Advanced Class Guide Preview: Arcanist

Tuesday, July 1, 2014

The arcanist was one of the more difficult classes to design in the Advanced Class Guide. When the idea first came together, it was based almost entirely upon mechanics. As an arcane caster that can prepare spells like a wizard, but cast them like a sorcerer, the idea was an interesting one, but when we presented it in the first round of the playtest the deficiency became clear. What is an arcanist?

As the playtest rolled on, this problem became more and more clear. The class had an interesting basic mechanic, but it needed a story hook and mechanics to support that idea. It was clear that we needed to go back to the drawing board. Looking at the wizard as the arcane caster that learns through study and the sorcerer who masters magic by drawing upon the power in his blood, the arcanist needed to fall somewhere between the two.


Illustration by Subroto Bhaumik

Ultimately, we decided on making the arcanist about tinkering with the underlying forces of arcane magic, using a combination of study and innate talent to break magic down and shape it to fit her needs. Combining that concept with an arcane reservoir, a pool of power that the arcanist can use to fuel exploits that break the rules of magic, the class really started to come together. In the second draft of the playtest, we knew we were on the right track. Most playtesters were concerned about power balance, but the overall consensus was that the changes we made gave the class a place in the game all its own.

While the final version of the class is very close to the second playtest version, the big changes came to the arcane exploits (like all of the exploits that dealt energy damage got a boost). These abilities are what make the arcanist unique and in the final version we added a large number of them to the class, giving you a wider variety of character types you can build with the class. Take a look!

Energy Shield (Su): The arcanist can protect herself from energy damage as a standard action by expending 1 point from her arcane reservoir. She must pick one energy type and gains resistance 10 against that energy type for 1 minute per arcanist level. This protection increases by 5 for every 5 levels the arcanist possesses (up to a maximum of 30 at 20th level).

Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

In addition, we added a number of greater exploits to the class as well, adding powerful tool to the high level arcanist.

Suffering Knowledge (Su): The arcanist can learn to cast a spell by suffering from its effects. When the arcanist fails a saving throw against a spell cast by an enemy, as an immediate action she can expend 1 point from her arcane reservoir to temporarily acquire the spell. She can cast the spell using her spell slots as if it was a spell she had prepared that day. The spell must be on the sorcerer/wizard spell list and must be of a level that she can cast. The ability to cast this spell remains for a number of rounds equal to the arcanist’s Charisma modifier (minimum 1).

Of course, the Advanced Class Guide also features a number of fun new archetypes to use with the arcanist. There is the blade adept, who gains a sentient sword and select a limited number of magus arcana instead of arcane exploits. You can also play a brown-fur transmuter, whose reservoir can be used to bolster the power of her transmutation spells. The eldritch font gains more spell slots, but can prepare fewer spells per day. An elemental master focuses her power on just one element, but to much greater effect. While there are a number of other archetypes for the arcanist, there is one more that needs to be called out. The white mage can expend points from her arcane reservoir to allow her to cast cure spells with her spell slots, but at higher levels she can even cast breath of life.

Well that about wraps up the preview for this week. Check back in next week for songs of bravery and rage!

Jason Bulmahn
Lead Designer

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Tags: Arcanist Pathfinder Roleplaying Game Subroto Bhaumik
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Liberty's Edge

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Prince of Knives wrote:
This joke went to the best place. It really did.

Indeed! I am proud to be vaguely and tangentially involved in its inception.


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Wow, guys stop making me smile. This is the Arcanist thread! I thought nobody was allowed to be happy in here.


NSFW, but apropos.


andreww wrote:
Also nothing prevents you from carrying more than one Handy Haversack, they are only 5lbs each.

I know that I commonly see people wearing multiple backpacks around. When I go to a school the kid with only one backpack on is the outlier.

I suspect this is one of many disconnects you and I are likely to have. You seem to look at the rules in the context of what is explicitly allowed or forbidden by the RAW. I (and I suspect many others) look at the rules as helping to govern what is essentially meant to be simulationist gaming. I'm pretty sure my GM would shoot down multiple haversacks out of principle, and if he didn't the rest of the players would cry foul.

This laying aside that for the first 7-8 levels multiple handy haversacks represent a very significant expenditure.

andreww wrote:
Quote:

No, it isn't. This is Demonstratively Untrue.

Can people stop repeating the same trite and inaccurate talking points about how cheap it is to have every spell?

I do wish you would stop posting the link to your trite strawman nonsense. No prepared arcane caster needs to learn every single spell. Even if they did as soon as the Blessed Book becomes available all of those scribing costs go away for the low low cost of 6250gp. Each book has 1000 pages and can therefore hold 1000 levels of spells.

If you fill it with nothing but level 9 spells, assuming you could find 111 level 9 spells, then you save yourself over 80000gp in scribing costs alone.

At the end of the day it is trivially easy for a prepared arcane caster to have access to a very wide library of spells available for any potential situation. Pretending that it isn't is not fooling anyone.

By all means Andreww, please refute my argument. Stark, you are welcome to join in as well if you'd like, since you favorited this.

Show me how, from level 1 on, it is trivially inexpensive to have access to all spells that are meaningful. Even if I were to throw out half of all spells at every level I charted out you are still spending the vast majority of your wealth by level simply buying access to, much less scribing.

Eventually you can swap to a blessed book, but not for a good long while if you are buying all the spells you want from level 1. I would estimate no sooner than level 10 or 11, because until that point it isn't even cost effective since you've already scribed all the lower level stuff at full cost. Even then however, the cost is not trivial, and requires the investment of a feat to help offset. Lets not forget that doing this at all assumes you have access to the cash to do so, and aren't getting items as a significant portion of your wealth. We're still in theory land here where the GM simply hands you nothing but gold pieces from every enemy you defeat.

This all also assumes, lets not forget, that the GM is giving you unfettered access to every spell in the form of someone not only having it, but being willing to sell it for a trivial amount, because as we know that is what the rules dictate.

Even with all these factors in place by level ~17 when you have the ability to cast spells of all levels you have likely spent in excess of 150,000gp. In the scheme of things by level 20 that's not a huge portion of your wealth, but it is remarkably significant, and even more so below level 20. Now, if you build straight out at 17 and avoid all the lower level hoops perhaps you can shave a significant portion off, but the same is true for any character built at high level, and the amount will still be significant because of the cost of buying access to spells and for the multiple blessed books.

TL:DR Even if you have access to every 'meaningful' spell, the cost of scribing them is not trivially cheap until very high levels, and until mid levels (10+) represents a huge portion of a characters wealth.

Ravingdork wrote:

I have done spread sheets that show exactly how much it would cost to scribe every core wizard spell into your spellbook, and how a blessed book might effect that cost.

I recently made another one to see how much it would cost to buy or scribe a scroll of every core wizard spell.

The former is quite affordable, even dirt cheap with blessed books (you'll need two by the way), while the latter is impractically expensive (and I hadn't even accounted for the expensive material component costs).

Affordable if you start at a level where you can afford blessed books and have access to them for free without paying the scribing fee that many people are hung up on?

That seems about right. There are a lot of parts to the game that get squirrelly when you start at high levels, where you are able to offset choices that at lower levels would be painful or troublesome. Case and point, magical lineage for a high level spell, or the old sorcerer1/wizardX trick.


Personally, I stopped caring about the supposed versitility of the Arcanist when I realized that in PFS my sorcerer with a Ring of Spell Knowledge IV was better in almost every way (except for having a bit less money). I will evaluate the class for real when I can see its final list of class features.


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Peter Stewart wrote:


By all means Andreww, please refute my argument. Stark, you are welcome to join in as well if you'd like, since you favorited this.

Show me how, from level 1 on, it is trivially inexpensive to have access to all...

Honestly, I had no interest in replying to this, mainly due to the fact that you replied with the cost of every single spell of each level, which is not what I said and entirely excessive. It's no secret that there are dozens of trash spells at most spell levels. However, since you're calling me out by name...

