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Organized Play Member. 172 posts. 1 review. No lists. No wishlists. 2 Organized Play characters.


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Quote:
An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells.

?


"Normal light" is a mechanical word denoting light strength (as opposed to bright/dim light).

"Non-magical light" is a mechanical word denoting the source is mundane (or cosmic, in the case of "Ambient light").

I feel like claiming magical item effects have no spell level (not the same as 0-level) is going to create a lot of rules issues if applied unilaterally.


Darkness wrote:
Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

Seems like a bit of a stretch to assume "Nonmagical sources of light" means "Non sources of 'Magical Light'".

Darkness wrote:
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If you wanted to interpret this section like that though, it would imply magical sources of "Light" (the spell) are the only magical sources that Darkness can suppress.


Dave Justus wrote:

I believe that unless a magical item specifically says it will counter magical darkness or specifically says 'as the spell' it won't have any effect on magical darkness at all.

Technically a magical item that generates light is a "Magical light source" and can potentially usurp darkness's area of effect. The same goes true for magical beasts that emanate light (Such as a zoog with spell sight). Supernatural effects are even explicitly calculated @ CL/2+1 for spell level interactions.

The point of this thread is to find out if there are any rules references stating something similar with magic items.


Mark Seifter wrote:
Chess Pwn is correct. The reason why the "general rule" you mention for precision damage doesn't apply here is that, oddly and unfortunately for us in later publications, the existence of that rule is a Mandela Effect (I thought it existed too). Precision damage could stand to have been defined explicitly in the CRB, but it actually never was, so we've needed/tried to add in the concealment text every time a new class (like swashbuckler) gets precision damage.

Oh wow, that's really surprising.

Thanks for pointing that out.


1 person marked this as FAQ candidate.

For the purpose of interacting with Darkness (the spell), how do you determine the spell level of a magic item?

I'd assume that something that lists "light" as a creation requirement would only generate light as a 0-level spell. But what about magic items with no light spell requirements? Do you go off of the highest level spell requirement? The lowest? (CL/2)+1?

Here are two examples:
Tablet of the First Law

Glowing Gourd


I've heard conflicting accounts for uRogues. The wording under sneak attack had a clause removed stating that rogues could not deal sneak attack damage to targets in concealment (now changed to total concealment). However sneak attack deals precision damage which can not normally damage targets with any concealment.

Archetypes like "Dark Lurker" make assumptions that uRogues already can ignore standard concealment (and rogue talents like Sniper's Eye which grant the ability have been removed).

Basically my question is, should "A [uRogue] cannot sneak attack while striking a creature with total concealment." be treated as a rules text reminder (and a very poor one) or ability text to ignore standard concealment.

For completions sake the standard rogue text reads, "A rogue cannot sneak attack while striking a creature with concealment."


Looks pretty reasonable.

Thanks for the help!


Are there any rules on how large an improvised thrown weapon can be?

Are there any rules on how these large thrown weapons deal damage?

All I can find is "compare them to the weapon chart". Am I to understand that throwing a boulder just deals the same damage that a falling object would?


How does magic missile interact with Energy Resistance/Bonus Damage?

Is the damage totalled and then added/subtracted, or do damage modifications apply to each missile?


Kayerloth wrote:

Spell effects unless able to cross planar boundries will not leave a Bag of Holding or other extradimensional space. No darkness or light from a spell will extend beyond the opening of the Bag (or into the Bag for that matter).

Edit: A Glove of Storing would work much better for your purposes.

Where would I find rules text supporting this?


I'm playing a dark vision race in a group full of puny humans. I'm great at doing my rogue stuff, but only when I have some sort of concealment.

Getting some sort of emanating vision obscuring effect is pretty easy to do, but my lame human allies start complaining that they can't see now.

If I have to pick, obviously I'm going to ignore these weak pasty flesh-bags' request and become one with the life ending darkness. But if it's not too far out of my way... happy humans are helpful humans.

Can I place an object at the bottom of a bag of holding to reduce its range? Alternatively, are there other ways to reduce the size of a spell?


