Teamwork feats, introduced in the Pathfinder Roleplaying Game: Advanced Player’s Guide, are feats that provide benefits when you work in tangent with another character that has the same feat. This can be very powerful, if it’s done right, and that sort of pay-off for jumping through hoops is exactly the kind of thing we at Necromancers of the Northwest love to experiment with. Today, I have some spells with a new mechanic that is inspired by teamwork feats, which allows these spells to be much more powerful if everyone in your party shows up with these prepared.
SYMPATHETIC DISGUISE
School illusion (glamer); Level alchemist 2, antipaladin 2, inquisitor 2, psychic 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a dash of rouge)
Range touch and 30 ft.; see text
Target creature touched; see text
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You disguise the target in a manner identical to the disguise self spell, except as noted here.
Sympathetic Spell: This spell creates a magical resonance in anyone who prepares it, which responds when another character casts the same spell nearby. When you cast this spell, each character within 30 feet of you that currently has one or more instances of sympathetic disguise prepared is also affected by the spell, as though they had been targeted by it. While each affected creature does not need to receive the exact same appearance, their disguises do all need to be linked by a common theme: you could make each target look like a soldier, or look like a beggar, or give them all red hair and large noses, for example, but could not make one target look like a noblewoman while disguising another as a servant. The GM is the final arbiter of what sorts of disguises are and are not appropriate for groups.
SYMPATHETIC ENHANCEMENT
School transmutation; Level alchemist 3, bloodrager 3, cleric 3, druid 3, inquisitor 3, magus 3, paladin 3, psychic 3, ranger 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (shards of a chimera egg)
Range touch and 30 ft.; see text
Target creature touched; see text
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You empower the target’s natural abilities, granting a +4 enhancement bonus to a single ability score of your choice.
Sympathetic Spell: This spell creates a magical resonance in anyone who prepares it, which responds when another character casts the same spell nearby. When you cast this spell, each character within 30 feet of you that currently has one or more instances of sympathetic enhancement prepared also gains a +4 enhancement bonus to the chosen ability score, as though they had been the target of the spell.
SYMPATHETIC HEALING
School conjuration (healing); Level alchemist 4, cleric 4, druid 4, inquisitor 4, paladin 4, shaman 4, witch 4
Casting Time 1 standard action
Components V, S, M/DF (a used bandage)
Range touch and 30 ft.; see text
Target creature touched; see text
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
You channel positive energy into the touched creature, causing it to immediately heal 3d6 hit points. If the target is undead, or otherwise harmed by positive energy, it suffers 3d6 points of damage instead (with a Will save for half damage, and the ability to apply spell resistance, if appropriate); this version of the spell is not considered harmless.
Sympathetic Spell: This spell creates a magical resonance in anyone who prepares it, which responds when another character casts the same spell nearby. When you cast this spell, each character within 30 feet of you that currently has one or more instances of sympathetic healing prepared also heals 3d6 hit points, as though they had been the target of the spell.