Complete Wizard Guide [Ver. 2.0]


Advice

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When you summon a monster, they can't use some of their powers due to:

Summon Monster Entry wrote:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Yes, this means that True Seeing is out *cries*, and so is Continual Flame, Commune and Wish. As is Dimension Door (teleportation effect) and Plane Shift.

Those were the ones I spotted in the summoning list.


Great guide so far. I'll get back to you with a few more thoughts in a bit. For now, a couple of thoughts about spells:

1. Hydraulic Push = fire extinguisher?

2. Flaming Sphere and Pyrotechnics make an AMAZING combo.


3. Rage is a hilarious debuff against enemy casters.

4. Would Disintegrate work through Summoner's Conduit?


I have loved disintegrate for many years now!


Tels wrote:


For instance, take the Astral Plane.

Astral Plane wrote:
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.

That means, while on the Astral Plane, you don't age, you don't get hungry or thirsty. If you are Poisoned or Diseased, they stop negatively affecting you (but you are still Poisoned or Diseased). If you have Regeneration, Fast Healing, or you sleep to regain spells, you don't regain HP. A Troll on the Astral Plane doesn't regenerate.

Time still passes though, so while you may live for 10,000 years on the Astral Plane, 10,000 years pass by on the Material Plane. If you ever return to the Material Plane, you will rapidly age 10,000 years and feel the hunger and thirst of 10,000 year of not feeding or drinking.

I don't think that's right. They *resume functioning* when you leave the Astral Plane, which means that you start needing food, water, and start aging again when you come back home. It doens't say that you have a suddenly boomerang "it all comes back at once" effect. If it did, then anyone who spent 3 days in the astral plane would instantly die of thirst on returning home, which I don't think is the intent.


Yosarian wrote:
Tels wrote:


For instance, take the Astral Plane.

Astral Plane wrote:
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.

That means, while on the Astral Plane, you don't age, you don't get hungry or thirsty. If you are Poisoned or Diseased, they stop negatively affecting you (but you are still Poisoned or Diseased). If you have Regeneration, Fast Healing, or you sleep to regain spells, you don't regain HP. A Troll on the Astral Plane doesn't regenerate.

Time still passes though, so while you may live for 10,000 years on the Astral Plane, 10,000 years pass by on the Material Plane. If you ever return to the Material Plane, you will rapidly age 10,000 years and feel the hunger and thirst of 10,000 year of not feeding or drinking.

I don't think that's right. They *resume functioning* when you leave the Astral Plane, which means that you start needing food, water, and start aging again when you come back home. It doens't say that you have a suddenly boomerang "it all comes back at once" effect. If it did, then anyone who spent 3 days in the astral plane would instantly die of thirst on returning home, which I don't think is the intent.
Timeless Planar Trait wrote:
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

It may have helped if I had posted the whole Timeless Trait originally, but I assumed anyone who was curious, would have gone an looked it up.

But yes, if you visit a Timeless plane, and return to a plane with normal time, you need to eat, drink, use the bathroom etc, before you return, because it will all hit you at once when you do so. The best way to handle the effects of a Timeless Plane, I think, is buying a Ring of Sustenance.

Liberty's Edge

KaptainKrunch wrote:
Gignere wrote:
KaptainKrunch wrote:
As far as Spellcraft as a replacement for Read Magic - decipher scroll is a DC 20 + Spell Level meaning that to decipher a level 1 scroll you're looking at a 21 DC. INT 5 + 1 Rank + 3 Class Skill Bonus + 2 Racial Bonus is 11 at level 1, 13 if you decide to put Skill Focus into it as a Half Elf, or 15 if you do that as an Elf. As an Elf at worst you're looking at a 45% fail chance and at best a 25% fail chance. The odds aren't terrible, but that is 1...

What prevents you from taking 20 when deciphering scrolls with spellcraft? It takes you 20 rounds but it isn't likely that there will be many situations that will require you to decipher the scroll in 1 round anyway.

That is why read magic is useless.

According to the take 20 rules it is assumed when you take 20 that you are trying and retrying over again. I interpret that as meaning you can't take 20 unless you can retry. Spellcraft does not specifically list "decipher scroll" as something you can retry...

Does that mean that you can retry by default?