I saw a player use one of these for the first time, and was entirely blindsided by the multitude of rules questions that came around as a result of them. Maybe you guys can help me.

1 - Rapid reload

Spoiler:
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

The "Minotaur Double Crossbow" (Hereafter MDC) is not a subset of hand, light, or heavy crossbows. It is also not a firearm of any type. This excludes it from being chosen with the "Rapid Reload" feat?

2 - Weapon Groups
The "Crossbow" weapon group is currently listed as the following:

Spoiler:
"double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, repeating hand crossbow, repeating heavy crossbow, repeating light crossbow, tube arrow shooter, underwater heavy crossbow, underwater light crossbow".

This means that Fighters do not gain Weapon Training bonuses when using the MDC?

3 - Crossbow Mastery
Does "All Crossbows" refer to all weapons in the weapon group "Crossbows" or does it refer to any weapon with "Crossbow" in its name? Does it work with "Tube Arrow Shooter"?

I know pathfinder is more a feel it out as you go RAI kind of game, but PFS forces us to try and sort out what RAW means (which is why MDC exists as a weapon at all). I'd like to be very clear on how weird this weapon actually makes things before I consider replacing all my ranged weapon builds with it (since it outperforms basically every other ranged weapon at everything).

For the record, MDC is a 3.5 version of the double crossbow that was overlooked by PFS's additional resources group and as such is still explicitly legal in spite of the "modernized" double crossbow. It suffers a -2 penalty to hit instead of a -4, and carries no rules text about crossbow mastery whatsoever (as apposed to the double crossbow's nerf text that prevents full attacks). It also can be used without exotic weapon proficiency as a racial weapon, which means its a half feat cheaper than the double crossbow, has +2 to hit, and is a faster reload.


Right now it's a alch 1 wizard 2
Alch Archetype:
Homonculist
Wizard Archetype:
School Familiar

Wizard School:
Evocation - Generation (wind servant is my primary damage source)
(Standard actions, the lesser of 1 lb or 1 attack per wizard level total 30 foot range. Thrown weapons deal no damage but alchemical items deal damage as normal).

Feats:
1 - Evolved Familiar
Human - Skill focus linguistics
3 - Orator (linguistics for diplomacy / intimidate / charisma)
5 (planned) - Xenoglosy (linguistics DC 25 to ignore language requirements for communication)

Int As high as possible
Cha 13
Con 12
Wis 10
Dex 12
Str 7

Currently I wear armor and just use non somatic spells:
Deja Vu, feather fall, blindness/deafness etc

Combat involves double wind servant casts by me and familiar for 2*wizard attacks

Normal alchemical items:
Alchemist's fire
Acid Flask
Shard Gel
Smoke Stick
Lantern Oil
Liquid Ice

Its just me as odd there there isn't an "amulet of hitting ghosts" or something like that.


Dastis wrote:
Magic Missile

This is a good spell, but first level magic missiles are only 1d4+1, so 3.5 damage average. There is a 5k staff that seems like it might be a reasonable buy at 7 damage average, but my alchemical items are scaling at ~9.5 damage per char level, so this is a pretty big step down.

Are there any craftables or magic items to enhance my splash weapons vs ghosts?


Ectar wrote:

Alchemist discovery: Ectoplasmic bombs.

Pick up a ghost touch weapon as a back-up
Use a bow and apply ghost salt blanches (an alchemical item) on your arrows.
If ya want to be real snazzy, see if your GM will let you take the Ectochymist archetype and be a literal ghostbuster. Legit catching incorporeals in bottles.

I only have a level 1 bomb, so that won't really contribute much (especially since alch bombs have a reflex save on splash).

Ghost salt blanches seem like they might work, but I can only aply 1 to a given alchemichal item? Is there some rule that thrown items count as ammunition? Even with the reduced costs for crafting 66 gold (plus normal item costs) per 1d6+int is a high price to pay.


I'm playing a character that almost exclusively attacks with thrown weapons.