First off, it's disigenuous to start at first level. My comparison, at least, was to the paragon surge spell, which is first avilable to the sorcerer at 6th level. At sixth level, with the craft wondrous item feat, (one of the best feats in the game by any measure) a single blessed book is 6250 GP. This is well within your wealth by level, and although it's a more significant chunk if you decline to take the feat, you can still afford one. This gives you 1000 pages of spells to work with. If you fill this book with 40 level 1, 40 level 2, and 40 level 3 spells, it only takes 240 pages. This will easily last you for 40 level 5 spells and 40 level six spells as well, with pages left over if you need more of a specific level. You cited a large number of spells, but many of those are redundant or unneeded, and since your wealth by level vastly increases, this cost will remain relatively low. This isn't even taking into account the free spells you get just from leveling. I don't think it's unreasonable at all to say that. access to that many spells as a standard action is comparable to paragon surge.


Peter Stewart wrote:
andreww wrote:
Also nothing prevents you from carrying more than one Handy Haversack, they are only 5lbs each.

I know that I commonly see people wearing multiple backpacks around. When I go to a school the kid with only one backpack on is the outlier.

I suspect this is one of many disconnects you and I are likely to have. You seem to look at the rules in the context of what is explicitly allowed or forbidden by the RAW. I (and I suspect many others) look at the rules as helping to govern what is essentially meant to be simulationist gaming. I'm pretty sure my GM would shoot down multiple haversacks out of principle, and if he didn't the rest of the players would cry foul.

I'm going to give you the benefit of the doubt and assume that you're mistaken on the definition of "haversack" rather than that you're actively trying to misrepresent Andreww's post: Haversacks run the gamut from small conventional backpacks to what we'd today describe as messenger bags or satchels. It's hardly an unreasonable assumption that you'd be able to wear more than one haversack, especially when you consider what the typical adventurer usually winds up carrying around. Unlike school kids, adventurers tend to value efficiency over peer pressure.

In fact, if you look up the illustration of the Handy Haversack on p. 301 in Ultimate Equipment, you'll find it is shown as a messenger bag.


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Bam! Kudaku layin down the references!

RPG Superstar 2008 Top 32

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Stark_ wrote:
First off, it's disigenuous to start at first level

Why? That's when the game starts.


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Stark_ wrote:
My comparison, at least, was to the paragon surge spell...

Just wanted to mention: Paragaon Surge has finally recived the nerfs that it deserves. You can essentally use it to only learn *one* new spell each day. The FAQs have been updated.


Ross Byers wrote:
Stark_ wrote:
First off, it's disigenuous to start at first level
Why? That's when the game starts.

Not all games. Likely not even the majority of them. I know quite a few GMs who dislike the binary nature of low levels where dice can kill your character without an being able to do a thing about it.

Obviously most modules dont start at level 1.

RPG Superstar 2008 Top 32

Scavion wrote:
Ross Byers wrote:
Stark_ wrote:
First off, it's disigenuous to start at first level
Why? That's when the game starts.

Not all games. Likely not even the majority of them. I know quite a few GMs who dislike the binary nature of low levels where dice can kill your character without an being able to do a thing about it.

Obviously most modules dont start at level 1.

Absolutely. But that doesn't make measuring character advancement from first level "disigenuous". Pointing out that certain assumptions about wealth, spell access, and crafting feats at higher level being invalid on a character progressing up from lower level is hardly arguing in bad faith.

Spellbook (or formula book) using classes, in particular, can have some very odd results when building a higher-level character, because there is no single way to compare Wealth-by-Level to access to spells to copy. You get one result if you just assume scribing cost (because that's the only thing that affects the sale value of the book). You get another if you require buying scrolls. You get yet a third if you try to split the difference or your GM assumes that NPCs charge for access to their spellbooks. Not to mention it skips over the Spellcraft checks required to actually copy the spell.

Paizo Employee Lead Designer

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Removed a chain of posts that started out with personal attacks.

Just don't do it. Final warning.

Jason Bulmahn
Lead Designer

The Exchange RPG Superstar 2010 Top 16, Contributor

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Scavion wrote:
Ross Byers wrote:
Stark_ wrote:
First off, it's disigenuous to start at first level
Why? That's when the game starts.

Not all games. Likely not even the majority of them. I know quite a few GMs who dislike the binary nature of low levels where dice can kill your character without an being able to do a thing about it.

Obviously most modules dont start at level 1.

I'm certain this is true, I've done it more than a few times. That said, even if you don't start at 1st level, most characters in play have advanced significantly from whatever level they started. Using "built" characters as an example is only really relevant the first few sessions a character is played. Not representative of characters you see in routine play.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
pauljathome wrote:
Jason Bulmahn wrote:

Is it good? Yes. Is it significantly better than a sorcerer or a wizard? No. It burns through its slots faster than a sorcerer and has a narrower focus than a wizard, which is exactly what it was designed to do.

This actually scares me. A lot.

The developers think it isn't "significantly" better than a wizard. Which implies, to me, that they think it is probably a little better.

Do you understand the meaning of the word "significant"? If they say that the class isn't significantly better it means that there isn't more of a hairline's worth of difference. There will be roles in which wizards are better suited as well as characters better built as sorcerers. If I can build a caster theme around a limited number of spells, sorcerer will always be the better road to travel, given the fewer spell slots and lack of bloodline powers. A wizard with an arcane bond item can literally pull any spell out of their collected books instantly once per day. and has access to better school powers. And if they choose their spells wisely, have more overall spell power. Nor will it obsolete the magus who will still be a far better gish as would the wizard going into eldritch knight.


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Peter Stewart wrote:

By all means Andreww, please refute my argument. Stark, you are welcome to join in as well if you'd like, since you favorited this.

Show me how, from level 1 on, it is trivially inexpensive to have access to all spells that are meaningful. Even if I were to throw out half of all spells at every level I charted out you are still spending the vast majority of your wealth by level simply buying access to, much less scribing.

Eventually you can swap to a blessed book, but not for a good long while if you are buying all the spells you want from level 1. I would estimate no sooner than level 10 or 11, because until that point it isn't even cost effective since you've already scribed all the lower level stuff at full cost. Even then however, the cost is not trivial, and requires the investment of a feat to help offset. Lets not forget that doing this at all assumes you have access to the cash to do so, and aren't getting items as a significant portion of your wealth. We're still in theory land here where the GM simply hands you nothing but gold pieces from every enemy you defeat.

This all also assumes, lets not forget, that the GM is giving you unfettered access to every spell in the form of someone not only having it, but being willing to sell it for a trivial amount, because as we know that is what the rules dictate.

Even with all these factors in place by level ~17 when you have the ability to cast spells of all levels you have likely spent in excess of 150,000gp. In the scheme of things by level 20 that's not a huge portion of your wealth, but it is remarkably significant, and even more so below level 20. Now, if you build straight out at 17 and avoid all the lower level hoops perhaps you can shave a significant portion off, but the same is true for any character built at high level, and the amount will still be significant because of the cost of buying access to spells and for the multiple blessed books.

TL:DR Even if you have access to every 'meaningful' spell, the cost of scribing them is not trivially cheap until very high levels, and until mid levels (10+) represents a huge portion of a characters wealth.

There really aren't that many "meaningful" spells, since there are often multiple spells that can overcome a similar challenge. Having a spellbook full of useful spells is not something that's going to break the bank for you, unless your GM both abolishes the 2 free spells the Wizard gets every level, and requires you to scribe spells from scrolls instead of the other methods you could use.

It is quite possible, even feasible, to learn every spell in the game, without going over WBL. It is not "trivially expensive", and it's not really the smartest allocation of your resources, but it IS doable, unless you bring in arbitrary restrictions which vary from game to game and GM to GM but aren't really reflected in the rules, as shown below.

Spoiler:
Aelryinth (via someone else) wrote:

Cost and Methods of Learning Wizard Spells in Pathfinder RPG

The changes in Pathfinder RPG vs. 3.5 are subtle, but sometimes, they are quite important and can dramatically affect the game.

One of the most important additions to Pathfinder is the new ability granted to all Wizards, the Arcane Bonded Item. This ability is in chosen in substitution to choosing to have a familiar. Instead of a familiar, the Wizard gets the ability to empower any item he chooses as his bonded item. This arcane bond grants to the wizard the ability to spontaneously cast any spell he or she knows, once per day, without preparing the spell. The arcane bond therefore confers on the Wizard the flexibility of the Sorceror’s spontaneous spell casting ability once per day, while retaining the Wizard class’ intrinsic ability to learn an unlimited number of spells.