Edit: looks like you can

Nothing is stopping you from taking 10 unless you're in combat. So as result you only need 10 + spell level. So at level 1 a wizard with 15 int (+2) 1 rank + 3 class skill will have + 6. So they're 5 short in making the roll. But at level 5 this is decreased you'll have higher int (through item and/or higher base int item). So lets assume 18 (16 base + 2 item)4 mod + 5 rank + 3 class = 12 granted they succeed at level 2 scrolls, but they're 1 short for level 3. But next level it's auto pass, as for higher level you'll need assist or use a short time buff.


Im about to roll my first wizard and my plan is to be a Gnome Illusionist obsessed with clocks and has the eventual plan to make a Clockwork golem. I seem to notice that most illusion spells get rated as bad. Im new to pathfinder and new to wizards so im wondering if the character wil be gimp.


Gallyck wrote:
Im about to roll my first wizard and my plan is to be a Gnome Illusionist obsessed with clocks and has the eventual plan to make a Clockwork golem. I seem to notice that most illusion spells get rated as bad. Im new to pathfinder and new to wizards so im wondering if the character wil be gimp.

The problem with illusion spells is that there are whole sections of the Bestiary that are outright immune to them because they are Mind-Effecting. Creatures like Undead are immune to Mind-Effecting effects, so your illusion spells won't work at all on those creatures with few exceptions.

This isn't in the rules exactly, but some of the older GMs may be predisposed against illusionist (I know mine is) and ad-hoc nerf the illusion spells on the spot.


nategar05 wrote:


Great guide so far. I'll get back to you with a few more thoughts in a bit. For now, a couple of thoughts about spells:

1. Hydraulic Push = fire extinguisher?

2. Flaming Sphere and Pyrotechnics make an AMAZING combo.

3. Rage is a hilarious debuff against enemy casters.

4. Would Disintegrate work through Summoner's Conduit?

1. Not a bad idea. Don't know how often it'll come up though.

2. That is definitely a good idea. Also states that magical fires are not extinguished, so I really like this as a good early game combo.

3. Rage must be used on willing targets. I'm not exactly sure where the benefit is regarding casters specifically either, except for the fact that they will get less use out of the strength bonus.

4. I don't see why not.


Gallyck wrote:
Im about to roll my first wizard and my plan is to be a Gnome Illusionist obsessed with clocks and has the eventual plan to make a Clockwork golem. I seem to notice that most illusion spells get rated as bad. Im new to pathfinder and new to wizards so im wondering if the character wil be gimp.

Two thoughts:

1. Don't forget that specialist doesn't mean you have to cast lots of Illusionist spells. The rest of your spell slots are free to be whatever they want to be.

2. There's no such thing as a "Gimped" Wizard because of my first thought. There are simply Wizards and more effective Wizards. If you're picking the right spells in general, you'll be useful to your party. Heck, even if you memorize only ONE right spell, it'll be an awesome moment when you cast it.

Well, I mean, there are obviously ways to gimp a Wizard and make a waste of space, but just remember, Wizards are powerful.

As long as you're not multiclassing into something awful and you keep your INT up, you'll be fine.


Leisner wrote:

When you summon a monster, they can't use some of their powers due to:

Summon Monster Entry wrote:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Yes, this means that True Seeing is out *cries*, and so is Continual Flame, Commune and Wish. As is Dimension Door (teleportation effect) and Plane Shift.

Those were the ones I spotted in the summoning list.

Yeah, I need to fix those.

I'm sure I'll get around to it eventually.


Your guide mentions that you don't know how the Harrowing rules work and you don't want to learn them. I'm playing a Harrower in the Serpent's Skull adventure path, and I can say this of it; you don't really need to learn to Harrow to play the class. While it's designed around Harrowing as part of it, most of it doesn't actually need you to Harrow to get the benefits, just have the Harrow deck, which can be simulated. You should read it over and ignore anything that requires actual Harrowing, and kinda look at it from that point of view. All of the class features don't actually require you to perform a Harrowing; you just draw cards and get benefits based on their alignment or stat, and nothing else. You can figure the class out more than easily enough without knowing how to Harrow at all, trust me! All you have to know is that the cards use the four-corners alignment grid (lawful is west, good is north, chaos is east, evil is south) and what each symbol means (hammer=strength, key=dex, shield=con, book=int, star=wis, crown=cha) and you can play it from there.