I don't have any class skills that open up unique weapon types, but I'm really good at throwing lots of alchemical items etc. Ghosts have always been a problem because a flying incorporeal target is hard to splash, but I recently encountered a whole new level of difficult.

In my most recent game, my party fought an incorporeal non undead elemental. This means holy water didn't work, and as far as I can tell from the rules incorporeal targets can't be hurt by non-magical weapons (everything alchemical).

What are some simple ways of gaining ghostbusting tools?

I have access to wizard and alchemist spell list, but not enough levels to really do anything with them (so scrolls and wands only). I've got almost nothing to spend my gold on.


Glorf Fei-Hung wrote:


Remember, that Specific Trumps General. So General is the detail on Natural Attacks. Specific is the rule that grants a character that does not usually have a natural attack one or more natural attacks.

So if the specific ability says a creature gains a natural attack (bite for example) as a secondary attack. Then That specific rule trumps the ruling that otherwise that single natural attack would be a primary and get 1.5x STR.

If the ability gives the creature only one natural attack (maybe Gore this time) but does not specify it is a secondary attack. Then yes, if that Gore is the creatures only natural attack the gore attack would be 1.5x STR.

The part that feels weird is, if you gain a second, secondary attack, you actually lose damage.

It doesn't feel like this was designed for PC use.


There are a number of Racial traits, Race Traits, and low level class abilities that grant a PC access to a natural attack. Many of these attacks are secondary, and generally awful. But then I read the rules on natural attacks:

"Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type."

So, from what I'm reading here, so long as a PC doesn't learn a second natural weapon type, they can reliably deal >=1 Str even if it's a secondary attack?

This feels wrong.


Rosc wrote:

Honestly, I'm surprised your fighter *CLANK CLANK CLANK CLANK* or your Barbarian "I RAGE AND CHARGE ALWAYS POWER ATTACK" even let you get far enough into stealth to worry about detect magic.

That said, it wss addressed earlier. U less you happen to be dodging wizards who are continually detecting magic for HOURS on end you should be fine.

Now things like Scent, Tremmorsense, and invisible enemies hiding in a spot that does't grant you cover to hide behind? That's when stealth really breaks down.

I'm immune to scent, tremorsense, blindsight, blindsense, and by next level I think I can fool truesight too.

It's insane that the one thing I can't beat is a cantrip.


"...–2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0..."

"Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1."

Soooo the archetype is actually good?


Steven Schopmeyer wrote:
What are? And what are their HD? Because a housecat in 3.5 was 1/2HD.

Centipedes

Purchase block:
http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Centipede%20 (house)

Stat block:
http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=House%20Centipede

Alternative

Rats

http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Rat%20(commo n)

http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Rat


BigNorseWolf wrote:
DiscOH wrote:


So while you can't buy insanely high level permanent enhancements, you could (assuming death knell works like this) purchase a scroll of death knell aura, cast a level 9000 greater magic fang etc and trivialize an encounter?
There are better purchases you can make than +5 to hit and +5 to damage to end encounters.

I'm kind of winging it here because the concept of a functionally infinite caster level is still sort of amazing to me. But something like "Spell Resistance" with a 4 digit caster level seems substantially more useful than it would be normally.

Also for the record, cats aren't the cheapest purchasable sacrifice.


Steven Schopmeyer wrote:
Also, the GM can just say "CR1/4 rounds to zero, so the duration is 0mins/level".

Death Knell runs on HD not CR, I don't know why I even brought CR into it. There is no such thing as a 0HD creature.


Let me see if I understand this then:

You can purchase >20 spellcasting services without any fancy tricks.

Death Knell Aura maybe stacks, but nobody's really sure

Everything fun goes away at end of session (misread a line on page 21 in the pathfinder guild guide, thanks for the clarification)

Buying and murdering hundreds of kittens for eldritch power is kind of a shitty thing to do, but at worst requires atonement (unless you eat them or skin them or something afterwards, because for whatever reason that's just fine).

So while you can't buy insanely high level permanent enhancements, you could (assuming death knell works like this) purchase a scroll of death knell aura, cast a level 9000 greater magic fang etc and trivialize an encounter?


