Wilderness Spelltweets I
Posted by okcstephens
It’s a tad odd to still call these spelltweets, since they aren’t exclusive to twitter and even twitter doesn’t have the same character limit as when I first started these as a design challenge. But the core idea is the same, and it’s a bit more branded for me than just “spell variants.”
The idea is simple–take existing spells and make minor changes that cause them to serve a different purpose. The simplest version of such things is having a fireball do cold damage, but there are lots of other ways you can take rules that are already fully fleshed out, and make them work in new ways.
The base spells for all of these come from Pathfinder Roleplaying Game Ultimate Wilderness. They are organized by base spell, rather than by the variant spell name.
Hive Queen: Bard 4, druid 2, medium 3, mesmerist 2, ranger 3, shaman 2, witch 2.
As alpha instinct, but applies to vermin, gives no bonus to Handle Animal but does allow you to use it with vermin as if they were animals.
Ultramount: Antipaladin 3, druid 4, paladin 3, ranger 4, shaman 4, summoner 3
As aquatic cavalry, but the summoned hippocampi also have land speeds of 60 and fly speeds of 30.
Die For Me: Antipaladin 4, mesmerist 4, witch 4
As bleed for your master, but the target is one creature with an attitude toward you of indifferent or better. If the creature’s attitude changes after the casting, it remains affected.
Hospice: Bard 5, cleric 4, paladin 4, psychic 4, shaman 4, summoner 6
and Greater Hospice: Cleric 7, psychic 7, shaman 7
As callback and greater callback, but target is one willing creature and anytime the target takes damage that would normally trigger the spell it may, if conscious, choose for the spell to not take effect.
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