In order to get this ability, the Wizard foregoes the option to take a familiar. The cost and time to replace either a bonded item or a familiar is the same (200 gp per level of the Wizard, after 1 week has passed since its loss). However, unlike a familiar, a bonded item is very difficult to destroy during combat. Moreover, if a GM is the sort to attempt a theft of a bonded item, the GM is equally likely to steal or destroy the Wizard’s spellbook – an act to which all Wizards are vulnerable. In the end, the familiar is far more likely to be slain during the course of normal play than a bonded item is likely to be destroyed during combat. One is alive, can be attacked and must save vs. area affect spells, while the bonded item never is attacked and rarely ever has to save vs any attack. When it does have to make a save, the roll required for the item to survive is very low.

The arcane bond cannot be used to cast a spell spontaneously if it is from an opposed school of magic. Accordingly, specialist Wizards sacrifice some of their spontaneous spellcasting ability for the bonuses they otherwise get from specializing. A Universalist Wizard, however, has the ability to cast every Wizard spell in the game spontaneously as long as he or she knows the spell.

There are also some subtle changes in the cost of learning spells from ver 3.5 of the game as well. In 3.5 of the game, the underlying mechanic of copying spells from a spellbook was that another wizard would charge 50 gp per spell level as the cost to copy a spell from one book into another. This resulted in the unintended mathematical consequence that a Wizard had to pay 50 gp to copy a first level spell from another book, but could instead pay only 25 gp to copy the spell from (and destroy) a scroll!

In ver. 3.5, the material cost of inscribing a spell into a spellbook was 100 gp x the level of the spell no matter how the spell was learned. This was a particularly burdensome cost for low level spellcasters.

Pathfinder RPG changed the underlying math by adding a new table to the game on page 219 of the Pathfinder Core Rulebook for the material cost of copying a spell. The math underlying this table is simple to remember: material cost = spell level squared x 10.

While there are comparative reductions in the cost of learning spells at every level of the game as between 3.5 and PFRPG, the reductions in the cost of learning new spells is especially pronounced in the early part of the game. In 3.5, it cost 150 gold pieces to copy an existing 1st level spell from one spellbook into your own, or 125 gp if you used (and destroyed) a scroll to learn and copy the spell, whereas, in Pathfinder RPG, it costs only 15 gold to do this (30 if you use a scroll).

The comparative costs of learning and copying spells into a Spellbook are noted below.
Code:
Method and Cost of Learning Spells – 3.5 vs. PFRPG

Sp. Cost (3.5/PF) Access to (3.5/PF) Material (3.5/PF)
Lvl. of Scroll Copy Spell Cost

1 25 50/5 100/10
2 150 100/20 200/40
3 375 150/45 300/90
4 700 200/80 400/160
5 1125 250/125 500/250
6 1650 300/180 600/360
7 2275 350/245 700/490
8 3000 400/320 800/640
9 3825 450/405 900/810
As is evident, attempting to learn a spell from a scroll is always a poor allocation of resources in either Pathfinder or ver 3.5 of the game past 1st level, and the sub-optimal nature of that choice is underscored in Pathfinder RPG where it is always a poor choice to make at any time.

Unfortunately, the lesson that arcane casters learned early on in ver 3.5 was that spells were learned best by finding a scroll and copying it into their spellbook. While learning a spell via scroll was only cheaper at 1st level, it was a bad habit to learn in terms of the underlying mechanics of the game and -- worse – reinforced the rules used in 1E/2E which had, in fact, been changed in ver 3.xx. A lot of players and DMs continued to use learning spells via scroll as the presumptive mechanic throughout the game at all levels, making the cost of learning new spells especially burdensome for Wizards in 3.5 in many gaming groups. This was never the intent in ver 3.5, but as that was the method for learning spells in earlier incarnations of the game, many players and DMs kept using it. Anecdotal evidence from forums and message boards indicates that it is STILL being used in Pathfinder RPG, more than a decade after the rules for spell acquisition were changed in ver 3.xx. Old habits die hard.

In Pathfinder RPG, because of the introduction of the arcane bond, there is an exceptionally strong incentive for all Wizards to learn as many spells as possible. In contrast, in version 3.5, all that learning a great number of spells did was to expand the possible choices a Wizard had to prepare in a given day (and it allowed the Wizard to make a scroll of that spell, too). However, in Pathfinder RPG, because of the Arcane Bond, any spell may be cast once a day even if not prepared as long as it is known. This new ability provides the Wizard with the ability to use rare and highly situational utility spells without having to prepare or pay the cost of creating a scroll to do so. That makes the bonded item an exceptionally powerful class ability – among the most powerful of all class abilities present in the entire game.

Can you Learn Every Wizard Spell in the GAME?

So, given that the benefit to learning a huge number of spells is now present within Pathfinder RPG in a way that wasn’t present in ver 3.5, is it possible for a Universalist Wizard to learn all of the spells in the game?

Well, if your GM refuses to use the default rules in Pathfinder and clings to the presumptions of 1E/2E by insisting that Wizards learn spells by copying the spell from a scroll (thereby destroying the scroll in the process) the answer is: it’s not really economically feasible.

Learning Spells From Scrolls is a BAD Idea

The below chart indicates what the cost of learning all of the spells in the game are, based upon the books that are in use at your table. These tables show the cost of learning all of the Wizard spells in the game for the Core, Core + APG, Core + APG +Ultimate Magic, and finally, Core + APG + Ultimate Magic + Ultimate Combat. As a yardstick to measure how reasonable a strategy it is to learn all available spells, the suggested wealth by level is indicated in the final two columns.

As you will quickly see, to pursue a Universalist Wizard build which attempts to learn all spells in the game (depending on the books in use at your table) is highly impractical – if not impossible - if your GM insists upon Wizards learning spells via scroll. Under the Core Rules, the total cost to copy all of the available spells in the game into standard spell books when using scrolls as your copy source exceeds the suggested wealth by level of the Wizard after 8th level – and does so far earlier when additional hardcover rulebooks are in use.
Code:
Cost of Learning all Spells (Core, 371 spells)
via Scroll Copied into Std Spell Books (18 vols.)

Sp # of Scroll+ Tot. # Cost Cum. Lvl Wealth
Lvl Spls Copy $ Pages Cost by Level

1 40 15 40 600 600 2 3000
2 51 160 142 8160 8760 4 10500
3 43 415 271 17845 26605 6 33000
4 42 790 439 33180 59785 8 62000
5 47 1285 674 60395 120180 10 82000
6 47 1800 956 84600 204780 12 108000
7 40 2635 1236 105400 310180 14 185000
8 37 3490 1532 129130 439310 16 315000
9 24 4635 1748 111240 550550 18 888000

Cost of Learning all Spells (Core/APG, 463 spells)
via Scroll Copied into Std Spell Books (22 vols.)

Sp # of Scroll+ Tot. # Cost Cum. Lvl Wealth
Lvl Spls Copy $ Pages Cost by Level

1 57 15 57 855 855 2 3000
2 64 160 185 10240 11095 4 10500
3 58 415 359 24070 35165 6 33000
4 54 790 575 42660 77825 8 62000
5 56 1285 855 71960 149785 10 82000
6 54 1800 1179 97200 246985 12 108000
7 48 2635 1515 126480 373465 14 185000
8 41 3490 1843 143090 516555 16 315000
9 31 4635 2122 143685 660240 18 888000

Cost of Learning all Spells (Core/APG/UM, 622 spells)
via Scroll Copied into Std Spell Books (28 vols.)

Sp # of Scroll+ Tot. # Cost Cum. Lvl Wealth
Lvl Spls Copy $ Pages Cost by Level

1 76 30 76 1140 1140 2 3000
2 91 160 258 14560 15700 4 10500
3 82 415 504 34030 49730 6 33000
4 77 790 812 60830 110560 8 62000
5 76 1285 1192 97660 208220 10 82000
6 69 1800 1606 124200 332420 12 108000
7 64 2635 2054 168640 501060 14 185000
8 46 3490 2422 160540 661600 16 315000
9 41 4635 2791 190035 851635 18 888000

Cost of Learning all Spells, all books (717 spells)
via Scroll Copied into Std Spell Books (31 vols.)