What part about this breaks the rules?


Important preface:

Cats cost 3cp.
You can buy 300 cats for 3gp.

Cats can not breathe underwater.
300 cats can be quickly brought to -1 hp at the same time with satchel bags and water.

Death knell gives +1 caster level per target.

Cats have a CR of 1/4.
Death knell lasts 10 minutes per CR of the target (2.5 minutes, 25 turns)

Now for the question:

Can I purchase spellcasting services for someone to cast death knell aura and consume the power of my killed cats. Then pay that same person to cast something like hardness for +150 to an item's hardness permanently?


Dastis wrote:

Firstly most things should not have detect magic up unless they thing something is up. Detect magic requires concentration. Concentration is difficult for people to maintain constantly. Hence passive detect magic should be pretty rare

A tower shield might be thick enough

It happened 3 times in last night's game. I'm not sure if they had innate magic or if people were just unhappy with my constant stealth.

Tower shields are wood by default, Gold is (ironically) the cheapest of the metal materials I can use here. I still need to make sure the tower shield is an inch thick because gold (in spite of being denser than lead) isn't explicitly called out as blocking detect magic.

The other issue is that by carrying a shield in front of me I'll lose my fast movement, which makes stealthing a bit harder.

I think enforcing the "3 rounds of concentration" bit is probably a good (good enough?) solution to detect magic.


When I make a full attack with pummeling style as it is (at least thematically) a single attack, how do I handle these combat triggers?

Corrosive / Flaming "extra 1d6 points of ____ damage on a successful hit"
Once per full attack, or once per dice roll?

Invisibility (as per the spell) "The spell ends if the subject attacks any creature."
Which attacks are the target flat footed for? How long does the +2 for attacking while invisible last?

Invisibility (as per the Special Ability) "If an invisible creature strikes a character, the character struck knows the location of the creature that struck him"
Same question, which attacks are the target flat footed for?

Wrecking Wrath "Once per day, after successful hitting a foe with a melee weapon, you can add your Strength modifier to the damage roll a second time"
Does it double the Pummeling style's strength mod, or does it double one of the rolls?

Charge Attacks In general, does the +2 from the charge attack carry over for every attack? Or just the first?


Tiltedleft wrote:
While Detect Magic would be a pain, insisting it be used appropriately should help mitigate the issue.

Oh actually this helps a lot. There looks like there is a lot of counterplay just in the way I position! Thanks for these details.


_Ozy_ wrote:
Nondetection has a long duration. If you want to hide your items separately, you can use the 1st level Magic Aura spell.

The big issue I'm running into is that I have ongoing magical effects on me (such as invisibility).

Even if I had Magic Aura cast on all my gear (which would use up a lot of friendly spellcasts just to keep me online), the invisibility effect from ring of invisibility, or friendly mage armor would give away my position.


Targutai Minyatur wrote:


What you need is to fight fire with fire, or more precisely magic with magic.
The Misdirection spell says: "By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like)".
There you have it, by the way it gives you a few useful effects.

Are there magic items that grant this effect continuously? I don't have spellcasting levels (pure monk). And it looks like I'd need to cast this on every item that I wear. 5+ level 2 spells per day seems pretty expensive to thwart a cantrip.


I'm playing a very stealth focused character (skill focus stealth, ring of invisibility, dampen presence, the whole shebang), but its recently come to my attention that a common cantrip (detect magic) can cut through my years of training and plainly reveal my location to anyone with access to 0 level spells.

Detect magic reads:
"Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it."

How do I coat myself in lead? Is there lead paint I can pour on everything? Is there a lead lined set of clothing I could put on?

My character limitations are:
I'm a pure monk (so no access to armor/shields). My belt, neck, and 1 ring slot are all being used. I'm playing pathfinder society, so no 3rd party materials.

I want to be invisible as the night, but I'm having difficulties. Please advise.


It is my understanding that creating an arcane bond item follows all the normal rules for crafting. Does this include cursed items? If not what happens on a failed craft check?