It is more fun with Harrowing, but not needed.


Great, crazy thorough guide.

Are you sure, however, that you can stack reach spell? And, as like a level 4 spell, do reach reach reach shocking grasp?

Your analysis of the feat seems to imply that.

-Cross (I don't know whether or not it's true either way)


Crosswind wrote:

Great, crazy thorough guide.

Are you sure, however, that you can stack reach spell? And, as like a level 4 spell, do reach reach reach shocking grasp?

Your analysis of the feat seems to imply that.

-Cross (I don't know whether or not it's true either way)

Reach Spell

"Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher."

Pretty sure.

It's not exactly "Reach Reach" spell. It's just reach spell with a higher than +1 slot.


glenn frog knight wrote:

Your guide mentions that you don't know how the Harrowing rules work and you don't want to learn them. I'm playing a Harrower in the Serpent's Skull adventure path, and I can say this of it; you don't really need to learn to Harrow to play the class. While it's designed around Harrowing as part of it, most of it doesn't actually need you to Harrow to get the benefits, just have the Harrow deck, which can be simulated. You should read it over and ignore anything that requires actual Harrowing, and kinda look at it from that point of view. All of the class features don't actually require you to perform a Harrowing; you just draw cards and get benefits based on their alignment or stat, and nothing else. You can figure the class out more than easily enough without knowing how to Harrow at all, trust me! All you have to know is that the cards use the four-corners alignment grid (lawful is west, good is north, chaos is east, evil is south) and what each symbol means (hammer=strength, key=dex, shield=con, book=int, star=wis, crown=cha) and you can play it from there.

It is more fun with Harrowing, but not needed.

Hmm...

I dunno. I might check this out next week once I'm done with my next exam (Which is Tuesday.)


KaptainKrunch wrote:


Reach Spell

"Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher."

Pretty sure.

It's not exactly "Reach Reach" spell. It's just reach spell with a higher than +1 slot.

You're totally right. I never considered that. Thanks for the clarification.

This guide is legitimately spectacular - the sheer amount of work you put in is staggering. Great job.

-Cross


KaptainKrunch wrote:
glenn frog knight wrote:

Your guide mentions that you don't know how the Harrowing rules work and you don't want to learn them. I'm playing a Harrower in the Serpent's Skull adventure path, and I can say this of it; you don't really need to learn to Harrow to play the class. While it's designed around Harrowing as part of it, most of it doesn't actually need you to Harrow to get the benefits, just have the Harrow deck, which can be simulated. You should read it over and ignore anything that requires actual Harrowing, and kinda look at it from that point of view. All of the class features don't actually require you to perform a Harrowing; you just draw cards and get benefits based on their alignment or stat, and nothing else. You can figure the class out more than easily enough without knowing how to Harrow at all, trust me! All you have to know is that the cards use the four-corners alignment grid (lawful is west, good is north, chaos is east, evil is south) and what each symbol means (hammer=strength, key=dex, shield=con, book=int, star=wis, crown=cha) and you can play it from there.

It is more fun with Harrowing, but not needed.

Hmm...

I dunno. I might check this out next week once I'm done with my next exam (Which is Tuesday.)

As long as you're looking over prestige classes, Hellknight Signifer bears mentioning. Entry will eat a bunch of feats, but it's full-casting with medium BAB and corresponding d8 HD, reduced ASF (cast in mithral plate if you don't mind losing your swift action, or darkleaf hide if you do), and a variety of generally handy goodies (DR, telepathy, True Seeing, see through walls, etc.) It's best for characters looking to play melee/caster hybrids, but the improved defenses are worth considering for anyone who doesn't mind the feat cost.


A great commenter has gone through the guide and made some great points along the way, forcing me to re-evaluate some of my thoughts.

As a result I'm probably going to go through and take another look at the entire Enchantment school again as well as a select few other spells that he made some good points on. Expect rating improvements on the Dominate spells and possibly some of the other mass holding spells. One of the reasons Enchantment got so harshly rated is because so many of the spells do not have any secondary effect if the target makes their save, but I also think that I developed a bit of jadedness to the school after rating 500 spells that I got sick of "Will save or lose" and "Mind effecting" features being on so many different spell names.

