Sunday Spell: Hardy Hunter | Pathfinder RPG Design

Hardy Hunter

School Transmutation; Level Ranger 2
Casting Time 1 standard action
Range close (25 ft +5 ft. / 2 levels)
Components V, S
Target your animal companion
Duration 10 minutes/level
Saving throw: Will negates (harmless); Spell Resistance: yes (harmless)

Your animal companion gains the benefits of your Favored Enemy ability for a time. If it has scent, the animal companion can also sense enemies at twice the normal distance and gets a +4 enhancement bonus to Survival checks to track using scent.


It’s always annoying to play a ranger and wonder why your animal companion has to lag behind a druid’s. There are some hidden balance issues at play here, but I’ve always believed that rangers should have spells that are useful and important, and buffing your animal companion fits the bill. Enjoy!

-Max Porter-Zasada





This spell is an attempt to make an interesting and effective second-level illusion spell for bards that uses a DC and contributes to the party in a significant way.

Also, welcome back to your regularly scheduled dose of Gaming Mage! Hopefully we shall proceed with fewer interruptions from now on.

-Max Porter Zasada


Sunday Spell: Firesong


Bard 1
Components: V, S
Casting Time: 1 full-round action
Range: 30 ft.
Area: 30 ft. radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates Spell Resistance: Yes

A deadly weakening magic emanates from  the spot where you create this arcane music. Creatures in the area or that enter the area that fail their save take an additional 1d6 fire damage from spells that deal damage, so long as they remain in the area.


Hello, and welcome back! We pick things up again with a dramatic spell, in line with the bard’s role as a heavy-hitting support character. Although the bard’s list is light on damaging spells, you could pick up a few to combine with this spell for a harder hit in long-lasting fights. Better yet, coordinate with a wizard, sorcerer, or even cleric to give their spells an extra deadly edge.

Also, I’m going to be updating the About page. It is in sore need of a freshener, don’t you think? In addition, if I were to set up a forum that integrated with this site, would you awesome readers out there make use of it? Leave me a comment, tell me what you think.


-Max Porter Zasada

Sunday Spell: Ember Eye

Ember Eye

School transmutation Level Sorc/Wiz 2, Druid 2, Ranger 1
Casting time: 1 standard action
Components V, S, M (a match and a bit of glass)
Range Creature touched
Effect Burning eye
Duration  1 minute/level (D)
Saving Throw fortitude (harmless) Spell Resistance yes (harmless)

This spell causes the target’s eye to smolder and burn, letting their gaze penetrate concealing barriers. The target can see 15 feet further through smoke, fog, or similar blockages. This spell functions even against magically created smoke or fog. They also gain a +4 circumstance bonus on intimidate checks against non-outsiders.


A spell that lets your character look and feel awesome. Although somewhat circumstantial, the second use alleviates that issue. A great spell to combine with obscuring mist or similar spells. You can make sure that your eyes are the ones working best while freaking out your enemies. Have fun with this one!


Sunday Spell: Spontaneity Enhancer

SorcerySpontaneity Enhancer

School transmutaion; Level Sorcerer 3
Casting Time 10 minutes
Components V, S, M (a small bag with dry leaves and malachite dust), F (a silver-lined mirror worth 50 gp)
Range personal
Target you
Duration instantaneous
Casting this spell allows you to gain additional spell slots for later use, or prepare spell slots as supernatural abilities. Pick one of these two versions when the spell is cast.
Gain Magic: You prepare up to two additional levels of spell slots. A cantrip counts as 1/2
level for this purpose. You cast these spells normally.
Innate Conversion: You convert any spell slot of 2nd level or lower into a supernatural ability. You can use this once per day, and the spell functions normally except that when cast it is considered to be a supernatural ability.
These effects fade after 24 hours (if not used).


This is, of course, a Sorcerer equivalent of the Wizard-only spell mnemonic enhancer. So much of this game has gone into designing Wizards well. It’s going to take a lot of digging to get Sorcerer out of his hole.
In any case, the effects of this spell are somewhat weaker than the Wizard version, and is thus a 3rd level spell. It grants Sorcerers an equally interesting choice and the opportunity to do some things not normally available.
All without messing with the “spells known” table, much as I might like to do so.