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Mondragon wrote:

Druids, clerics, Rangers, Paladins and sure some one more "know" all the spells.

The GM choice what sources will use in his/her game.

The gm even can limit more creating home rules like you only know x spells each level being druid.

But following the rules a druid know all the existents spells for his/her level

Druids are overpowered like other pure casters (wizards, clerics even sorcerer) dont worry about that

Thanks for your reply. I suppose the druid can keep his spells then.

mswbear wrote:

Druids are a powerful class but aren't necessarily more powerful then an other full caster.....and if you are using other full casters as the measure then they certainly aren't overpowered regardless of spell selection.

As far as if they "should"....It would depend on how you view them gaining spells. Druids get their spells from nature and through communing with nature. It doesn't indicate anywhere that anything would be preventing them from having those spells but as a GM, you certainly get to set limits as you see fit.

If a druid communes with nature in the desert would they gain a bunch of ice spells?

One could argue that they would since nature encompasses all ecosystems and environments so regardless of where they do their communing they would have access to all of what nature is able to provide.

However, one could argue that spells could be regionally locked in some way. Gaining an abundance of ice spells in the desert doesn't make sense as that part of nature is fairly if not totally unfamiliar with ice and the natural properties of ice and therefor cannot grant ice spells.....of course doing this greatly hinders the effectiveness of the druid in a way that no other class would be hindered by and is unsupported by the rules as written.

If you don't want spells from a certain source just ban anything from that source at your game. If you are only banning some things from it be prepared to justify with more then "because I'm GM and I say so".

I don't have any particular spells that bother me (I haven't even read all of them yet). I was just wondering how others do it, since the amount of spells is huge, at least compared to what I'm used to in other RPGs and also D&D-based computer games (I think in Baldur's Gate and Icewind Dale divine spellcasters have to learn spells same as arcane spell casters).

I was just basically double-checking I understand the rules properly, and also to find out how others do it. I don't want to give the players something very powerful that they shouldn't have due to my inexperience.

As the spell list, with sourcebook spells included, is quite large, the druid player is a bit overwhelmed too as what spells to prepare, but I'm sure he'll manage.


I'm a fairly new DM to Pathfinder. One of my players made a druid, and apparently they know every spell of the levels that they can cast. Should they know all of the spells from all of sourcebooks or only the spells from the corebook? Are they overpowered if they do, is it fine if they do?


Fuzzy-Wuzzy wrote:

Detect evil just gives a strength of evil ranging from "none" to "overwhelming." Under no circumstances does it give an error message. If the inquisitor tries all four detects, after getting nothing they should conclude that either the person is neutral or the person has too few HD to register or the person is shielded. You need not suggest the last (or any other) possibility to the player yourself, of course. And someone shielded need not be concerned with their alignment in particular---maybe they're wearing a ring of mind shielding because they don't want their thoughts read, and as far as they're concerned the alignment thing is a side effect.

Thanks for your quick reply and the clarification. That makes sense. I also forgot there is no Detect Neutral.


The Wraith wrote:

Undetectable Alignment is a Bard 1st/Cleric 2nd/ Paladin 2nd-level spell with a duration of 24 hours which shields from Alignment detection only (easy to make a Potion, since it has 'Target: One creature or object').

Nondetection is a Ranger 4th/Sorcerer-Wizard 3rd-level spell with a duration of 1h per caster level and an additional component cost of 50 gp which shields from Divination spells (including the various Detect -insert Alignment here- spells), but, being more powerful, it has a chance to 'leak out' your true alignment when the detection is on (again, it can be found in Potions since it has 'Target: One creature or object' but only the Sorcerer-Wizard version can be found, due to spell-level restrictions on Potions - alternatively, it can be found in Wands).

Mind Blank shields without error from all Divination spells, lasts 24 hours, and gives a bonus vs. Mind-affecting effects, but it's a Sorcerer-Wizard 8th-level spell, so hard to find (but it can be cast on another creature).

And a Ring of Mind Shielding (as Morgen pointed out) is an 8000 gp item which constantly (and without failure) shields from alignment detection, discern lies and detect thoughts.

I'm running a game and at some point the PCs might meet an evil character who wants to mask his alignment from them (one of them is an Inquisitor). It seems like there still is a drawback to Undetectable Alignment and Ring of Mind Shielding since if the Inquisitor tries to determine their alignment, they basically get an error message right? If they try to detect evil, and I tell them "you can't seem to determine their alignment", they're gonna get suspicious, aren't they? Or how does it work? If they use detect evil on a shielded character, or do they simply sense that they are not evil? So the PCs might just assume the character is good or neutral. If the Inquisitor tries to determine every possible alignment, and still get nothing, then it would be suspicious, but they probably won't do that.