SlimGauge wrote:
See this FAQ. It gives an example of a circlet of persuasion.

Ahh, I missed that. Thanks!


If I have a skill that lets me attempt skill check X in place of skill check Y (for instance Orator: http://www.d20pfsrd.com/feats/general-feats/orator), which skill focus/magic item/etc would I need to gain bonuses?


Goblin_Priest wrote:
Any reason you would rather not have mithral? Could guide in the suggestions.

Mithral full plate is 15,000. I don't have a dex bonus and I don't have any armor proficiency, so the upsides of mithral don't really help me much.

If there was a cheap (PFS legal) material that cut weight I would use it in a heartbeat. Stone is the only material legal for armor that also cuts weight, unfortunately it can only be used in stone-only armor constructions, and as such its weight reduction has already been calculated.

Stone coat has been another option, saves me 1k gold vs full plate and 5 lb, but its 1 AC less, and if I imagine a slotless item with an untyped +1 to AC for 1k, I'd buy a billion of them. So I'd rather keep full plate.


Ed Girallon Poe wrote:
Celestial Plate

That's the same weight as mithral full plate but more expensive :(


I'm trying to play a non-somatic wizard in heavy armor, but with a wizard's brain comes a wizard's back. A wizard's back can not hold much.

I'm already carrying around a large stone slab (30lb) for "reasons". What tactics can I use to reliably wear full plate (or something similar).

Things I am considering (but would still like to hear alternatives):
Muleback Cords
Burdenless Armor

Things I would rather not:
Mithral

What else can I do?


I've fallen in love with "Buoyancy" (immediate action, multiple targets, will save) as a metamagic delivery system. The problem is the only metamagic I can apply to it (toxic spell) requires a fortitude save.

Is there a feat/class/trait/etc that lets me change the save a creature would need to make?

Let's make poison great again for once.


After reading through the metamagic entries I came across "Toxic Spell", which unlike most of the other crowd control metamagic feats, doesn't require a damage roll to activate.

This got me thinking, if I apply metamagic to a harmless spell, is there any indication that an NCP would have to refuse the buff (assuming they are already friendly).


Tonya Woldridge wrote:


You want to contact VCs John & Wendy Ann Francis. Their email is on the coordinator page. They can replace chronicles for you.

Thanks


BigNorseWolf wrote:

You need to contact a venture critter or the original DM

Where abouts are you located?

If you right click on pathfinder society logo in the upper left hand corner open in new tab

up top click "my pathfinder society"

I'm in the bay area (california). I know at least 1 of the GMs doesn't play anymore.


I just got back to PFS after 3-4 years of inactivity.

I have a couple of characters that I'd like to play, but I don't have any of the chronicle sheets. I know PFS tracks which chronicles which of my characters plays in, so is there anyway I can recover how much gold etc I'm supposed to have?

What is the protocol for something like this?


Senji975310 wrote:

A witch familiar precisely says that her familiar would use witch rules for familiars, not those provided by other classes. So tumor familiar won't add new abilities to witch's familiar.

I have no idea how it would stack with wizard's familiar, but i'm pretty sure any GM would allow a familiar to have additional ability to meld with it's master and have fast healing if player will choose Tumor Familiar discovery.

Generally it is better to discuss your character design with your GM, and let him know what kind of character you want to create, and that you do not seek to break the game.

I don't believe there was ever a call to choose familiar class feature from different classes, so naturally rules are hazy on that one.
I'm curious however, what is your character design?

I've been trying to build a "dedicated parent" build, where everything the character picks up is to make their companion succeed.

Right now a rough estimate of the character build path will be:

Character Build wrote:

Human - Alternate Eye for Quality - Familiar + 2 dex

Starting Stats
Strength . .. . 9
Dexterity . . . 10
Intelligence .. 16
Constitution .. 18 (16+2)
Wisdom . . . .. 8
Charisma . . .. 13 (needed for evolved familiar)
HP and skill levels are the only stat based attributes the familiar inherits from me.

