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Thanks for the input, everyone.
I guess I was overthinking the matter.

My autistic brain wrote:
Just because something isn't explicitly forbidden, doesn't necessarily mean that it is allowed.


Okay, maybe my original question was phrased suboptimally.
I'll try to make it clearer this time.

A wizard picks a quarterstaff as their Arcane Bond item at level 1.
That quarterstaff then gets destroyed or lost.
The wizard now wants to replace their Arcane Bond item.
What can the wizard pick for their new Arcane Bond item?

a) It has to be another quarterstaff.
b) It doesn't have to be a quarterstaff, but it has to be a weapon.
c) It can be any amulet, ring, staff, wand or weapon.

RAW could reasonably be interpreted in any of those ways.
Currently, I believe that c) is most likely the intent of the rules, but unless someone can link me an errata or a developer post clarifying this, I'm working off an assumption.
And you know what they say about assuming.

Full text for Arcane Bond, for completeness' sake:

Arcane Bond:

Archives of Nethys wrote:

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.


Melkiador wrote:
In my opinion, anything that makes your bonded item more durable is a good idea. So, if you get an artifact, that's a prime choice. Otherwise, if you can get an adamantine item, those are pretty hard to destroy.

I totally agree with you there, however that was not the point of my question. My concern is whether or not something like that is even allowed by RAW/RAI.

It's not explicitly forbidden in the text of Arcane Bond, but it's not explicitly allowed either.


AwesomenessDog wrote:
Yes, nothing stops you from simply "losing" your quarterstaff until you make a new bond, and checking behind the couch and finding your still magical (if you put any magical properties into it) quarterstaff. It would still cost 200gp per level to switch it out in this way.

Wouldn't it have returned to being a non-magical masterwork quarterstaff at that point?

Arcane Bond wrote:


The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.


For example, could a wizard that picked a quarterstaff as their bonded item replace it with a ring or an amulet at a later time?
The RAW doesn't seem to mention one way or the other, so I was wondering if this has come up before and if it has been answered in any 'official' capacity.

Arcane Bond wrote:

Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon.

[...]
If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.


Tongues Curse wrote:
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

When a character takes their first level of Oracle and chooses the Tongues Curse, can they pick a language they already know, for example an Aasimar picking Celestial?

The argument I see against this would be something like 'You cannot gain a language as a bonus language if you already know it.'

If not, does that mean a character who already knows all of these langauges (via ranks in Linguistics, etc.) is unable to choose the Tongues Curse?


So, let's say the player characters find a corpse and successfully figure out that it has been tampered with via the spell Sculpt Corpse.
Now, they want to know whose corpse it actually is.

1) Since the duration on Sculpt Corpse is 'instantaneous' and not 'permanent', it is not an 'ongoing spell' that could be targeted by Dispel Magic, right?

2) Restore Corpse has 'corpse touched' as its target, but in the description it specifies that the corpse has to be 'decomposed or skeletonized'. Would the spell still be able to restore the corpse, as in, to its original appearance, even if neither the original nor the current appearance are 'decomposed or skeletonized'?

3) In case Restore Corpse fails because of the 'decomposed or skeletonized' part, could you circumvent that by casting
Decompose Corpse, then Restore Corpse?


The components for the spell 'Heroe's Feast' are listed as: V, S, DF.
The spell can be cast by Bards and Clerics.
Now, for a Cleric, the Divine Focus Component makes perfect sense, but if my Bard wanted to cast that spell, would they need a Divine Focus too?