|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules
|
GM Screen
<-
Return to All Rules
(
Group by Source
)
<-
Return to Mastering Intrigue
All Rules in
Mastering Intrigue
Intrigue Systems
Influence
Heists
Leadership
Nemeses
Pursuit
Research
Spells of Intrigue
Low-Level Play (1–6)
+
Mid-Level Play (7–12)
+
High-Level Play (13+)
+
Example of Intrigue Spells
+
Social Conflicts
Verbal Duels
+
An entry marked with this has additional sections within it.
Spells of Intrigue
Source
Ultimate Intrigue pg. 154
Magic influences nearly everything in the Pathfinder Roleplaying Game. In an intrigue-based campaign, the principal focus shifts from exploration and dungeondelving— where magic is primarily used for survival and fighting—to navigating complex and precarious social interactions. Politics, organized crime, espionage, mercantilism, and other intrigue-based objectives require extensive use of subtlety, subterfuge, thoughtful planning, and orchestrated tactics. As a result, characters engaged in intrigue often utilize spells that are geared toward communication rather than combat, spying and intelligence-gathering rather than physical defense, and winning power and influence rather than slaying opponents outright and taking their treasure.
The following section offers advice on certain spells particularly likely to see use in an intrigue-focused game, organized by level of play and spell school.
Low-Level Play (1–6)
Source
Ultimate Intrigue pg. 154
At early levels, the number of spells available is smaller, but these are sometimes the most important spells to understand. Low-level spells of intrigue (typically 3rd level or lower) can remain useful at high levels, and high-level characters can cast them far more often.
Mid-Level Play (7–12)
Source
Ultimate Intrigue pg. 158
The spells that come into prominence around 7th level can greatly affect campaigns, making it more complicated to run mysteries and interaction-heavy adventures. These spells are typically 4th level or higher.
High-Level Play (13+)
Source
Ultimate Intrigue pg. 162
The most reliable spells for finding out information arrive at higher levels, and are 7th level or higher.
Example of Intrigue Spells
Source
Ultimate Intrigue pg. 163
The following detailed example puts some of the above advice into practice, using two of the most difficult spells to adjudicate, divination and vision. The GM in this example provides different sets of clues to her players with each spell that help point them toward the mystery’s solution only when examined together.