Wizard Bonded Object - Interferes with Somatic?


Rules Questions


If a Wizard has a weapon as a bonded object, since he HAS to be wielding it in his hand(s), can he still cast spells with somatic components while wielding it, or does he ALWAYS have to have it in one hand and ALWAYS have the other hand open to cast?

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Personally, just as I'd let you cast a spell with a bonded ring or a bonded wand in that hand, and given the role of the athame in magical tradition, I'd let you use the hand holding your bonded weapon to cast somatic spells.


Sean K Reynolds wrote:
Personally, just as I'd let you cast a spell with a bonded ring or a bonded wand in that hand, and given the role of the athame in magical tradition, I'd let you use the hand holding your bonded weapon to cast somatic spells.

Isn't this the complete opposite of how Jason Bulhman ruled it? His ruling was related to 2 handed bonded weapons, but I think it is pretty clear that you can't use the hand wielding the weapon for somatic components.

He ruled that if you were wielding a 2 handed weapon you cannot cast any spells with somatic components. That is why he said 2 handed weapons make poor arcane bonds.


Pathfinder Starfinder Roleplaying Game Subscriber

Thus,

Sean K Reynolds wrote:
Personally


Gignere wrote:
He ruled that if you were wielding a 2 handed weapon you cannot cast any spells with somatic components. That is why he said 2 handed weapons make poor arcane bonds.

That's why they (partially) changed it.

"If a wizard attempts to cast a spell without his bonded object worn or in hand..."

The idea was you could hold (not wield) the weapon in one hand, and use the other for somatic. The problem is they left the line before that intact: "If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded."

Still, the point was just to hold it, not to wield it.

I'd like to be able to use the bond like SKR says above, and even extend that to clerics wielding the favored weapon of their deity.


mordion wrote:

Thus,

Sean K Reynolds wrote:
Personally

I thought this was a rules question and not homebrew.


RAW contradicts itself, and there is no clear cut winner aside from Dev's coming in and telling you how they'd run it.

One dev says X, one dev says Y. What are you left with? the same as with any other rule- ask your DM.

Quote:
If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell.

Wielded and In Hand are not the same thing- but the rule clearly says both.

Ask your DM until an FAQ or Errata comes out on it.
(and even after that- ask your DM)
Even then its only relevant for 2 handed weapons, everyone else can hold in one hand and cast with the other- regardless of "wield" or "hold"

-S


RaizielDragon wrote:
If a Wizard has a weapon as a bonded object, since he HAS to be wielding it in his hand(s), can he still cast spells with somatic components while wielding it, or does he ALWAYS have to have it in one hand and ALWAYS have the other hand open to cast?

Per the rules you have to have a hand free to cast spells with somatic components. To be able to cast such spells while wielding a bonded weapon, a wizard must have selected a one-handed weapon as his bonded item: the weapon is wielded in one hand, leaving the second hand free to cast spells. RAW does not contradict itself in this, and this was also officially clarified. As noted, this make two-handed and double weapons poor choices as weapon bonds.


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Which sucks, because the staff, a traditional wizard tool, is a double weapon.


Azten wrote:
Which sucks, because the staff, a traditional wizard tool, is a double weapon.

...which is why most wizards that want a staff bonded item use a reskinned club.


Azten wrote:
Which sucks, because the staff, a traditional wizard tool, is a double weapon.

It does and it doesn't. A staff can be treated as a double weapon, or it can be treated as a separate magical item. Characters need only hold magical staves in a single hand to wield them. It's a rather handy exception that fits with the character theme rather well.


That works, until you want to make a staff of power or something.

Personally, I like the light mace for reskinning purposes. Makes a nice cane.


Interesting quirk in the rules:

There is a difference by RAW in "wielding" a quarterstaff- the melee weapon, and "activating" a staff- the magical spell holding item.

From the Staff (the spell holding kind) description:

Quote:
Activation: Staves use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 standard action, however, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).

Using the Staff as a spell holding item (rather than as a beat stick) requires you to hold it in one hand. (or whatever passes for a hand).

A wand in fact can't be wielded at all unless you are planning to stab someone with it.

Wands in fact also have the language of

Quote:
To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area.

"wield" (or wielded) is the term used in the Equipment section for weapons, not the term used in the magical item section for non-weapons.

So, wield it if you are using it as a beat stick, hold it to activate its powers.

In as much as they are thinking you are using the staff or wand as a weapon it should be wielded, imo, but not if you are using it as the magical item.

-S

Grand Lodge

I forget, is a wizard automatically proficient with the weapon, that is his bonded object?


Not according to the PRD, BBT- unless I'm missing it.

Spoiler'd the entire description in case I missed it somewhere.

Spoiler:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

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