Sp # of Scroll+ Tot. # Cost Cum. Lvl Wealth
Lvl Spls Copy $ Pages Cost by Level

1 95 30 95 2850 2850 2 3000
2 123 160 341 19680 22530 4 10500
3 99 415 638 41085 63615 6 33000
4 88 790 990 69520 133135 8 62000
5 83 1285 1405 106655 239790 10 82000
6 72 1800 1837 129600 369390 12 108000
7 67 2635 2306 176545 545935 14 185000
8 47 3490 2682 164030 709965 16 315000
9 43 4635 3069 199305 909270 18 888000

Note: All of the tables in this article exclude: 1) the beneficial effect of spells that all Wizards get at the start of the game; and 2) also excludes the beneficial effect of learning 2 free new spells upon a Wizard attaining a new level.

Now, in fairness, it is highly irregular to include one of the fundamental assumptions of the game (wealth by level) for comparative purposes and to then ignore another fundamental assumption of the game (Wizards primarily learn spells by copying a spell from another spellbook, not by copying from and destroying a scroll). If a GM makes a change to the default assumption present in Pathfinder RPG by requiring new spells be learned from a scroll, that GM has made a fundamental change to Pathfinder RPG that cripples the intended power level of the Wizard Class.

Indeed, when viewed from the PC’s perspective, preferring to learn Wizard spells by scroll instead of copying them from an existing spell book can only be described as so sub-optimal a choice as to be insane.

How so you may ask? Well, take a look at the comparative cost of learning an arcane spell by paying for access to copy a spell from a spellbook to another Wizard (or more likely, an organization like the Arcanamirium) – and then paying the material cost to copy the spell into your spellbook:
Code:
Cost of Learning all Spells (Core, 371 spells)
via Spellbook Copied into Std Spell Books (18 vols.)

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 40 15 40 600 600 2 3000
2 51 60 142 3050 3650 4 10500
3 43 135 271 5805 9455 6 33000
4 42 240 439 10080 19535 8 62000
5 47 375 674 17625 37160 10 82000
6 47 540 956 25380 62540 12 108000
7 40 735 1236 29400 91940 14 185000
8 37 960 1532 35520 127460 16 315000
9 24 1215 1748 29160 156620 18 888000

Cost of Learning all Spells (Core/APG, 463 spells)
via Spellbook Copied into Std Spell Books (22 vols.)

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 57 15 57 855 855 2 3000
2 64 60 185 3840 4695 4 10500
3 58 135 359 7830 12525 6 33000
4 54 240 575 12960 25485 8 62000
5 56 375 855 21000 46485 10 82000
6 54 540 1179 29160 75645 12 108000
7 48 735 1515 35280 110925 14 185000
8 41 960 1843 39360 150285 16 315000
9 31 1215 2122 37665 194285 18 888000

Cost of Learning all Spells (Core/APG/UM, 622 sp)
via Spellbook Copied into Std Spell Books (28 vols.)

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 76 15 76 1140 1140 2 3000
2 91 60 258 5460 6600 4 10500
3 82 135 504 11070 17670 6 33000
4 77 240 812 18480 38015 8 62000
5 76 375 1192 28500 66515 10 82000
6 69 540 1606 37260 103775 12 108000
7 64 735 2054 47040 150815 14 185000
8 46 960 2422 44160 194975 16 315000
9 41 1215 2791 49815 244790 18 888000

Cost of Learning all Spells, all books (717 spells)
via Spellbook Copied into Std Spell Books (31 vols.)

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 95 15 95 1425 1425 2 3000
2 123 60 341 7380 8805 4 10500
3 99 135 638 13365 22170 6 33000
4 88 240 990 21120 43290 8 62000
5 83 375 1405 31125 74415 10 82000
6 72 540 1837 38880 113295 12 108000
7 67 735 2306 49245 162540 14 185000
8 47 960 2682 45120 207660 16 315000
9 43 1215 3069 52245 259905 18 888000

As you will note, once the default assumption for Arcane spell acquisition by a Wizard is applied, there is no point in time where the Wizard’s investment into learning spells exceeds the suggested Wealth by Level in the game. In most instances the Wizard has a comfortable margin left to spend on crafting magical gear if the Wizard pursues a “learn all spells” build.

Where can a Wizard go to learn all of these spells from existing spellbooks? In the world of Golarion, while there are many sources for spells across the world, one known source of spellbooks to copy are the Arcane Scriptoriums found within the Wise Quarter of Absalom. Between the tomes contained in the Arcanamirium and, to a lesser extent, the Forae Logos, access to all of the known arcane spells for copying may be had upon paying the above-noted fees. (This is exactly how it is presumed to work within the RAW which governs Pathfinder Society Organized Play. See, Pathfinder Chronicles: Guide to Absalom for more on the Arcanamirium and the Forae Logos).

Still, it’s admittedly quite expensive to do this. Isn’t there a better way?

The Blessed Book Will Lead The Way...

Yes, there is. The below chart reflects the impact of what as this analysis demonstrates, is the second most important spell in the game – namely, Secret Page. Why is Secret Page so important? Because this spell is the pre-requisite for creating the Wondrous item, Blessed Book.

Blessed Books are fundamentally important to any Wizard amassing a collection of spells. The description of this standard Wondrous Item, (known as Boccob’s Blessed Book in ver 3.5) quickly indicates why:

Blessed Book

Aura moderate transmutation; CL 7th
Slot —; Price 12,500 gp; Weight 1 lb.
Description

This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.

A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Construction
Requirements Craft Wondrous Item, secret page; Cost 6,250 gp

The beneficial effect of a Blessed Book demonstrates that any PC Wizard who wants to learn a lot of spells should ensure the he or she can craft one. In order to do so, the Wizard should have an Int of 15 or higher, take Spellcraft every level until at least level 7 and should take Craft Wondrous Item as a feat by 7-8th level. Should a Wizard meet these pre-requisites (and almost all PC Wizards already have the Int stat and Spellcraft skill ranks by default, and most PC wizards will take Craft Wondrous Item at some point), there is no possibility of failure when constructing a Blessed Book over the course of a week while “taking ten”.

It is quickly evident that employing a Blessed Book as the default spellbook for all of one’s spells is vital to efficiently amassing any appreciable collection of spells in Pathfinder RPG. Not only does the material cost for copying a new spell get rolled into the blanket cost of creating a Blessed Book for the mere cost of 6,250 GP, but the number of pages in a Blessed Book (1,000 pages in a 1” thick volume) means that the Wizard’s spellbook library may be practically condensed into a 2, 3 or at most, a 4 volume collection that may be easily transported. (Note: employing Secret Chest to store one’s spellbooks -- and making a 2nd copy of each Blessed Book is still prudent and takes only half the time to copy it).

How much of a savings does the use of Blessed Books to record a spell library have on the Wizard class? It turns out, it has an enormous impact:
Code:

Core using 2 Blessed Books (371 spells) = Savings of 85,610 gp vs Std Spell Book

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 40 15 40 600 600 2 3000
2 51 60 142 3050 3650 4 10500
3 43 135 271 5805 9455 6 33000
4 42 80 439 9610* 19065 8 62000
5 47 125 674 5875 24940 10 82000
6 47 180 956 8460 33400 12 108000
7 40 245 1236 16050* 49450 14 185000
8 37 320 1532 11840 61290 16 315000
9 24 405 1748 9720 71010 18 888000

* includes the cost of 6,250 gp to create a new Blessed Book

Core + APG using 3 Blessed Books (463 spells)
= Savings of 104,505 gp vs Std Spell Book

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 57 15 57 855 855 2 3000
2 64 60 185 3840 4695 4 10500
3 58 135 359 7830 12525 6 33000
4 54 80 575 10570* 23095 8 62000
5 56 125 855 7000 30095 10 82000
6 54 180 1179 15970* 46065 12 108000
7 48 245 1515 11760 57855 14 185000
8 41 320 1843 13120 70975 16 315000
9 31 405 2122 18805* 89780 18 888000

* includes the cost of 6,250 gp to create a new Blessed Book

Core + APG + UM using 3 Blessed Books (622 spells)
= Savings of 133,285 gp vs Std Spell Book

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 76 15 76 1140 1140 2 3000
2 91 60 258 5460 6600 4 10500
3 82 135 504 11070 17670 6 33000
4 77 80 812 12410* 30080 8 62000
5 76 125 1192 15750* 45830 10 82000
6 69 180 1606 12420 58250 12 108000
7 64 245 2054 21930* 80180 14 185000
8 46 320 2422 14720 94900 16 315000
9 41 405 2791 16605 111505 18 888000

* includes the cost of 6,250 gp to create a new Blessed Book

Core + APG + UM + UC using 4 Blessed Books (717 spells)
= Savings of 133,490 gp vs Std Spell Book

Sp # of Access Tot. # Cost Cum. Lvl Wealth
Lvl Spls +Copy$ Pages Cost by Level

1 95 15 95 1425 1425 2 3000
2 123 60 341 7380 8805 4 10500
3 99 135 638 13365 22170 6 33000
4 88 80 990 13290* 35460 8 62000
5 83 125 1405 16625* 52085 10 82000
6 72 180 1837 12960 65045 12 108000
7 67 245 2306 22665* 87710 14 185000
8 47 320 2682 15040 102750 16 315000
9 43 405 3069 23665* 126415 18 888000

* includes the cost of 6,250 gp to create a new Blessed Book

(Note: in the cost calculations in the above Blessed Book tables, the cost of learning new spells of any level was calculated at the cost of Access + Material cost until the first Blessed Book was constructed, as denoted by an asterisk, thereafter, only the cost of access + the cost of creating a Blessed Book is accounted for.)