I also realize after his criticisms that I did put too much emphasis on "Fireball" as a candidate for dazing spell, and while that wasn't entirely my intention, I did fall for the redundancy of using it as an example time and time again.

I'm bringing this all up however because I'd like to have a little discussion about Shadow Spells

In my discussions with this commenter (Who posted as anonymous, I assume it's only one person) I did see his side of the argument on many of the spells with some exceptions. Some I'm still not quite convinced on though are the Shadow Spells, specifically Shades.

I'm not going to post the entire conversation here since my attempt just now made my browser crash, but it's all in the guide so you're welcome to read them (Though regarding the Shades subject it's kind of spread out over different spell comments.)

Some of the arguments for the spell include that Shades is versatile, it doesn't have any spell components, and why wouldn't I think that there shouldn't be some kind of drawback (Will save for full effect, can only duplicate lower level spells) when it has such versatility.

While I can be harsh in my language, I don't go into any spell trying to hate it (Most of the time.) I genuinely want to hear from you guys anecdotes where Shades' strengths made the real difference, and I want to hear situations where there was no way you could have just memorized the spell you duplicated.

That's the thing about Shades that gets to me. I can't think of a single spell in the Conjuration [Creation] or [Summoning] line that you wouldn't already have memorized in a lower level slot that you would need on the fly. If Shades was a Miracle-esque spell that could duplicate ANY lower level spell on the Wizard School and ANY Divine Spell 7th level or lower, then I'd be all for it with 5 gold stars (Actually, why DOESN'T Illusion have a spell like that when Miracle exists, especially if it has a chance of not providing a full effect?)

But is there a significant spell of those two spell categories of 8th level or lower on the Wizard's List only that you would probably not memorize but want around as a contingency?

I keep thinking that Shades is just another Hungry Pit if you need it (Heightened mind you, but still just another pit), or just a worse version of Summon Monster IX. Shades does have a slight upper hand when it comes to casting time on the Summon Monster spells, but is it worth the drop in power, especially when, in my opinion, Summon Monster IX itself is dropping off in its usability?

Lets have a discussion, and maybe I'll feel better about the spell and re-evaluate the entire line.


I had a fairly similar experience dealing with my review of witch patrons. Honestly, I feel like like the Shadow line as a whole has a lot of leftover goodwill from 3.5 when sourcebook proliferation put a much wider variety of effects in their purview. In Pathfinder, Shadow Conjuration and Greater Shadow Conjuration, you get as you say a choice between, ultimately, pretty much three effects: "zone of debuff/damage" (a pit or cloud), "wall", or "summon monster" and you'd mostly do just as well memorizing Summon Monster and putting something beefy in the way instead.

However, with Shades specifically it deserves the hype. What you're overlooking is that Shades, unlike Shadow Conjuration, is not limited to the subschools. Compare the text of Greater Shadow Conjuration and the text of Shades. Specifically, it's "This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower" for Greater Shadow Conjuration and "This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower" for Shades.

This is huge. It means Create Demiplane with standard-action casting time and no material component. It means that "summon monster or hungry pit" can also be a Maze, or a Magnificent Mansion, or a Greater Planar Binding if any of those turn out to be what you need (be sure to work out with your GM exactly what it means for any of those to be disbelieved, though, because it's not always clear.) Heck, it can even be Heal, Greater Restoration, or Resurrection - unlike Shadow Conjuration, it doesn't specify wizard spells. In other words, it means it actually has the versatility and power that people hype the shadow line over, because it really can do a huge variety of different powerful effects in one slot.


Benly hit it right on the head. The benefit of Shades is that it is every single conjuration spell of 8th level or lower. Because it is every conjuration spell, both Arcane and Divine, Shades is on par with Wish for candidate of being the mightiest Arcane spell. Hell, in lots of ways, it's vastly more powerful than Wish, because you don't need to provide any material components. Everything you cast via Shades, you cast for free. You can bring people back from the dead, for free, you can restore levels, for free, you can create a planar resort for you and your friends, for free.


Yikes. I don't think I ever considered interpreting it that way.

Is there anything to show that is the intended reading of the rules there?

I mean RAW you seem to be right, but I guess I just assumed that Shades was just an upgrade to Greater Shadow Conjuration. Especially since other similar duplication spells specifically state that they include the material cost of the spells they are duplicating.

