"If a spell has multiple versions, you choose which version to use when you cast it


Rules Questions


...You don't have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell."

I was looking through some things in the magic section of the rulebook recently (since I'm playing my first caster that will probably reach a higher level) and came across this rather ambiguous sentence. Can anybody help to clarify it for me please?

I tried googling and searching in the forums and couldn't find much, and I'm basically wondering what a "different version" of a spell is. Does it mean the Greater/Lesser versions of spell? The Mass/Communals? I think I read somewhere a while back that it might be referring to things like Summon Monster (ie you don't have to prepare a specific monster to summon at the beginning of the day). Though if somebody could direct me to an actual definition of "versions of spells" or some such thing, that would be awesome.

Sorry if this is a silly question, on par with the critical hit/multiplying damage discussion I've once seen [it was a good discussion though] but I just don't want to assume or ignore something just because I don't understand it.


I would think of that as being for things like Resist Energy or Fire Shield where you get to pick an element, or Restoration which has a cheap version and an expensive version.

Sovereign Court

basically spells like blade barrier for example can be cast a circle or a wall, or spells like magic circle can be used in different ways...it simply means that if a spell gives you various options, you are free to choose whichever one you want.


Each one is its own spell, so if you are preparing spells as a wizard or cleric you would have to prepare dispel magic and greater dispel magic separately.

If you are a sorcerer(spontaneous caster) and you have to learn both spells, then you would have to track which spell you were casting.

edit: The others are also correct with the resist energy example. Also when you find an ambiguous sentence it is also good to quote the surrounding text because that can make it easier to understand.


I'd imagine it would apply for things like Protection Against X. It'd be a bit mean to have to memorise all the possible Resist Energies on the off chance, for instance.

Ah, Matthew said that.

It wouldn't make sense to effectively get higher level spells for "free". I mean, why not just memorise "cure light" and get "cure critical"??

RPG Superstar 2012 Top 16

Summon X type of Elemental (earth, fire, etc) would be another example.

There's also the inverted containment form of prot/evil, and the sleet/hail forms of Ice Storm.

==Aelryinth


pancreas wrote:


I tried googling and searching in the forums and couldn't find much, and I'm basically wondering what a "different version" of a spell is. Does it mean the Greater/Lesser versions of spell? The Mass/Communals? I think I read somewhere a while back that it might be referring to things like Summon Monster (ie you don't have to prepare a specific monster to summon at the beginning of the day). Though if somebody could direct me to an actual definition of "versions of spells" or some such thing, that would be awesome.

Basically, anything listed as a spell in the appropriate list, even if there are options involved.

Frex, this is a single spell with a single entry:

Animal Aspect wrote:


You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.

Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and you always jump as if you had a running start.

Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the grapple or reposition combat maneuver.

Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb checks, and you can throw objects as if you had the Throw Anything feat.

Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make Constitution checks to keep holding your breath.

Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks.

Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus of +20 feet to your base speed.

Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.

You don't need to memorize raptor aspect or otter aspect, but can choose at casting time.

By contrast, protection from evil and protection from good have separate entries in the spell list, and thus are not versions of each other.


Alright, I guess. I feel like 'version' was the wrong word to use then, in the original rule I posted since it creates unneeded confusion. Cure light wounds and mass clw are technically different versions of clw due to both name, fluff, and effect.

I'm not trying to be a munchkin or anything here, I just feel like maybe they should have omitted that paragraph entirely, since it really doesn't add anything, and I never would have assumed that a player would have to prepare specific "versions" of animal aspect or summon monster. Especially since most of those spells say in the spell description to "choose one of the following effects"


The reason for that line is to make the book much shorter, so that "choose one of the following effects" didn't have to be lengthened to "choose one of the following effects at the time you cast (not when you learn or prepare) this spell" :D

Once upon a time, ADnD had a thing called reversible spells. Clerics were OP. :D

Liberty's Edge

PRD wrote:


Casting Time
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

and

PRD wrote:

Dispel Magic, Greater

School abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6

Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst

This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:

I thing that make it very clear the version is something referred to the specific spell and that you find in the spell description.

Not spells that refer to other spells to define some of their mechanics.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / "If a spell has multiple versions, you choose which version to use when you cast it All Messageboards

Want to post a reply? Sign in.