Cold Rider

Kulgore's page

Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 12 Organized Play characters.


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Gortle wrote:

I think you have gone for too many spells that you know from previous versions of the game. There are some new ones and redone favourites that are worth your attention. Some suggestions:

Blink, Resilient Sphere, Acid Storm, Pillars of Sand, Shadow Siphon, Shadow Walk, Time Beacon, True Target, Undermine Reality, Foresight

I would recommed at least one battle form spell like Animal Form or Dragon Form - it has a lot of utility value even if you don't take it in a top slot to be combat competitive - and will help you cut down your movement options.

Thanks. I didn't so much go from previous editions as I went simply from the core rulebook. Some of those spells I've never heard of, but will check them out.

Out of the spells that I know:

Blink: seems like as much a liability as a benefit. DR/5 is not particularly useful unless you are getting hit quite a lot which as a sorcerer is a position I never want to be in. And randomly teleporting 10 feet is just as likely to be disastrous as it is helpful.

Acid storm: does very little damage unless enemies just stand in the rain for 5 or 6 rounds.

Shadow Walk: I originally had this in my top five. But it dropped down to my 6th choice, just failing to make the repertoire. But I figure with arcane evolution I can add it to my repertoire in the morning if I plan on having to travel long distances in the coming day. One minute casting time means it can't be used for rapid escape from combat so if I'm going to need it there's a good chance I'll know in advance that I'm going to need it.

The other options you suggested (the ones I know) are all good choices but I'm not sure what I would cut to make room for them.

About battle forms, I'm planning on taking mutli class druid and wildshape which will give me useful battle forms up until spell level 5.

For higher levels I very seriously considered dragon form. But between summon dragon and chain lightning I figured I had the energy area attacks covered.

If I was going to take dragon form I would want to replace one of my existing offensive spells, which would mean one of:

Chain lightning (6)
Haste (heightened 7)
Horrid Wilting (8)
Power word blind (heigtened 9)

Suggestions?


In combat, at low levels:

Magic weapon on the fighter.
Haste on the fighter.
Summon animal to give the fighter a flanking buddy, meat shield / soak up some damage, and hopefully maybe even deal a bit of damage.
Starting at 8th level: heal on the fighter
Dispel magic to debuff enemies.
And when all else fails, yes, my assortment of offensive cantrips.

At higher levels he's got no shortage of offense with:

Summon dragon
Disintegrate
Chain lightning
Primatic Spray
Reverse gravity (which is insanely powerful against non flying enemies)
Maze
Horrid wilting
Power word blind
Possession

I'm also planning on giving him multiclass druid and taking wildshape for some additional melee punch if the team needs it.


Garulo wrote:

I keep in mind that you want to be a utility caster focused on out of combat (aside - a rogue with archetypes up the wazoo might be interesting alternative)

1) The list may benefit from tightening and focus.

For example, at L4 why take Dim Door, Fly, Gaseous form, AND freedom of movement. Gaseous form is usually done INSTEAD of the others.

2) some spells may benefit from taking them at a higher level

For example, Comp Lang is very lackluster unheightend but becomes much better at L3/L4. Haste is rather bad at L3 (L7 is becomes quite good)

3) Finally, even though you are a utility caster - what is your goto attack spell? Is it TK Projectile? Even a utility OOC caster should have one decent attack spell. Many casters seem to take fireball (sig) as their first xblood spell but there are nice ones other than that on your own list. Are you trying to make a Summoner?

Thanks.

Good point about overlap on Dim Door, Fly, and Gaseous form. But in my mind they all have very different uses:

Fly is not for me. It's for the melee based fighter/barbarian so he can avoid walls, difficult terrain, or get into melee combat with airborne enemies.

Gaseous form is for infiltrating to places that we haven't been to before and therefore can't Dim Door into them.

Dim Door is primarily for me to escape if things go completely A up. Gaseous form won't allow me to get away quick enough. Dim Door let's me get to safety fast, leaving my friends behind to die like chumps. I can always come back for their corpses later. A lone survivor is better than a TPK.

I'm getting haste at 3rd level whether I want it or not because it's my bloodline spell. And I'm taking it again heightened to 7th.