From the costs taken to learn all spells via spell acquisition by scroll (909,270 gp) the cost of doing so by copying spells from spellbooks into a blessed book is reduced to 126,415 gp – a difference of more than a factor of 7!

One of the conclusions which flows from the above is that when it comes to learning Arcane spells, a Wizard is always better off selling the scroll for half its value and using that gold to purchase access + material costs of copying a spell. It is never wise for a Wizard to use the scroll itself to actually learn the spell unless absolutely necessary under the circumstances. The comparative economic benefit, assuming a sale at one-half retail value, breaks down as follows:
Code:

Sp. ½ Value Cost of Access Cost of Access Only
Lvl. of Scroll + Material Cost (Blessed Book)

1 12.5 15 5
2 75 60 20
3 187.5 135 45
4 350 240 80
5 562.5 375 125
6 825 540 180
7 1137.5 735 245
8 1500 960 320
9 1912.5 1215 405

Time... Ain't On Your Side (No it isn't)

So what’s the downside of all of this? The one factor which is not reflected above is time. It takes one hour to attempt to learn a new spell and one hour per spell level to copy a new spell into a spell book. In this case, the number of pages required to record all spells is also the number of hours required to copy all spells. If all four hardcover volumes of Pathfinder RPG spells are in use at your table, it will take an Archmage about three months to learn every spell from all four books. It will then take a little more than a year (3,069 /8 =383 days, broken into 8 hour blocks of time), flat out, to record all of the spells in all four hardcover books, if he or she does nothing else for eight hours a day and is always successful in learning a spell on the first roll. Admittedly, if duplicating an entire spell book without any changes at all, the material cost is half (if there is any) and the time is also halved.

For those who are running Adventure Paths with significant downtime built into the AP (as is present in the Kingmaker AP), learning and copying spells into the Wizard’s spellbooks is a very good use of that Wizard’s “downtime”. It also reduces the free time for a Wizard to create magic items for him or herself as well as the rest of the party.

While this post is a mite outdated, I don't think the numbers are far enough off as far as how many spells per level there are to make a significant difference.


Scavion wrote:
Ross Byers wrote:
Stark_ wrote:
First off, it's disigenuous to start at first level
Why? That's when the game starts.
Not all games. Likely not even the majority of them.

I think you are wrong in them being the majority.

Scavion wrote:
I know quite a few GMs who dislike the binary nature of low levels where dice can kill your character without an being able to do a thing about it.

I know GM's that like low level games. There are ways to deal with binary nature of low levels. The GM can ignore crits when needed etc. Or remove enemy weapons like the Greataxe that have a x3 crit multiplier and replace it with a Greatsword or a Greatclub or whatever.

Also, not stating at level one does not have to equal starting at level 7. Mostly this is only a problem at level 1. Some problems might remain at level 2, but by level 3 this usually isn't a problem.

Scavion wrote:
Obviously most modules dont start at level 1.

I have no idea if it is Obvious.

Even if it is obvious I don’t equal most games are not played from level 1.

All AP start at level 1. At least all the ones we have played and the ones that I’ve heard of.


There are also plenty of campaigns that disallow crafting, either because the GM does not like it, or because the players will not have the game time necessary to craft anything above consumables.


Kudaku wrote:

I'm going to give you the benefit of the doubt and assume that you're mistaken on the definition of "haversack" rather than that you're actively trying to misrepresent Andreww's post: Haversacks run the gamut from small conventional backpacks to what we'd today describe as messenger bags or satchels. It's hardly an unreasonable assumption that you'd be able to wear more than one haversack, especially when you consider what the typical adventurer usually winds up carrying around. Unlike school kids, adventurers tend to value efficiency over peer pressure.

In fact, if you look up the illustration of the Handy Haversack on p. 301 in Ultimate Equipment, you'll find it is shown as a messenger bag.

And yet the item description in the CRB explicitly describes it as a backpack.


Stark_ wrote:
Honestly, I had no interest in replying to this, mainly due to the fact that you replied with the cost of every single spell of each level, which is not what I said and entirely excessive.

And yet, in my second response I threw out half of all spells of each level, and still found the results to make up a huge portion of your wealth by level.

Stark_ wrote:
It's no secret that there are dozens of trash spells at most spell levels. However, since you're calling me out by name...

I am.

Stark_ wrote:
First off, it's disigenuous to start at first level.

Why? Because that's where AP's start? Because that is where almost every game I've ever played in (over 15 years) began? Starting at 1st level is remarkably damaging to your argument, which is why you don't want to start there, but we can go ahead and bump it up a few levels. Lets see...

Stark_ wrote:
My comparison, at least, was to the paragon surge spell, which is first avilable to the sorcerer at 6th level.

Sure, lets look at 6th level.

At 6th level a characters Wealth By Level should be 16,000. A character created at a level over 1st is not allowed to spend more than 1/4 of their wealth by level on any single item, which means buying a blessed book (12,500) is out. Even assuming your GM lets you craft items prior to the start of the game using crafting feats your blessed book is still out, as 6,250 represents significantly more than a quarter of your wealth by level.

But for the sake of argument, lets hand-wave spending rules for characters over 1st level. Lets say your GM lets you start having crafted items, lets you ignore spending rules, and you begin with a crafted blessed book for 6,250gp.

Lets also assume that you didn't scribe a single spell prior to acquiring your blessed book, so you are not going to get double tapped on scribing costs at all. This seems to be stretching my credulity a bit, but we'll run with it. At this point all you are paying for is the crafting cost of the blessed book and the price to scribe spells out of another wizards spellbook (again, assuming that your GM lets you scribe whatever spells your want at the default cost before the start of the game).

How much does it cost you to scribe those spells out of wizards spellbooks? Lets read on to find out. Since you argued with my assessment of how many spells you should know, lets go with your own numbers.

Stark_ wrote:
This gives you 1000 pages of spells to work with. If you fill this book with 40 level 1, 40 level 2, and 40 level 3 spells, it only takes 240 pages. This will easily last you for 40 level 5 spells and 40 level six spells as well, with pages left over if you need more of a specific level.

40 1st level spells, 40 2nd level spells, and 40 3rd level spells. Seems like a lot. We'll scrap 8 1st level spells you knew at 1st level (you started with a 20 Int of course). We'll throw out another 10 spells from leveling up, leaving you with the following to buy from another wizard for 1/2 the cost of scribing them into your book:

30 1st level spells
36 2nd level spells
36 3rd level spells

How much does this cost? Each 1st level spell is 5gp, each 2nd 20gp, and each 3rd 45gp. Total cost: 2,490gp (150 1st, 720 2nd, 1620 3rd).

Combined with the 6,250 you paid to create your blessed book you've spent 8,740gp on spells alone! That seems like a bit more than a trivial amount to me, given that it represents more than 1/2 of your total wealth by level at 6th level.

That seems like it is a bit more than 'very easy' to do. In fact, given the hoops we had to jump through to make it work, that seems downright difficult, what with your GM ignoring a bunch of rules and letting you game the system on when you purchased the spells. It definitely seems like it was unlikely to have played out from a lower level, and seems to represent your character springing forth fully formed at 6th level, as from the womb.

Stark_ wrote:
This is well within your wealth by level, and although it's a more significant chunk if you decline to take the feat, you can still afford one.