Allowing ALL conjuration does definitely improve it on vast levels, though it does have some strange implications, I mean how is a teleport 80% real? (I mean would a successful save leave me saying something like "I didn't need that spleen anyway..."?)


KaptainKrunch wrote:

Yikes. I don't think I ever considered interpreting it that way.

Is there anything to show that is the intended reading of the rules there?

What do you mean by "anything to show"? I don't know of any clarifications or FAQs on it, but the fact that you have Greater Shadow Conjuration's wording to compare it to means it seems fairly clear that there's a difference.

I mean, suppose you had a set of spells called Beast Body, Greater Beast Body, and Beastest Body. Beast Body says "you can turn into any Small or Medium animal that does not fly", Greater Beast Body says "Works as Beast Body except that you can turn into any Large or smaller animal that does not fly", and Beastest Body says "works as Beast Body except that you can turn into any Huge or smaller animal". Would you think even for a moment that Beastest Body doesn't let you turn into a bird?

Shades is essentially Wish Lite - the same great do-anything flavor, but without the hefty price so you can actually use it regularly. The only sticking point is of course sorting out what exactly it means for unusual spells to work at partial effectiveness (heaven help you if you disbelieve a demiplane you're currently in) and whether you can voluntarily fail to disbelieve a spell. (RAW you should be able to since you can voluntarily fail saves against most spells, but narratively it's a little weird.)


Yeah, I'm kind of looking for an FAQ. I mean as a DM I'd probably go in favor of letting it duplicate any conjuration, especially considering the Divine Casters get a spell that's basically superior in every way.

But the fact that the text doesn't say anything like "Including X and Y" makes it seem slightly ambiguous as to its intent, as if it might have accidentally been put through with vague language.

However...

http://www.d20srd.org/srd/spells/shades.htm

Looking up 3.5's version of Shades it states "This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. "

Which suggests to me that it couldn't have been anything but intentional. Especially since here it also seems to be all conjuration spells inclusive, at least for Wizard/Sorcerer spells.

With that in mind I'll go ahead and give Shades a much better rating.


Also, it seems like my "80% real" qualm is already addressed in the text by essentially stating that it has a 20% fail rate against non believers for non-damaging effects.

Makes me want to make a Santa Claus illusionist.

"Ho ho ho My Dear Party Members, I can make everything all right. You just have to BELIEVE in me is all! Ho ho ho!"


Pathfinder Adventure Path Subscriber

A few things on the Shades to consider:

Another (albeit hidden) constraint, objects automatically make their will saves (since shades functions as greater shadow conjuration, which in turn functions as shadow conjuration, which states that objects automatically make their will saves).

Also, as with the other Shadow Conjuration spells, any spell it mimics gives spell resistance, even when there normally is none.

Also, with Create demiplane, at most it would save you 500 gp and a couple of hours, since the cost for making a demiplane permanent comes from the Permanency spell, which is a universal spell.

Planar Binding and the like normally don't have any sort of material components anyway. It doesn't negate the need for making an appropriate offer to the illusionary creature you summon though (which may include sacrifices/treasure, etc). Planary Ally, OTOH, lists "payment" as in the material components section, but then specifically calls it out that you must pay this in the spell description, so a DM might let you get away with casting it without making the payment on a technicality- but it seems iffy to me.)

OTOH, Shades also has another implicit ability that greatly extends its powers: it can duplicate Limited Wish, which opens up a whole lot more options outside of the conjuration school.


Wait... How does it duplicate Limited Wish? That's a Universal School Spell.

Your other points are good though. I'm kind of leaning toward Green for Shades, mostly because of its ability to duplicate Resurrection or Heal, especially for the former's ability to seemingly avoid the 10,000 gp fee, theoretically the only drawback being that they'd be resurrected with 80% of their damage recovered instead of full.

Actually, I suppose if Shades has the ability to do that I should be rating it Blue...


Pathfinder Adventure Path Subscriber

Oops, you're right on the Limited Wish. Been looking at different editions of D&D recently and got it confused. Sorry about that.


Dreaming Psion wrote:
Oops, you're right on the Limited Wish. Been looking at different editions of D&D recently and got it confused. Sorry about that.

