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I am in a game that has a Magus. We just got an amazing Great sword and no one in our party can make use of it. I believe it is either a +1/2 keen Great sword. My question is this, can a Magus use a 2h weapon and use spell strike.

With spell combat it states "To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand"

Spellstrike - "whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack."

Also from the FAQ for spellstrike "So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell."

So basically, if a Magus' does the following:
As a free action releases 1 hand from the great sword
uses spellstrike to cast the touch spell
as a free action re-grips the great sword with 2 hands
moves
as a free action delivers the spell.

So with that formal, using spellstrike works unless spellstrike is only possible because of spell combat. No where does it say that spellstike is reliant on spell combat but there is this line that could cause problems.

"If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks."

To me, as long as spell strike was never used in concert with spell combat he would have no problems but he would never be able to get his full around attacks.


Can you site where it mentions so when i talk with my GM about it, I have some prove.

Drahliana Moonrunner wrote:
That said, one can count inspired casting as working the same as preparing and then casting the spell itself in most cases.


WORD OF RECALL
School conjuration (teleportation); Level cleric 6, druid 8
Casting Time 1 standard action
Components V
Range unlimited
Target you and touched objects or other willing creatures
Duration instantaneous
Saving Throw none or Will negates (harmless, object); Spell Resistance no or yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.WORD OF RECALL
School conjuration (teleportation); Level cleric 6, druid 8
Casting Time 1 standard action
Components V
Range unlimited
Target you and touched objects or other willing creatures
Duration instantaneous
Saving Throw none or Will negates (harmless, object); Spell Resistance no or yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

My question is am I able to cast Word of recall with inspired spell. Word of recall is not a spell known on the character in question. Since I did not prepare the spell to designate the sanctuary, am I able to designate it when I go to cast the spell?


bbangerter wrote:

FAQ contains it all. Let's remove the confusing parts of the FAQ and strip it down to its bare bones.

Quote:


The text says "once per round." ... the healing can only occur once per round.

Not once per round per creature. Or once per creature. It is once per round period.

"Someone" is this context simply refers to a plurality of who it could be used to heal - that is you get to choose who benefits from the healing, even if several people pass through your square. But you can only heal "someone" once per round.

You may be right, the context of the word someone could be plurality but I think I used a poor example for replacing someone. Lets replace someone with a synonym that better suits the question and furthers my confusion.

How many times per round can I use this ability to heal a individual?

Now we have removed someone as being a plurality does my question not become more valid? I don't care if I am wrong, I just want real clarification as to if it has the ability to cure multiple allies a turn. If only a real DEV member from Pazio would chim in.


Kolyarut wrote:
Does anyone think that Option B is a possibility based on your interpretation of the rules and the FAQ section? I want to see if anyone else out there shares this opinion before I make an official ruling of Option A for my game.

I do and trying to find out if people really think my option could be applied

http://paizo.com/threads/rzs2tqun?Life-Oracle-Energy-body#1


Cavall wrote:
I'd love to hear your argument on how that FAQ is unclear though

"How many times per round can I use this ability to heal someone?"

To me, I am understanding this question as how many times a round can I heal a single ally. So if we break this down a little further someone means some person. The some person would be a "chosen ally." So how many time can I heal "chosen ally" per turn? Or to put it into their words, How many times per round can I use this ability to heal "chosen ally?"

""once per round." Regardless of whether you are passing through an ally's square or an ally is passing through your square, the healing can only occur once per round."

So you tell me, and be honest and not a troll, based on how the text of Energy body read and the wording of the FAQ, does it truly seem a little confusing as to if you can heal multiple allies or a single ally.


It reads, "Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space."

The question that I have is weather or not the ability can heal multiple allies or if it limited to just a single living allied creature. If you break up the first sentence to read as such:

Once per round, if you pass through a living allied creature’s square, it heals 1d6 hit points + 1 per oracle level. Once per round, if the ally passes through your square, it heals 1d6 hit points + 1 per oracle level.

Breaking the ability down this why, in my opinion, helps to clarify that this allows you to heal multiple allies a turn, but no ally can be healed more than once per turn.

FAQ answers posted an answer http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9qll
however, I still feel that question wasn't answered well. So again I ask, can you heal multiple allies each round (where the healing can only happen once per ally) or is it strictly only one living ally character per turn