As covered above, no, it isn't. The only way a 6th level character begins with a blessed book is with a GM ignoring any limitations on his spending. The earliest level you could legally begin play with a blessed book you purchased is 10th (62,000 WBL vs. 12,500 cost = 20% of your total wealth). The earliest level you could have crafted it, assuming your GM would let you, is 8th level (33,000 WBL vs. 6,250 cost = 18% of your WBL).

Stark_ wrote:
You cited a large number of spells, but many of those are redundant or unneeded, and since your wealth by level vastly increases, this cost will remain relatively low.

If more than 1/2 of your wealth by level is low, I'm curious as to what you'd define as high.

Stark_ wrote:
This isn't even taking into account the free spells you get just from leveling. I don't think it's unreasonable at all to say that. access to that many spells as a standard action is comparable to paragon surge.

No, actually it does take into account the spells you get from leveling, as pointed out above. You get two each level. Using your 40 spell metric you receive 10% of the spells you expect to have at a given level for free.

To be clear, my argument was never that it is impossible to have access to a large number of spells. My argument is that hand waving the costs or making absurd blanket statements to the effect of 'you can have all the spells you need at a trivial cost' is wrong. Spellbooks are expensive. The only time they are not hugely expensive is when you start at high levels without paying any scribing costs. At low levels, at middling levels, and on any character built from level 1 a spellbook represents a hugely significant allocation of funds.


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Zark wrote:


Scavion wrote:
I know quite a few GMs who dislike the binary nature of low levels where dice can kill your character without an being able to do a thing about it.

I know GM's that like low level games. There are ways to deal with binary nature of low levels. The GM can ignore crits when needed etc. Or remove enemy weapons like the Greataxe that have a x3 crit multiplier and replace it with a Greatsword or a Greatclub or whatever.

So they houserule to avoid it. Cool. That doesn't stop the baseline from being incredibly binary.


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Peter Stewart wrote:
Kudaku wrote:
Peter Stewart wrote:


I suspect this is one of many disconnects you and I are likely to have. You seem to look at the rules in the context of what is explicitly allowed or forbidden by the RAW. I (and I suspect many others) look at the rules as helping to govern what is essentially meant to be simulationist gaming. I'm pretty sure my GM would shoot down multiple haversacks out of principle, and if he didn't the rest of the players would cry foul.

I'm going to give you the benefit of the doubt and assume that you're mistaken on the definition of "haversack" rather than that you're actively trying to misrepresent Andreww's post: Haversacks run the gamut from small conventional backpacks to what we'd today describe as messenger bags or satchels. It's hardly an unreasonable assumption that you'd be able to wear more than one haversack, especially when you consider what the typical adventurer usually winds up carrying around. Unlike school kids, adventurers tend to value efficiency over peer pressure.

In fact, if you look up the illustration of the Handy Haversack on p. 301 in Ultimate Equipment, you'll find it is shown as a messenger bag.

And yet the item description in the CRB explicitly describes it as a backpack.

I suspect this is one of many disconnects you and I are likely to have. You seem to look at the item description as a rule in the context of what is explicitly allowed or forbidden by the RAW. I (and I suspect many others) look at the rules as helping to govern what is essentially meant to be simulationist gaming. I'm pretty sure my GM would have no problems with someone wearing two haversacks out of principle, and if he did the rest of the players would cry foul.


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Man this thread is just getting nasty, I'm not even sure what they're fighting about anymore.

Are they still trying to prove that the Arcanist is broken or are they just bickering about spellbook mechanics?

Does the availability of spells in a game world affect how good the class is? Absolutely. Is it the deciding factor on whether or not the class is effective? Absolutely not.

In the end it's all semantics. If an Arcanist can only prep 4 spells in a day, and the wizard can prep 5, then the wizard has the option of leaving that last slot open and the Arcanist has the option of swapping out one of those spells if he needs something else.

You do realize how incredibly petty of an argument this is right? He has the ability to prepare knock without waiting 24 hours first- HOLY ******* **** IT'S BROKEN!!!!!

I have already shown how much time has to be spent to use it in combat, being 3 rounds after you start the process, assuming a standard action cast, which makes the ability useless in combat.

Glove of Storing shenanigans aside, the ability simply doesn't work as written, and swapping out a spell is just not that broken.

Also: inb4 there is an Arcane Discovery in this book that let's wizards do the same thing and this entire thread's argument was pointless.


2 people marked this as a favorite.
Peter Stewart wrote:
Why? Because that's where AP's start? Because that is where almost every game I've ever played in (over 15 years) began? Starting at 1st level is remarkably damaging to your argument, which is why you don't want to start there, but we can go ahead and bump it up a few levels. Lets see...

No, because 6th level is when paragon surge exists and the comparison becomes relevant.

"Characters should spend no more than half their total wealth on any single item." Spending only 1/4th of your wealth on an item is clearly stated as a optional approach rather than the norm. However, it's clear from your post that you are entrenched in your position and we are devolving into table variance on the accessibility of crafting feats and what level we are starting at. At this point, I don't have any further interest in discussing this with you.


Stark_ wrote:

At this point, I don't have any further interest in discussing this with you.

You have no interest because the argument that it is inexpensive to maintain such a spellbook, regardless of availability of feats, crafting variance, and so forth, is pretty easily debunked?

Whether you ignore the 25% limitations, allow crafting, start at 6th level, and pay nothing for spells other than to obtain them, or whether you don't allow crafting, don't ignore limitations, and start at level 1, the argument that quick prep is on par with paragon surge is weak. Even if you can match in any way the versatility, you are paying out the nose to accomplish it.

Which is my point. This argument that a wizard or arcanist can maintain access to every meaningful spell for free is bunk. Even with everything slotted as you desired, with crafting and so forth, your theory arcanist is spending over half of his wealth by level on his spellbook. That's not easy.

Frankly, I don't like being accused of making trite strawman arguments, when the numbers speak for themselves.


Peter Stewart wrote:
Stark_ wrote:

At this point, I don't have any further interest in discussing this with you.

You have no interest because the argument that it is inexpensive to maintain such a spellbook, regardless of availability of feats, crafting variance, and so forth, is pretty easily debunked?

Whether you ignore the 25% limitations, allow crafting, start at 6th level, and pay nothing for spells other than to obtain them, or whether you don't allow crafting, don't ignore limitations, and start at level 1, the argument that quick prep is on par with paragon surge is weak. Even if you can match in any way the versatility, you are paying out the nose to accomplish it.

Which is my point. This argument that a wizard or arcanist can maintain access to every meaningful spell for free is bunk. Even with everything slotted as you desired, with crafting and so forth, your theory arcanist is spending over half of his wealth by level on his spellbook. That's not easy.

Frankly, I don't like being accused of making trite strawman arguments, when the numbers speak for themselves.

Then you should perhaps take it up with the people who accused your argument of being a strawman.


I'd be surprised if there were more than 10 spells of each spell level I'd like for utility purposes. Summon Monster alone is disgustingly powerful.

All this talk about having all the spells is pretty meaningless when all you need is maybe 10. The fact that crafting a Blessed Book makes it easy mode to have 40 of each spell level is just gravy.

The whole wealth argument is funky since if it's maybe not broken at 6th but totally busted at 10th then it's still busted.

Costs of 10 spells with fee charged from copying another wizard's spellbook.

1st: 150(50 with Blessed Book)
2nd: 600(200 with Blessed Book
3rd: 1350(450 with Blessed Book)
4th: 2,400(800 with Blessed Book)


Honestly, you could nerf or buff this class up or down and I'd still probably wanna play one.

Personally, even from the old days, I always found the wizard (then magic user) class a bit 'meh'. I love magic in fantasy fiction, but playing one never felt very magical. Like, I wanted Doctor Strange and got Harry Potter. And the variations since then improved it to various degrees, more or less, but never quite did it for me.

It just never felt like it empowered me like magic should. School options and metamagic went a bit towards fixing that, making me feel like I wasn't just pulling an effect out of a box. And both the witch and sorcerer went in the right direction, I think, of giving a bit of spooky and mysterious flavor. And I really enjoyed the direction they went in, giving different schools and institutions on Golarion different minor 'perks' for flavor. It does make me a bit sad when I see people ignoring that interesting flavor in favor of MMO-like mechanical advantages. Words of power seemed really neat, at first, but in the end the effects seemed less crative than the regular spells.