Agree that 3rd level comprehend languages is a lot better than 2nd level. But I'm already hard pressed for 3rd level options. I don't even have fireball. At least 2nd level allows questions to be understood and then responded to with nodding or head shaking.


HumbleGamer wrote:

Longstrider heightened lvl 2 ( eventually you could take a wand ).

I'd also take drop dead lvl 5 spell, just to be sure.

Thanks.

Yes, definitely wands for heightened longstrider, and the other low level long duration buffs like mage armour.

Drop dead was very high on my list, but I would have a hard time justifying sacrificing any of my other level 5 choices to get it. Possibly I could drop tongues.


Objective is for a general purpose utility caster with useful spells for most situations, but with an emphasis on out of combat usefulness for investigation and adventuring. Here's what I'm thinking. Five spells per level is with greater mental evolution feat (16th level). The fifth spell for each level would be added only once I get that feat.

I'll also have arcane evolution to add one additional arcane spell to the list each day.

Suggestions for key omissions?

***Index***
BL = Bloodline spell
S = Signature Spell
MC = spell from a multi class archetype
CB = Non-arcane spell gained from Crossblooded feat
H = Heightened
/ = spell before the slash it taken at low levels, after the slash at higher levels

***Cantrips***
Detect Magic (BL)
Electric Arc
Ray of Frost
Burning Hands
Telekinetic Projectile
Acid Splash
Prestidigitation (MC)
Light (MC)
Read Aura (MC)
Message (MC)
Mage Hand (MC)

***First***
Magic Missile (BL)
Magic Weapon / True Strike
Summon Animal (S)
Burning Hands / Heal (CB, S)
Illusory Disguise

***Second***
Dispel Magic (BL, S)
Invisibility / See Invisibility
Comprehend Languages
Illusory Creature
Darkness

***Third***
Haste (BL)
Clairaudience
Invisibility Sphere
Invisibility (H, S)
Mind Reading

***Fourth***
Dimension Door (BL, S)
Clairvoyance
Gaseous Form
Fly
Freedom of Movement

***Fifth***
Prying Eye (BL)
Summon Dragon (S)
Mind Probe
Wall of Stone
Tongues

***Sixth***
Disintegrate (BL)
Scrying
Teleport (S)
True Seeing / Chain Lightning
Wall of Force

***Seventh***
Prismatic Spray (BL)
Magnificent Mansion
Reverse Gravity
Plane Shift
Haste (H)

***Eighth***
Maze (BL)
Antimagic Field / Horrid Wilting
Discern Location (S)
Disappearance
Mind Blank

***Ninth***
Prismatic Sphere (BL)
Antimagic Field (H)
True Seeing (H, S)
Power Word Blind (H)
Possession (CB, H)

***Tenth***
Miracle (CB)
Timestop
Gate


Or, if he wants it 100% RAW legal, while maintaining 90% of his wizard flavour:

Make him an arcane sorcerer. Take the crossblooded feat to add summon fiend to his spell list and then make it his signature spell.

And take the arcane evaluation feat so he can still do that whole wizard "I learn exotic spells and add them to my spell book. And I study my spell book every morning to determine which spell I'm going to be casting today." thing.


Wizards get summon dragon, which IMO is significantly better than summon fiend. If he wanted to give up dragon summoning in favour of fiend summoning I'd be fine with it.


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Are you using hero points?

I haven't played a lot of very high level yet, but I've still never seen a PC die.

A single hero point is enough to take you from dying 4, about to become dead, to not dying at all and without increasing your wounded level. Meaning if you get further healing you can be back in the fight, and still get knocked out yet again without it being instant death.

I've never seen a PC die, though I've seen quite a few PCs need to use their hero point to prevent death.


Sorcerer spell casting: "You must know spells to cast them, and you learn them via the spell repertoire class feature."

Spell repertoire: "The collection of spells you can cast is called your spell repertoire. "

If a spell is not in your repertoire you can't cast it. Nothing in the description of signature spell alters that fact.

Signature spell: "You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. "

A literal reading would be that you could select a spell not in your repertoire. And then when you cast that spell you could heighten it to whatever level you want. But if it's not in your repertoire you can't cast it in the first place so there's no value to picking a signature spell if it isn't already in your repertoire.


I love samurais. I grew up with Ninja movies and D&D Oriental Adventures [sic]. I always liked playing the samurai for the role playing flavour of the character. Honourable warrior with a cool sword and all that.