Heh, what's funny is that when Benly was bringing up that Shades should be able to duplicate healing spells the first thing I thought was "Aren't those Necromancy!?"


Dreaming Psion wrote:

A few things on the Shades to consider:

Another (albeit hidden) constraint, objects automatically make their will saves (since shades functions as greater shadow conjuration, which in turn functions as shadow conjuration, which states that objects automatically make their will saves).

Also, as with the other Shadow Conjuration spells, any spell it mimics gives spell resistance, even when there normally is none.

Also, with Create demiplane, at most it would save you 500 gp and a couple of hours, since the cost for making a demiplane permanent comes from the Permanency spell, which is a universal spell.

Planar Binding and the like normally don't have any sort of material components anyway. It doesn't negate the need for making an appropriate offer to the illusionary creature you summon though (which may include sacrifices/treasure, etc). Planary Ally, OTOH, lists "payment" as in the material components section, but then specifically calls it out that you must pay this in the spell description, so a DM might let you get away with casting it without making the payment on a technicality- but it seems iffy to me.)

These are all fair points - it is not a perfect spell, even though it is pretty great. One thing to note is that you don't actually need to make an offer for Planar Binding if you're confident in making your Charisma check without it, but you're right that you still need to win a contest of wills against your illusory creation.

Unrelated to that but related to the guide, I was putting together a character for a potentially upcoming game and was reminded of a fantastic wizard feat the guide doesn't mention: False Focus. The prereqs are cheap, it lets you spam Animate Dead and similar lowish-to-moderate cost spells for free, and between all the various foci and material components you can end up gathering for niche spells it can save you a lot of cost and hassle in the long run. There's also weird shenanigans you can engage in involving False Focus and Fabricate but, well, they're weird.


Benly wrote:


Unrelated to that but related to the guide, I was putting together a character for a potentially upcoming game and was reminded of a fantastic wizard feat the guide doesn't mention: False Focus. The prereqs are cheap, it lets you spam Animate Dead and similar lowish-to-moderate cost spells for free, and between all the various foci and material components you can end up gathering for niche spells it can save you a lot of cost and hassle in the long run. There's also weird shenanigans you can engage in involving False Focus and Fabricate but, well, they're weird.

The trouble with feats in general is that they're not terribly well organized on the SRD. I'm bound to miss at least a few in the process of finding them out.

And yes, having just read this feat I can already think of some great uses for it. For instance, Stone Skin: Communal is 100gp per creature effected, making it a free Stone Skin buff at the cost of one spell slot higher.

Animate dead is definitely an incredible option as well. While it will take multiple castings and you won't be able to create anything with higher than 4HD, you can eventually make your army with basically no cost (But I do think that is pushing the envelope into the naughtiest of metagame territory.)

(I'm going to go ahead and make a list of spells for my future evaluation of this feat right here since it's convenient to me)
Arcane Lock - which I somehow missed in my guide for the Spell Evaluation - is a lot better, and it's permanent.

Create Treasure Map is suddenly Free.

You can make a stash of Continual Flames.

Fabricate Bullets for your gunslinger.

Place Magic Mouths everywhere.

Nondetection is slightly more usable.

Make Pellet Blast overcome Damage Reduction without any monetary consequences.

Write in Illusory Script as much as you want...

There are some good possibilities up there, makes me think the Feat deserves about a green (Probably not blue, since it is competing with so many other feats though.)


KaptainKrunch wrote:


Fabricate Bullets for your gunslinger.

Fabricate Bullets actually gets into the same weirdness as Fabricate. See, the thing about both versions is that the target is explicitly the same object as the material component. So you can cast it with False Focus, and the focus substitutes for the pound of lead without being consumed, no problem - except that the effect of the spell is to then transform the target (which is now your holy symbol) into a pile of bullets.

With Fabricate proper, this is still pretty useful, because it means you can carry around a supply of 100-GP holy symbols and transform them each into any nonmagical object worth 300 GP or less with a Craft check. (And yes, arguably that includes things like "three 100-GP holy symbols on a cotton string".) With Fabricate Bullets it's pretty borderline - you can turn a 2-GP-value holy symbol you carved yourself into 30 GP worth of bullets, so it's still a pretty decent cost-saver, but it's not quite the fountain of free bullets you might have been hoping for.


