
ShroudedInLight |
6 people marked this as FAQ candidate. |

So, I am playing a Spirit Guide Oracle, it is basically a semi-Shaman Oracle that gains the Wandering Spirit Hex class ability by 3rd level.
Let us say that I bond with a Lore spirit and gain the Arcane Enlightenment Hex
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Now, each day I choose a spirit and a hex from their list when I refresh my spells. My question is whether I can select Arcane Enlightenment on a day to day basis and have different spells each day? That seems really, really good as an ability. Just being able to swap around 4 spells from the Wizard list every day gives my Oracle insane utility.
Does this work this way? Or do I only get to choose these 4 spells once? It seems that since I lose and regain the hex every day when I refresh my spells that I would also be able to pick 4 spells per day. I just want to double check.

Rhaleroad |

Not sure what the official word is, but the end of the text does say that each time you gain a level that you can choose too replace one of the spells, so that would imply that it is a fixed list. As a Gm it is probably how I would rule it, but I do see why you might want it the other way, it would grant unlimited variety.

ShroudedInLight |

The key thing is that is the definition for the Spirit, written as if you chose it as your main spirit. The Shaman class has both a permanent spirit and a wandering spirit, and so I am wondering if the wandering would be worded differently.
It makes little sense for the wandering spirits you summon and dismiss to all allow you to learn the same spells, especially since you lose the Hex when you change wandering spirits or select a different Hex.
It does make GM sense though, I will give you that.

redward |

Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Sounds like that would apply for Wandering Spirit, too. Once you take it, it's fixed. Once you level up, you can swap one of the spells--both permanent and wandering.
The FAQ on Spells Known seems to support that line of thinking.

ShroudedInLight |

EDIT: Thank you Redward. I think this is the case too, which is a shame honestly but makes total balance sense.
Here are all the abilities, in case people with more of a reference point would be willing to help :(
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.
Wandering Spirit (Su)
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
Wandering Hex
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
Also, there is no other Hex in the Shaman's list that involves replacing abilities as the Shaman levels up.
The way I look at it there are two ways to read the ability
Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
The phrase I am focusing on here is "after taking this hex" because as a Wandering Spirit, I am only taking the Hex for potentially a day at a time. Then, I will take a different Hex, and thus I will no longer be taking the Hex anymore. I lose the Hex for a period of time, and the question is whether that resets the Hex...or not?
Again, the phrasing is really built around taking the Hex as a permanent Hex rather than a temporary one. I do not understand how it works when taking it as a temporary hex, what if I do not have the hex as I level up since I am busy using a different hex? I do not possess it, so I would not be able to change the spells...correct? Or does the Wandering Hex feature somehow give you every Hex in abstentia?
It just seems ill-worded, which is easy to understand since it is the only hex like it on the Shaman list.

Anzyr |
1 person marked this as FAQ candidate. 1 person marked this as a favorite. |

I would say it seems that you could switch the spells on the daily as you no longer have the hex or spirit, but by RAW it adds to the list of Shaman Spells you can cast so taking that hex doesn't work by RAW.
It's a class feature so it works even with the Spells Known FAQ, however the Human/Half Orc/Half Elf Shaman Favored Class Bonus for example does not unless Favored Class Bonuses are "Class Features.
You are correct though Helcack and that taking Arcane Enlightenment with Wandering Hex means you can switch the list every time you take it with Wandering Hex. That's how it works RAW and is likely RAI as well since that's how the Paragon Surge FAQ rules Paragon Surge works with feats that have you make choices when taken.
However, you have a different RAW problem ShroudedInLight. Namely that an Oracle does not prepare spells and thus RAW Arcane Enlightenment does not work with Spirit Guide Oracles since it only adds the arcane spells to the list of spells you can prepare much to my own sadness. So this trick is Shamans only atm.

Anzyr |

Really?
That is so incredibly lame, Anzyr.
It seems like such a very frustrating loophole that I am stuck in, and so frustrating. I would very much have loved to get my mits on Arcane spells.
Ya, I miss Paragon Surging for Improved Eldritch Heritage (Arcane) myself. It is possible that an FAQ on the issue could get Development to say Arcane Enlightenment would work with Oracles since it really is a annoying technicality. Otherwise if you need Arcane Spells, Ancient Lorekeeper Archetype is an option.

ShroudedInLight |

Sadly I am retraining an Aasimar, so that is not an option.
Maybe I just won't mention this little fact to my GM and hope he rules I can use it regardless as to whether he gives me 4 spells or an infinite cycle.
Guess I should look into playing a Shaman next time to better take advantage of Arcane Enlightenment.