Sword of Glory

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I've scanned the boards, if anyone has posted on this already I couldn't find it.

I've been looking over the Elemental School options for Wizards. What spells are banned? I would assume that if I choose Fire then I would have all the spells specifically listed on the Water list as my opposed school spells correct?

Now this may sound a bit rules lawyer here...but that is often how my group goes. If you look at second level spells in those lists (fire and water) they contain a lot of overlap.

For example at second level you will find Elemental Speech, Elemental Touch, Resist Energy and Summon Monster II all on both lists. RAW would tell me that I need to expend two slot to memorize any of those spells.

But that seems dumb, that spells that are in my school are also opposed? Its not like you can memorize Elemental Touch (Fire) or Elemental Touch (Cold), unless I really missed something somewhere.

Also, if the Wizard does have full access to all these "opposed" spells...then doesn't this make Elemental Schools by far the best in terms of spell access? You only choose one opposition school instead of the normal two and half the opposed spells aren't really opposed? That seems head and shoulder's above all the standard schools.

What am I missing?


Other than the Shadowcraft Mage archetype for wizards, are there an other official Pathfinder abilities/feats/etc that can increase the base percent of damage/reality from Shadow Evocation/Conjuration on a successful save?

-AK


Here is the text from the material:

"When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point."

When it states that the creature hit is unharmed does that mean unharmed by the life force absorption or unharmed by the critical hit?

I can see it reading two ways:

1) The target is critically hit (takes critical hit point damage) and has its lifeforce drained (which doesn't harm it in any way-no negative levels, loss of con, other things associated with that concept, etc).

2) The target is critically hit (takes no hit point damage because it is unharmed) and has its lifeforce drained (which also doesn't harm it in any way).

Am I the only one confused by this?
-AK


4 people marked this as FAQ candidate.

Here is the text from the material:

"When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point."

When it states that the creature hit is unharmed does that mean unharmed by the life force absorption or unharmed by the critical hit?

I can see it reading two ways:

1) The target is critically hit (takes critical hit point damage) and has its lifeforce drained (which doesn't harm it in any way-no negative levels, loss of con, other things associated with that concept, etc).

2) The target is critically hit (takes no hit point damage because it is unharmed) and has its lifeforce drained (which also doesn't harm it in any way).

Am I the only one confused by this?
-AK


Am I the only one that finds it odd that the Magus gains extra bonus feats as part of their class progression and can't select Extra Arcana or Extra Arcane Pool with those feats? These are two feats designed solely for the Magus.


I mostly come on the forums when I have a rule question, but lately I've been reading more for the sake of reading and I've come across something that surprised me.

Wizard Arcane School abilities (let's use the Admixture ability)

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

I've seen people posting that they will take a class (let's say Magus as I plan to play one) and dip one level into Wizard and then apply Versatile Evocation to their Magus spells.

After reading it, I guess it isn't exactly clear that is has to be a Wizard Evocation spell, or even an Arcane Evocation spell. This same thing can be found in many school abilities as well as some Cleric domain abilities.

To me RAI this never crossed my mind, but then I started thinking about it, Wizard gets Scribe Scroll too and that would work for the Magus spells.....what are everyone's thoughts on this? RAI? RAW? Do you play this way or allow this? I'm really curious.

Thanks,
-AK


I am going to be playing a Magus build and I was wondering if anyone out there knows of any traits/feats/race ability/class ability/etc that allow an arcane caster to add divine spells to their spell list?

I know the Magus has an arcana that adds wizard spells to his list and the Samsaran race has an ability that allows them to add spells from another class list (but this list is limited to divine to divine and arcane to arcane).

What I want is to grab one or two low level divine druid spells and add them to my Magus arcane spell list.

The ability would have to be from anything Paizo published (our campaign allows all Paizo, no 3rd party published works).

Does anyone out there know of anything that would do this other than cross classing of course?


If I run a Wizard multiclass Witch and let's say my Wizard is level 4 and my Witch is level 1.

For the purposes of calculating Arcane Strike it is +1 for levels 1-4 and +2 for levels 5+, etc.

Does the Wizard 4/Witch 1 add both classes or use the primary? Am I at +1 or +2.

Thanks,
-AK


I'm sure this has been asked before, but I couldn't locate anything on it using search.

Through their combat style a Ranger may select Greater Two Weapon Fighting even if they don't qualify for the pre-reqs. My group was discussing this, does this give the ranger 3 off hand attacks (essentially granting Improved Two Weapon Fighting for free)?

Thanks.


I'm working on a build that incorporates the monk and I've been exploring options for using unarmed strike.

Does anyone have any thoughts or actual rules on unarmed strike and poison? Would a monk be allowed to wear gloves or gauntlets and apply poison to them while making an unarmed strike?

Thanks in advance for any feedback.