KaptainKrunch wrote:
There are some good possibilities up there, makes me think the Feat deserves about a green (Probably not blue, since it is competing with so many other feats though.)

Oh, and I forgot to address this earlier: bear in mind that False Focus is available and usable level 1. I have always had a hard time finding good feats for wizards at low levels, especially human wizards: there's Spell Focus, sure, and if you're a summoner there's Augment/Superior Summoning. Outside of that, though, it's mostly either "take Improved Initiative/Toughness/other effective-but-boring feats" or "take metamagic feats that I won't actually use for several levels to get them out of the way". I've never been a fan of the boring-boost-your-numbers feats as anything but filler, so something like False Focus gets extra points from that perspective.

Regardless of color rating, it's also worth noting that False Focus synergizes well with an amulet Arcane Bond, which starts you with a "masterwork amulet" - there's no list price for this, but given the price of the masterwork weapon you can choose to start with, a 100-GP amulet shaped like your favorite deity's holy symbol isn't too unreasonable.


Good ideas.

I went ahead and cited you in the guide where I added False Focus in. I hope you don't mind.


Finished updating a few of the spells and adjusting some of the ratings.

I did think a little harder on some of the spells and came to a lot of the same conclusions. Most importantly though I gave the dominate spells the ratings they deserve.

Still a little waffling on giving Dominate Monster a straight up blue since that tends to suggest it's something you should be memorizing a lot, but when I really considered the implications of the effect as a non-combat spell, you really COULD be memorizing it every day and using it.

And yes, you could use it IN combat as well, I just think there's a lot more risk there. In combat, as an enchanter, I'd turn to some of the level 8 options that are sure-fires first.


I don't want to come off like I'm "the False Focus guy" but another interesting aspect of the feat occurred to me late last night: I'm pretty sure that as written it can add in alchemical power components for free as long as they don't go over the GP limit. It's not a huge bonus, but I won't say no to some extra damage on Fireball, higher DC and a bit of damage on Grease, rerolls on Black Tentacles and extra resistance on Resist/Protection From Energy.

Shadow Lodge

Tels wrote:
Gallyck wrote:
Im about to roll my first wizard and my plan is to be a Gnome Illusionist obsessed with clocks and has the eventual plan to make a Clockwork golem. I seem to notice that most illusion spells get rated as bad. Im new to pathfinder and new to wizards so im wondering if the character wil be gimp.

The problem with illusion spells is that there are whole sections of the Bestiary that are outright immune to them because they are Mind-Effecting. Creatures like Undead are immune to Mind-Effecting effects, so your illusion spells won't work at all on those creatures with few exceptions.

This isn't in the rules exactly, but some of the older GMs may be predisposed against illusionist (I know mine is) and ad-hoc nerf the illusion spells on the spot.

There are many illusion spells that aren't mind-affecting, beginning right at 1st level with Silent Image.


So I'm skimming your spell ratings: why do you think Major Creation's duration makes it useless? Even precious metals last a minimum of three hours at the minimum possible caster level, with base metals lasting nine hours and non-mineral objects lasting 18. "Rare metals" are the only things that can possibly last less than an hour and a half with it.


Benly wrote:
So I'm skimming your spell ratings: why do you think Major Creation's duration makes it useless? Even precious metals last a minimum of three hours at the minimum possible caster level, with base metals lasting nine hours and non-mineral objects lasting 18. "Rare metals" are the only things that can possibly last less than an hour and a half with it.

I suppose with a 3 hour length of time for Gold you could use the spell to swindle someone.

I'm thinking more along the lines of fabricating the Mythril into armor or something. With 1 round per level AFTER a 10 minute casting time it makes it hardly usable.

As for non-precious metals, I guess you could craft a sword or two if your party was suddenly weaponless and have it be meaningful.

I dunno, maybe with some imagination I'm sure there's something you can do with it. To be honest though I'm lacking in ideas.

This one I should give a little more thought than I have though, since you CAN just create the full object according to the text.


KaptainKrunch wrote:


I'm thinking more along the lines of fabricating the Mythril into armor or something. With 1 round per level AFTER a 10 minute casting time it makes it hardly usable.

Oh, I agree that the "rare metals" duration is useless - it's just that that's the only one. For anything that's not made of mithral, adamantine, or alchemical silver, it should last long enough for a lot of purposes.

