideas within the pages of the Pathfinder Second Edition ruleset, and plenty of them are ripe for stealing for your D&D 5e games. Metamagic: You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.Header Image: Pathfinder 2nd Edition Core Rulebook by Paizo Publishing A spell has to take exactly 1 or 2 actions you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. ![]() Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. If the target is immune to your attack but not the spell, it can still be affected by the spell. Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. The spell takes effect after the Strike deals damage if the Strike has other special effects, the GM determines whether they happen before or after the spell. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.Īncillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. Some feats let you affect more creatures. One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Spellstrike Specifics Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast casting a focus spell of another type doesn't recharge your Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.Īfter you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. Make a melee Strike with a weapon or unarmed attack. The effects of the spell don't occur immediately but are imbued into your attack instead. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. You channel a spell into a punch or sword thrust to deliver a combined attack. ![]()
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