Traits -
Destined for Greatness (Replenishes a free kit when visiting large towns)
???? (Something utility based, not sure yet)

Class levels -
Probably all Alchemist (Homunculist), might take some levels of Fighter (eldritch Guardian) if I need more combat stats.

Feats -
Every feat I learn is spent on Extra Discovery

Discoveries -
Tumor Familiar (if legal)
Then in no particular order:
A bunch of Evolution Points (Homunculist can take Evolved Familiar in place of a Discovery)
Smoke bomb
Stink Bomb

Familiar Evolution Points -
Claws
Pounce
Then in no particular order:

Hooves
Sting
Improved Natural Armor
Skilled - Stealth / Perception
Tentacles

Level 2 Evolutions to look at (granted through Homunculist level 4/8):
Shadow Blend (near permanent 20% concealment)
Flight (charging flying claw/talon attacks deal double damage)
Limbs (arms, for more claw attacks + arms are handy)

Familiar form:
Squirrel (19 dex stat on a quadruped with a neck slot. Scarlet spider is 21, but it doesn't have a way to wear amulet of mighty fists)
Archetype:
Protector (lets me keep my familiar alive better)

If legal:
Take improved familiar to get a Resolute Squirrel for DR and smite.

Homunculist evolution points stack with evolved familiar points, does this mean level 2 evolutions are easily obtainable?

It's still a bit of a loose build because I have to hunt down some more rules clarifications before I set it in motion, but it should give me a pretty good set of skills to RP with and a good set of combat tools.


I know levels of different classes that grant a familiar don't grant additional familiars, and I'm assuming the verbiage is supposed to imply that levels of the same class also do not grant multiple familiars.

What happens when there are multiple familiars with unique abilities being granted? Do both ability profiles apply like archetypes?

Would I get a homunculus that could live inside my neck as a tumor? Do I just have to pick one familiar profile to apply?


Gisher wrote:


So your Unseen Servant can't engage in any offensive combat action, not just those requiring an attack roll.

Oh, perfect.

Thanks for clearing that up.


In general should I be using the invisible spell to define attack? I was under the assumption that invisible had excessive restrictions above and beyond what "attacking" normally meant. Since it says "The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes..."

QuidEst wrote:
It says that Unseen Servants can't attack in any way, not that they can't make attack rolls. Firing Magic Missile at someone is definitely attacking. Unseen Servants would need to be able to talk to speak the command word for a magic item.

Entwined Serpent just says "At will, the wielder can use the staff to cast magic missile". Is there a footnote somewhere that says all magic items require a command word? Where would I find that?

Drahliana Moonrunner wrote:
Unseen servants aren't characters or butlers, they're animated bits of force that can do exactly what the spell description allows... nothing more than that.

I'm totally on board with this. The spell is pretty vague though.

The only helpful rulestext unseen servant gives me is:
"It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained."


Can I give my unseen servant a magic item with no stat / skill requirements like the "Quarterstaff of Entwined Serpents"?

The only stipulation I could see is that Unseen Servants can't attack. Am I correct in assuming that since Magic Missile has no attack roll it doesn't count as an attack?


Produce Flame is a first level druid spell well known for its atypical wording (0 foot non touch spell).

Spoiler:
School evocation [fire]; Level druid 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect flame in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

A lot of people are interested in stacking produce flame with unarmed attacks or the number of melee attacks that can be made per level. This is not that thread. I'm interested in how Produce Flame operates as a weapon and the nuances that result because of that function.

The ranged version of Produce Flame operates as a thrown weapon:

Does this add strength to your ranged Produce Flame damage?

Does this no longer count as spell damage for the purposes of Feats/Abilities?

Amulet of Mighty Fists and Produce Flame:
Touch attacks are applied through natural/unarmed attacks. Would an amulet of Mighty Fists enhance the Melee Produce Flame attack? The ranged attack?

Two Weapon Fighting:
Unarmed/natural attacks are normally considered light weapons. Would two casts of Produce Flame (one for each hand) allow the use of two weapon fighting? Would the ranged version?

I appreciate any citations/historical insight/general thoughts you have to share.

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