But game mechanic wise a samurai is just a guy who is good at fighting with a sword, and sometimes also a bow, and sometimes he also learns how to ride a horse.

There's already a class that does all those things, and does them quite effectively: fighter.

I've never found any of the game mechanic features of the samurai, cavalier, paladin, or other character classes/archetypes to be any better than just playing a fighter, giving him a cool sword that he knows how to use really well, and then adding a bunch of samurai related role playing flavour.


Ya. That's my literal reading of the rules too.

It's just that such an interpretation would mean that those focus spell related multiclass feats actually don't suck.

The game designers seem to have gone out of their way to make most of the multiclass feats completely suck.

So when I notice that one of them seems to not totally suck I suspect that either it was a mistake or there must be a catch somewhere that I'm not seeing.


Let's say I'm a 16th level sorcerer. I have the multiclass druid dedication archetype feat. I have the basic druid spellcasting feat allowing me to cast druid spells of up to 3rd level. And I have the Order Spell feat from the druid archetype, granting me a druid focus spell. For the purpose of this example, let's say my druid order focus spell is heal animal.

When I cast heal animal, to what level is it heightened?

A) It is heightened to half my character level. So as a 16th level character, I cast heal animal at level 8. (Even though I got this spell from the Druid archetype and I could never cast 8th level druid spells.)

B) It is heightened to the highest level of spell that I could cast as a druid, which would mean it is heightened to level 3.

C) For most druid feats I take through the archetype there is wording to the effect "your druid level is equal to half your character level." Although that wording doesn't appear in the text of the Order Spell feat, I could apply the same logic. Assume that my druid level is equal to half my character level (so 8). And then let the druid focus spell be heightened to half of my effective druid level, so in this case I would cast heal animal at 4th level.

The rules section on focus spells make no mention of multiclass archetypes, and so a reading of that section seems to say that option A is correct.

But I feel that option A results in archetype focus spells being way more powerful than most of the other abilities gained through archetypes so I'm wondering if B or C is closer to what is intended. Or maybe there's a rule somewhere that says B or C is in fact correct, but I can't find any such rule.


thenobledrake wrote:
Not all cases of someone thinking they can do something that someone else thinks the rules say they can't do are because of ambiguous wording - some are because people are effectively ignoring the wording or effectively inserting words that aren't there in order to reach what they wish the wording actually said.

Fair point. People can argue that all dwarves have a movement rate of 600. That doesn't mean the rules are ambiguous on the subject. But such arguments don't typically last 70+ postings.


thenobledrake wrote:
You're basically saying a smith crafting a pair of shears is taking a hostile action because 12 years later some one might just pick up these old shears and stab someone with them - that's not at all what a literal reading of "indirect" means.

Actually, that's the exact opposite of what I'm saying.

I'm saying that crafting sheers is NOT a hostile action, in spite of the fact that it could indirectly result in harm at a future time.


mrspaghetti wrote:
Kulgore wrote:

Casting a spell that has only one possible use, and that single use is to facilitate the harming of other people, would most certainly be viewed as a hostile action by me.

Casting inspire courage or magic weapon . . .

Then casting Mage Armor would have to be "hostile" too, as would many, many others that are, well... not. Do you consider people who study martial arts to be hostile? After all, by your logic, there's only one reason to do that.

No.

People who study martial arts also learn how to duck and block. And their ducking knowledge will last a lifetime. Mage armour protects against harm, and has many uses other than getting into a fight. Plus it lasts for 24 hours.

Casting magic weapon has one use, and one use only: hurting another person within the next 60 seconds.


Draco18s wrote:
If your answer to the first question is no, then it follows that it remains no, even as you contemplate the rest.

No, that doesn't follow at all.


shroudb wrote:
you dont meat the prerequisits for the 2nd MC feat,

That's debatable. I don't necessarily disagree. But I do think it's a bit ambiguous.

Say you want to take wizard dedication as the 2nd feat.

Eldritch trickster says you have to meet the prerequisites of wizard dedication.

The prerequisite is 14 intelligence. It's listed right there in the feat on the prerequisite line. And it's the only thing listed there as a prerequisite. So if you've got the 14 intelligence you arguably have the prerequisites for the feat.