But, now this? This sort of looks like the sort of wizard I always WANTED to play. My own quirky little freak who'd do stuff I thought was neat, not just pick options off a spell list. So, yeah, as an old first generation geek, I think it looks extremely cool.


Scavion wrote:
Zark wrote:


Scavion wrote:
I know quite a few GMs who dislike the binary nature of low levels where dice can kill your character without an being able to do a thing about it.

I know GM's that like low level games. There are ways to deal with binary nature of low levels. The GM can ignore crits when needed etc. Or remove enemy weapons like the Greataxe that have a x3 crit multiplier and replace it with a Greatsword or a Greatclub or whatever.

So they houserule to avoid it. Cool. That doesn't stop the baseline from being incredibly binary.

That is not what I said. I don’t say a GM should houserule to avoid problems. Nor do I say the shouldn't.

I know low level play, especially at level 1 has its problems, but low level play also has its rewards.
Same is true if you start at level 7. It has it rewards, but it also has it problems, one of them being that you actually haven’t played your character from level 1.

One of the things that annoys me with some Class guides is that what is a good build if you start from level X might not be good if you start at level 1. Sure a Bard with wisdom 7 isn’t a problem at level 10 if you start at level 10, but the same thing is far more challenging if you start from level 1.

I think Ogre’s point below is a good one.

Dennis Baker wrote:
[...] even if you don't start at 1st level, most characters in play have advanced significantly from whatever level they started. Using "built" characters as an example is only really relevant the first few sessions a character is played. Not representative of characters you see in routine play.

BTW, I didn’t mean to be snark.

I don’t that much about modules because ever since we started playing Pathfinder we have almost always used APs. So I can’t say what is and what is not obvious.

I think all sides have their points, but can’t we wait and see what the book has to offer us?


Actually having lower modifiers at lower levels is less of an issue than it is at higher levels due to the binary nature of the game. So a Bard with 7 Wisdom isn't bad off at all.

Zark wrote:
One of the things that annoys me with some Class guides is that what is a good build if you start from level X might not be good if you start at level 1.

I make a point to build organic characters who function from level 1. A Wizard saving their gold to craft a Blessed Book is hardly crazy at all. What else are they going to purchase? For the same gold they can get a +1 Cloak of Resistance, a +2 Int Headband and some miscellaneous stuff. Eventually they'll have enough gold to get a Blessed Book no matter what game they're in. GM fiat aside.


Stark_ wrote:
Peter Stewart wrote:
Stark_ wrote:

At this point, I don't have any further interest in discussing this with you.

You have no interest because the argument that it is inexpensive to maintain such a spellbook, regardless of availability of feats, crafting variance, and so forth, is pretty easily debunked?

Frankly, I don't like being accused of making trite strawman arguments, when the numbers speak for themselves.

Then you should perhaps take it up with the people who accused your argument of being a strawman.

He was responding to your fallacious claim when he was accused of making a strawman argument, and you added said attack to your favorites.

Perhaps you should consider what you say, if you don't like hearing that it is wrong. Or at least where you say it. Paizo messageboards are hardly a pure echochamber.

Personally, I think the arcanist looks great. I hope they have better staying power than I saw them demonstrate in the playtest, but they look to be a fun change of pace for the standard wizards and sorcs.


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Kain Darkwind wrote:
Stark_ wrote:
Peter Stewart wrote:
Stark_ wrote:

At this point, I don't have any further interest in discussing this with you.

You have no interest because the argument that it is inexpensive to maintain such a spellbook, regardless of availability of feats, crafting variance, and so forth, is pretty easily debunked?

Frankly, I don't like being accused of making trite strawman arguments, when the numbers speak for themselves.

Then you should perhaps take it up with the people who accused your argument of being a strawman.

He was responding to your fallacious claim when he was accused of making a strawman argument, and you added said attack to your favorites.

Perhaps you should consider what you say, if you don't like hearing that it is wrong. Or at least where you say it. Paizo messageboards are hardly a pure echochamber.

Personally, I think the arcanist looks great. I hope they have better staying power than I saw them demonstrate in the playtest, but they look to be a fun change of pace for the standard wizards and sorcs.

Calling my claim fallacious is no better than calling his a strawman. Since there are clearly a number of people falling on both sides of this argument, it's hardly fair to call it an echochamber either.

In any case. The task of cataloging the wizard's spell list to such an extent as to which spells are useful and which are not is both daunting and very subjective, so I'll revise my claim as such: The amount of options and versatility that the broad study exploit offers to the arcanist is extremely powerful, and comparable if inferior to the pre-nerf paragon surge. With the recent nerf of paragon surge itself to once a day and the arcanist's innately powerful spellcasting mechanic, explots, and ability to gain both bloodline arcana and school powers, the arcanist is worryingly powerful compared to the currently existing sorcerer and wizard.

Obviously, we'll have to see what the class looks like when it arrives, but I can only judge from what we've seen, and from what we've seen, the Arcanist looks extremely strong.


Stark_ wrote:
Obviously, we'll have to see what the class looks like when it arrives, but I can only judge from what we've seen, and from what we've seen, the Arcanist looks extremely strong.

Sure, but it's a full casting Arcane Class. It's going to be strong no matter what.

Had it not had the mechanic of Quick Study (which is still unusable in combat if you ask me) then nobody would play this class as it is inferior to a wizard, of that you can be sure, because to my knowledge, they cannot leave slots open to fill later like a wizard could.

Arguing that this one Exploit the class has breaks the game and makes the sky fall makes you seem very ignorant of actual game balance and game design. Also this back and forth is getting really annoying to read, neither of you have made any progress with the discussion.

I feel it is my civic duty to progress the discussion in way of Godwin's Law by saying that forcing all Arcanists to wait a whole 24 hour period in order to recall and change a spell prepared is basically Communism.


Monkerdoodle wrote:
Had it not had the mechanic of Quick Study (which is still unusable in combat if you ask me) then nobody would play this class as it is inferior to a wizard, of that you can be sure, because to my knowledge, they cannot leave slots open to fill later like a wizard could.

I don't think anyone is particularly arguing that using the ability during combat is likely but that with even the mildest of scouting/divination it becomes far more potent. If you discover that your next encounter is with some enormous zombie dragon but didn't happen to prepare Command Undead then it is extremely helpful to just be able to switch it out.

As far as Peters arguments about spellook costs go it doesn't take much of a review of the spell list to realise that actually you don't need all of the spells ever printed. Lets assume you just want all of the CRB spells. The scribing costs for those, assuming 11 free level 1, 4 free 2-8 and 6 free 9th for an arcanist (Wizards get 8 but 9-10 level 1) are:

Level 1: 31 spells @ 10gp/spell for a cost of 310gp
Level 2: 47 spells @ 40gp/spell for a cost of 1880gp
Level 3: 42 spells @ 90gp/spell for a cost of 3780gp
Level 4: 38 spells @ 160gp/spell for a cost of 6080gp
Level 5: 43 spells @ 250gp/spell for a cost of 10750gp
Level 6: 43 spells @ 360gp/spell for a cost of 15480gp
Level 7: 36 spells @ 490gp/spell for a cost of 17640gp
Level 8: 33 spells @ 640gp/spell for a cost of 21120gp
Level 9: 18 spells @ 810gp/spell for a cost of 14580gp

So, lets break that down into total cost at each new spell level break point:

Level 4: 2190gp
Level 6: 5970gp
Level 8: 12050gp
Level 10: 22800gp
Level 12: 38280gp
Level 14: 55920gp
Level 16: 77500gp
Level 18: 92080gp

This assumes you do all of your own scribing without investing in Blessed Books. Now lets up all of the numbers by 50% to account for buying access and compare it to WBL at those levels:

Level 4: 3285gp.....6000gp
Level 6: 8955gp.....16000gp
Level 8: 18075gp....33000gp
Level 10: 34600gp...62000gp
Level 12: 57240gp...108000gp
Level 14: 83880gp...185000gp
Level 16: 116250gp..315000gp
Level 18: 138120gp..530000gp

Now these numbers look quite high so maybe Peter has a point. Except then we remember that you don't actually need to know every spell of every level. You probably barely need half of every level to have a solution of some form or other to any problem you might come across. That brings the overall cost to somewhere between 10 and 25% of your WBL.

