Arcanist: Spell Tinkerer exploit question


Class Discussion


So, the Arcanists Spell Tinkerer exploit does the following:

Quote:
Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease the remaining duration of the spell by 50% (adding or subtracting 50% from the remaining duration). Alternatively, she can suppress a spell effect for a number of rounds equal to her Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.

One of the best uses for it is going to be to extend your own self buffs by 50%. Take Darkvision for example. A level 12 Arcanist casting extended Darkvision has it last 24hours. Great you think, all day long buff are ace.

Now he uses Spell Tinker and it lasts for 36 hours. Even better! Then he does it again...now it lasts 2 days. Again, now it lasts 3 days. Again, 4.5 days. Again 6.75days. Again nearly 10 days and so on.

At this level the Arcanist starts the day with 7 points but can burn more than enough spell slots to make it last a whole year if he wants to. Then he repeats the process with other 1hour/level spells.

Is this intended I wonder? How many points does it take to turn 10min/level buffs into day long ones? At 12th level an extended spell lasts 4 hours. 6, 9, 13.5, 20.25. So for 4AP your short duration buff lasts all day. That's the equivalent of one 4th level spell slot. Pretty decent.

How about 1minute per level? Extended starts out at 24 minutes. 36, 54, 81, 121 (lets call it 2 hours), 3, 4.5, 6.75, 10ish, 15, 22. So a lot more expensive at 10AP but if you have means to get them back it may well be worth it.

Now there is of course this passage in the exploits section:

Quote:
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.

but the 1 point limit in bold seems very specifically to relate just to the DC boosting ability.

So Spell Tinker represents a bit of crazy town with a return to the old days of Persistent Spell.


andreww wrote:
How about 1minute per level? Extended starts out at 24 minutes. 36, 54, 81, 121 (lets call it 2 hours), 3, 4.5, 6.75, 10ish, 15, 22. So a lot more expensive at 10AP but if you have means to get them back it may well be worth it.

Why stop there? Keep spending until it lasts for years. If you run out of points, then just wait until the next morning, losing 12 or so hours from your duration, then repeat with all your new points and spell slots. Or do the same thing with 1 round/level buffs. Or, if you are 18th level or have a scroll, do it with time stop. Expend all your spell slots on extra points so that you can extend your time stop to last as long as you want. Congrats, you just won the game! :D

Presumably the intent of this ability was to work additively, like multiplication elsewhere. (E.g. a x2 and another x2 become a x3.) This definitely needs to be rewritten to avoid exponential growth like this.

Liberty's Edge

I'm almost certain that Spell Tinkering should just be able to affect a given spell only once. I'm sure they'll correct that pretty obvious oversight by the final draft. Quite possibly even by the time they put out the revised playtest PDF.


We went over this obvious flaw in the Arcanist Discussion.

Dark Archive

How about the fact that it can affect spells it has no earthly right affecting?

I suppress the affects of Wall of Force on one creature (myself) for the next CHA in rounds. I then walk through said wall. How about Antimagic Field.


Unintended use, but pretty cool, imho.


Unmitigated wrote:

How about the fact that it can affect spells it has no earthly right affecting?

I suppress the affects of Wall of Force on one creature (myself) for the next CHA in rounds. I then walk through said wall. How about Antimagic Field.

The wall would simply be suppressed and anyone could walk through while it was down. The Effect line of Wall of Force is:

Quote:
Effect wall whose area is up to one 10-ft. square/level

Something like Slow which hit the entire party would only suppress the spell on the Arcanist.

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