If you don't think "create pretty much any nonmagical item for a few hours to a day or more" is useful, well, that's your opinion, but saying that you're downrating it because the duration is too short is baffling when it lasts hours for literally anything except a very short list of specific materials.


Benly wrote:


Oh, I agree that the "rare metals" duration is useless - it's just that that's the only one. For anything that's not made of mithral, adamantine, or alchemical silver, it should last long enough for a lot of purposes.

If you don't think "create pretty much any nonmagical item for a few hours to a day or more" is useful, well, that's your opinion, but saying that you're downrating it because the duration is too short is baffling when it lasts hours for literally anything except a very short list of specific materials.

Thinking about it a little more the usefulness of other objects is dependent on the limits of your creation I think.

If it has to be one object of a single material, that's certainly limiting the possibilities. For instance, what if I wanted to make a Bicycle (A crafty diviner who could see into the future might come up with that) Would I be able to create an object of both metal AND plant matter?

Would I be able to make an object complete with complimentary objects assuming that I haven't used up all my cubic space? For instance, could I make a Cannon complete with ammo? Or would I have to fabricate the ammo afterward? (Although I guess I'd have to use creation to make the ammo because apparently using fabricate counts as using the creation as a material component.)

You know the more I think about this spell the more I think about summoning ladders and other utility items, I think I might need to give it a better rating overall. Heck, even the minor version can make ladders. This is all assuming you've bothered taking the appropriate craft skill though, which kind of bumps it down.

As far as the problem being ONLY duration, I think I just poorly worded my description. I'd definitely like the spell more if the spell was permanent, or at least longer than a single memorization period.


KaptainKrunch wrote:
This is all assuming you've bothered taking the appropriate craft skill though, which kind of bumps it down.

You don't need to have the craft skill, you just need to make the craft check. Craft is an Int-based skill that can be used untrained, most DCs are 10-15, and only a few alchemical items and high-Strength composite bows have DCs higher than 20. A wizard should be able to take 10 on most items easily even untrained and handle almost anything else with one skill point plus class skill bonus - or, if even that's too much investment for you, Crafter's Fortune should suffice to make up the gap.

The "more than one item" question is a matter of GM interpretation - most GMs I've known have allowed it as long as they're notionally related items (like "bow and arrows" or "a pile of antitoxin flasks") but I can imagine some being sticklers about it. As I recall in 3.5 the spell used the duration for the most "expensive" material involved for multi-material items, but I don't know if that clarification's official in PF.


I'm glad you have a realistic take on bonded items. I don't care for familiars when I play. It's a feat to get a good one, and I never found them all that useful. Sure, they don't suck, but they're just sorta meh to me.

A ring that lets me cast any spell I know? Priceless. I've played quite a few wizzies over the years, and never lost it.


Quick question: In the guide, the DC for some of the Poison/Disease attacks is increased if you have the Augment Summoning feat, such as the Dire Rat or Viper from SMI. I cannot for the life of me find this in the rulebook. Where does it say that the DC should be increased due to Augment Summoning?

Thanks in advance.


ZanzerTem wrote:

Quick question: In the guide, the DC for some of the Poison/Disease attacks is increased if you have the Augment Summoning feat, such as the Dire Rat or Viper from SMI. I cannot for the life of me find this in the rulebook. Where does it say that the DC should be increased due to Augment Summoning?

Thanks in advance.

In the Universal Monster Rules entries for disease and poison, the formula for calculating the DC of monster disease and poison attacks is provided. In both cases, the Constitution modifier of the creature is one of the elements, so when that increases the DC increases as well.


Ah, found it, thanks. I was looking under Diseases and Poisons.


The Bestiary states that the Nosoi "Despite their size and apparent lack of hands, they may use medium-sized drawing and writing tools without penalty". I can't see why they cant use wands if they can use a pen.


In your feat section, you might want to mention Fast Learner for humans out of ARG. In my opinion this is a Blue feat due to allowing a human to get both a skill point and a hit point each level.


I'm curious about something and correct me if and where I am wrong, but I can find no stipulation in the Advanced Race Guide saying that Drow share the same favoured classes as elves, in fact they have their own favoured classes, so...may I get clarification here?

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