Of course it also ignores the impact of the Blessed book. If you know every CRB spell then you have about 1700 levels of spells so you need all of two Blessed Books. That costs you 12.5k to make them yourself and you don't need you second until about level 14. Picking up the first by about level 8 is not unreasonable so even if you buy every level 1-3 spell (which you don't need to do) you have spent 8955gp on access and scribing, 6500gp on a book and you still have the better part of 20k to buy other stuff. After that point it just gets easier and easier as you no longer pay scribing costs. This makes your total costs for every CRB spell from level 8 onwards as follows:

Level 8: 11975gp....33000gp
Level 10: 17350gp....62000gp
Level 12: 25090gp....108000gp
Level 14: 33910gp....185000gp
Level 16: 44470gp....315000gp
Level 18: 51760gp....530000gp

So to conclude. Without a Blessed Book it costs you a decent amount of your WBL to have every CRB spell, generally around 50%. With the Blessed Book it takes about a third initially with that value gradually dropping as you level and gain more spells.

If you only want half of every CRB spell in the game then you are paying about 20% at level 8, dropping to about 5% by level 18. So in short no it is very easy for arcane casters to have access to an enormous range of spells throughout their career.


andreww wrote:
Monkerdoodle wrote:
Had it not had the mechanic of Quick Study (which is still unusable in combat if you ask me) then nobody would play this class as it is inferior to a wizard, of that you can be sure, because to my knowledge, they cannot leave slots open to fill later like a wizard could.
I don't think anyone is particularly arguing that using the ability during combat is likely but that with even the mildest of scouting/divination it becomes far more potent. If you discover that your next encounter is with some enormous zombie dragon but didn't happen to prepare Command Undead then it is extremely helpful to just be able to switch it out.

But a wizard can do the same thing with scouting by filling his empty slot?

Your argument is incomplete as the wizard still has more options if not the same amount in actual practice. The playtests proved that.


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master_marshmallow wrote:
andreww wrote:
Monkerdoodle wrote:
Had it not had the mechanic of Quick Study (which is still unusable in combat if you ask me) then nobody would play this class as it is inferior to a wizard, of that you can be sure, because to my knowledge, they cannot leave slots open to fill later like a wizard could.
I don't think anyone is particularly arguing that using the ability during combat is likely but that with even the mildest of scouting/divination it becomes far more potent. If you discover that your next encounter is with some enormous zombie dragon but didn't happen to prepare Command Undead then it is extremely helpful to just be able to switch it out.

But a wizard can do the same thing with scouting by filling his empty slot?

Your argument is incomplete as the wizard still has more options if not the same amount in actual practice. The playtests proved that.

Sure the wizard can do it once or twice as you cannot really afford to leave a lot of spell slots open. The arcanist can do it for every encounter if they need to. Both options are powerful. I for one don't think the Arcanist obsoletes the Wizard, I consider both classes to be incredibly powerful top tier classes.

I am concerned that on the information we have that there is almost no mechanical reason to play a non human FCB using sorcerer once it is printed. I can see lots of flavour and style reasons for going with the sorcerer and it still fills a niche of the non spell book dependant arcane caster but at the moment a larger pool of immediately accessible spells known is the only advantage it has and that is only available to humans, half elves, half orcs and aasimar. I think that is a particularly bad move for the game. It essentially punishes people for what should largely be a choice of flavour, in this case applicable race.


andreww wrote:
master_marshmallow wrote:
andreww wrote:
Monkerdoodle wrote:
Had it not had the mechanic of Quick Study (which is still unusable in combat if you ask me) then nobody would play this class as it is inferior to a wizard, of that you can be sure, because to my knowledge, they cannot leave slots open to fill later like a wizard could.
I don't think anyone is particularly arguing that using the ability during combat is likely but that with even the mildest of scouting/divination it becomes far more potent. If you discover that your next encounter is with some enormous zombie dragon but didn't happen to prepare Command Undead then it is extremely helpful to just be able to switch it out.

But a wizard can do the same thing with scouting by filling his empty slot?

Your argument is incomplete as the wizard still has more options if not the same amount in actual practice. The playtests proved that.

Sure the wizard can do it once or twice as you cannot really afford to leave a lot of spell slots open. The arcanist can do it for every encounter if they need to. Both options are powerful. I for one don't think the Arcanist obsoletes the Wizard, I consider both classes to be incredibly powerful top tier classes.

I am concerned that on the information we have that there is almost no mechanical reason to play a non human FCB using sorcerer once it is printed. I can lots of flavour and style reasons for going with the sorcerer and it still fills a niche of the non spell book dependant arcane caster but at the moment a larger pool of immediately accessible spells known is the only advantage it has and that is only available to humans, half elves, half orcs and aasimar. I think that is a particularly bad move for the game. It essentially punishes people for what should largely be a choice of flavour, in this case applicable race.

I do not think the game is as flawed as you think it is, this is an internet forum after all.

It is entirely possible to make a fine sorcerer that doesn't take advantage of the favored class bonus.
As far as the arcanist having that option every fight? No, not if he wants to do anything else with his class abilities. Reservoir is a limited resource and it fuels all of his class abilities that aren't spells.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

For those talking about the cost of scribing spells may I point out the Cypher Script feat. It makes any spell you scribe cost half as much in half the number of pages. (Rounded up)


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He can cannibalise low level spellslots, and IIRC in the playtest even wand charges for reservoir if he really, really needs to.

Also... you are saying that reservoir abilities would be better than spells he could get from quick study. Think about that for a moment


master_marshmallow wrote:

It is entirely possible to make a fine sorcerer that doesn't take advantage of the favored class bonus.

As far as the arcanist having that option every fight? No, not if he wants to do anything else with his class abilities. Reservoir is a limited resource and it fuels all of his class abilities that aren't spells.

Sure you can make a perfectly playable sorcerer who doesn't use the human FCB but you will be quite significantly worse off than one who does and that difference will become larger the higher level you are. That doesn't mean you cant have fun with one or be successful as the sorcerer is still a very capable and enjoyable class which gets access to the entire list of arcane spells. It is very hard to suck when you get that.

However, there is no racial FCB option for sorcerers or oracles which comes close to being as good as having an extra 2 spells known of level 1-7 and 3 level 8 spells. Kitsune specialising in enchantment for disgusting DC's comes close but personally I struggle to live with the fewer spells known.

The FCB creates a distorting effect on which races are attractive for the sorcerer or oracle which is unfortunate. I actually think the FCB is a good thing for both classes, they needed that boost to their flexibility, it is just unfortunate that it is shackled to the race choice.

RPG Superstar 2008 Top 32

I'm not sure that comparing the wizard to the arcanist is worthwhile: Wizards get spells a level sooner, so I suspect the relationship will be that wizards are more powerful at odd levels (when they have an extra spell level) and arcanists are more powerful at even levels. That's fine. It means that on average, they're tied.

I'd be much more interested in comparisons with the sorcerer.

Paizo Employee Lead Designer

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I think we've explored the spell book scribing debate quite enough for a thread that is not really about that issue. If folks want to continue to talk about the Arcanist, fine, but lets drop that particular discussion.

And please continue to watch the tone folks. I really don't want to have to lock a preview thread just because some folks can't discuss an issue without resorting to personal attacks.

Jason Bulmahn
Lead Designer


Jason Bulmahn wrote:

I think we've explored the spell book scribing debate quite enough for a thread that is not really about that issue. If folks want to continue to talk about the Arcanist, fine, but lets drop that particular discussion.

And please continue to watch the tone folks. I really don't want to have to lock a preview thread just because some folks can't discuss an issue without resorting to personal attacks.

Jason Bulmahn
Lead Designer

Fair enough.

Can you tell us whether the arcanist is able to access the favoured class bonuses of its parent classes, in particular the extra spells known ability of humans. If it can do so do you think that has implications for the balance between the arcanist and the sorcerer?

Also can the arcanist benefit from the Expanded Arcana feat. In the playtest it had text in its write up about what happened if you gained additional spells known, in particular they converted to extra spells prepared. This seems intended to cover things like Expanded Arcana except that Expanded Arcana requires you to be a class with a limited list of spells known to take it which would mean the Arcanist doesn't qualify.

This question was asked a few times during the playtest but we never did get a response. Can you confirm one way or the other or do we have to wait for the book to come out?

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