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So, my last big Horrifically Overpowered series of articles are now a pdf for sale (and currently the #1 Pathfinder First Edition game on DriveThruRPG).

That means I have done Horrifically Overpowered versions of feats, class features, and a few species traits as articles, products, or both. (There's a Paying-Patron exclusive index of HO content here.)

There are other things some fans of the HO line have asked for--Horrifically Overpowered Magic Items, Horrifically Overpowered Artifacts, Horrifically Overpowered Monsters--all of which I can kinda understand how they would work. There's even a request for Horrifically Overpowered Feat Upgrades, which would take existing common feats (like, say, Power Attack), and make HO versions of them (rather than brand-new feats which are HO, which is what the existing HO feats focus on).

But there are also people who want to see Horrifically Overpowered Spells and... I'm not even sure what those would be?

One interpretation of that would just be to make 10th, 11th, and 12th level spells that do that much more than 9th level spells. That would be relatively easy, and then they could be dropped into a campaign using the "normal" rules for such items. For example, if I wrote a 11th level spell, a GM would know how to price a scroll for that spell, and be able to figure out what a 19th level spellcaster would have to do to successfully cast that spell. There are even some spells that would naturally suggest themselves to be 11th level spells (greater wish, for example). But that's not really "Horrifically Overpowered," so much as it is "Off the Game's Normal Scale." (Which might be super popular... I'm not saying there's no market for 11th-level spells.)

But then, what DOES a Horrifically Overpowered 1st-level spell look like? How do you make a Horrifically Overpowered 1st-level spell that isn't just, you know, a 2nd- or 3rd-evel spell?!

Here's my first stab at design guidelines for Horrifically Owverpowered Spells that stay within their spell level.

Have its main function (damage, penalty, boost, whatever) remain on-scale with its spell level. A magic missile that deals 1d8+1 per missile instead of 1d4+1 isn't "Horrifically Overpowered" so much as it's "2nd Level."

Any secondary function (be that one original to the spell and boosted to be HO, or a new secondary function added to reach HO status) must also be within the range of effects that spell level can manage. A magic missile that lights up its target with a glitterdust spell for 1 round/level is adding the effect of a 2nd-level spell (albeit only to one target per missile rather than a radius, but given you can hit multiple targets pretty far apart with magic missile that might be MORE powerful than a radius area). A magic missile that illuminates each target for 1 round as if there was a torch in their space is much closer to dancing lights, a 0-level spell, and likely fine.

Increasing the circumstances a spell can be useful, without boosting the impact it has under its best-case scenario, is fine. A magic missile that can target objects, but requires a ranged touch attack when doing so, boosts the spell's utility without making it significantly more powerful in each specific circumstance you cast it.

Don't just augment the spells by giving them effects metamagic feats could grant (or effects BETTER than such a feat could grant). That's basically the same as just making it a higher-level spell.

So, this kind of Horrifically Overpowered Magic Missile spell might look like this:

Magic Missile, Horrifically Overpowered (A)School evocation [force]; Level bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Targets up to five creatures or objects, no two of which can be more than 15 ft. apartDuration instantaneousSaving Throw none; Spell Resistance yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage and illuminating the space the target is in as a torch for 1 round.

The missile strikes a creature unerringly, even if the creature is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects can be targeted by the spell, but striking an object requires a ranged touch attack.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. You can choose to forgo one or more missiles to gain a +1 bonus to caster level checks against SR for all remaining missiles.

Casting this spell wraps you briefly in bands of force energy, giving you a +4 shield bonus to AC until the end of your current turn. If an attack targets you while you are casting (such as from a readied action or if you provoke an attack of opportunity by casting), you gain this bonus to AC against that attack.

There's no doubt that is SOUPED UP. And I MIGHT pick it over a second-level spell, but I'm not going to choose it in place of fireball or haste or displacement. But is it really Horrifically Overpowered?!

The OTHER route is to just make the spell, you know, better than much higher-level spells. Like this.

Magic Missile, Horrifically Overpowered (B)School evocation [force]; Level bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1Casting Time 1 move actionComponents SRange long (400 ft. + 40 ft./level)Targets up to ten creatures or objectsDuration instantaneousSaving Throw none; Spell Resistance yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d12+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can be singled out if the creature has special rules for various body parts. Objects, even those held by other creatures, can be targeted and damaged with the spell.

For every caster level beyond 1st, you gain an additional missile—two at 2nd level, three at 3rd, four at 5th, and so on to the maximum of ten missiles at 10th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. You can choose to forgo one or more missiles to gain a +w bonus to caster level checks against SR for all remaining missiles.

Spells or magic items that neutralize magic missile, such as shield or a brooch of shielding, have no effect on Horrifically Overpowered Magic Missile.

So, if you are a fan of the idea of Horrifically Overpowered Spells... which HO magic missile do you like better, (A) or (B)? You want 1st-level "Horrifically Overpowered" spells that create effects that remain in-scope for 1st-level spells, or 1st-level spells that are clearly 4th- or 5th-level spells at minimum?

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Comments

Dustin Knight

I mean most of the 3.5e buff spells would be horrifically overpowered in PF1 largely because of the hour per level durations. And the way they did polymorph...

Daryl

A horrifically overpowered 1st level spell would look like Protection from Evil. ;)

Owen K.C. Stephens

They were 1 hr/level in 3.0. They had already switched to 1 min/level by 3.5. :)

Samuel_Almonihah

There's part of me that says "There's no HO spells, just HO spellcasters that can cast more powerful spells than they should be able to." XD Another part of me thinks there are a few stand-out spells at each level that are already horrifically overpowered. That said, I generally find "something that has more uses/utility than before" to be more *interesting* than just making bigger numbers. Making bigger numbers has come to bore me.

Silver Griffon

Honestly, I like the idea of 10th, 11th or 12th level spells.. Especially if they were rituals. That would make me get the product. As far as the listed options you list, A seems better to me. Though, I think I might have allowed more missiles to be generated, still a limit of 5 targets, instead of it protecting the user.

Dave Bruno

As the self professed connoisseur of all things HOP, I like option A the most. Making HOP spells more interesting and unique, adding more versatility, etc, is far better than just bigger numbers. Which was one of my main issues with 3.0 Epic and in many cases, PF1e mythic. Also, I would love to see your take on spells higher than 9th level, but as an entirely separate product. Would be cool to get all the way up to 20th level spells(maybe all as rituals, as somebody else suggested), but even up to 15 or so would be awesome.

Kevin Glusing

I like "A" myself, because it keeps a relative scale for the character and the GM. "B" is more in line with true h.o. when comparing to feats, but then, like mythic, the GM needs to scale the enemies/encounters to match. So, that all leads naturally to the need for Horrifically Overpowered foes to challenge those characters. ;)

Everybody Games

If you made the spell book 200 more pages, it would be as big as the in-game blessed book. :3

Russel McConnell

Option B feels more Horrifically Overpowered. I think that's the way to go. It reminds me a bit of the 3.5 Eberron artifact spells (I think that's what they were called). The spells took standard spell slots, and could be memorized by normal casters, but had features that either were largely impossible at that level (or at all) or greatly out-of-scale for the level. They tended to be inscribed on objects that were impractical to move, and they couldn't be learned in a way that allowed them to be re-used, short of going back to the original inscription to re-memorize them, once expended.