You can't take any dedication feats until you have two other feats in your first dedication feat tree is a RULE that exists. But it's not a "prerequisite" as defined under the wizard dedication feat. And the Eldritch trickster ability simply says you have to meet the "prerequisites". Which, with a 14 intelligence, you do.

Or so it might be argued.


Ya, that's a good point. I wasn't thinking of prepared casters.

My current character is a sorcerer so I was thinking in terms of spell repertoire selection, or purchase of scrolls for emergency use.

If you were going to buy a scroll for emergency use in the event of invisible enemies then Faerie Fire would be better for dealing with invisible enemies.

But in the case of a prepared caster, preparing glitterdust means you can still use it in combat to try to dazzle people. If you prepare faerie fire and don't encounter any invisible enemies it's a wasted spell slot.

So ya, good point. Thanks.


Casting a spell that has only one possible use, and that single use is to facilitate the harming of other people, would most certainly be viewed as a hostile action by me.

Casting inspire courage or magic weapon is like lighting the fuse on a stick of dynamite, turning on your gattling gun so it starts spinning, or loading your buddy's bazooka and then tapping him on the head and saying "your loaded, fire when ready."

It is a clear indication that you are planning on doing harm.

If somebody came into my house, lit a stick of dynamite, and set it down on my kitchen counter I would consider that a very hostile thing to do.

I wouldn't say "well, it's not hostile yet. It's only hostile if the dynamite goes off."


If you're confident the fight is going to be over in two rounds then the anti-invisibility effects are equal, so the addition of possible dazzle might be useful.

But if the fight is going to last a couple of rounds you are allowing roughly 50% chance that your enemy(s) regain invisibility, for the sake of possible dazzling.

Suppose you are fighting two invisible enemies. Assume that if you use gliterdust one makes the save and one fails.

Faerie Fire: Both of your enemies are without invisibility for the next five minutes.

Glitterdust: One of your enemies is dazzled (20% miss chance) and is without invisibility for 1 minute. The other enemy is without invisibility for two rounds and then goes invisible again.

Which group of enemies are going to put up more of a fight? 9 times out of 10 I think the group where one of them regains invisibility, even if his buddy is dazzled, poses much more danger then the group totally without invisibility.


Rule wording is ambiguous.

Yes, it is ambiguous or we wouldn't be talking about it.

I'd just look at game balance.

I don't see it as particularly disruptive to game balance for a first level rogue to have two dedication feats. They have to give up a bunch of other cool abilities to get those feats. And a couple of extra skills, cantrips, or weapon proficiencies are not over powering at first level.

I'd also let the character take any of the multi class feats they want, in any order they want, from both of the dedications they have.

But I wouldn't let them take a third dedication feat until they had three multiclass feats in BOTH of their first level dedications.


Both spells have 120 foot range and affect all targets in a 10 foot burst at the time the spell is cast. Both are second level spells.

Faerie Fire negates invisibility for 5 minutes. No save!

Glitterdust allows a reflex save and negates invisibility for 2 rounds on a successful save and 1 minute on a failed save.

Am I missing something here?

Faerie Fire seems to be way way better. Why would you ever use glitterdust instead of faerie fire?

Yes, I know that there's a chance gliterdust could also cause the target to be dazzled. But who really cares about that. The whole point of using either of these spells is to try to thwart invisibility. And if your goal is to thwart invisibility you should be using the spell that does a way better job of doing what it sets out to do.


Captain Morgan wrote:
Also, consider the opportunity cost: getting those spells means the dragon loses dracobic momentum, which is a really big deal for a minion.

The main value would be for countering specific effects, like summoning up a dragon who can cast neutralize poison, remove paralysis, or restoration.

(I was going to include remove disease and remove curse to that list but then I noticed they have a 10 minute casting time so a summoned creature couldn't use them.)


If the summoner can specify "I summon a black dragon that can cast spells" and then a black dragon shows up with an assortment of random spells, I'd allow it.

If the summoner wants to specify "I summon a black dragon who knows how to cast spells X, Y, and Z.", then I would probably ban it.

Being able to summon a creature that can cast any spell you want is too powerful and too versatile.

Particularly in the hands of a sorcerer with limited spell repertoire. Having a single summon dragon spell known gives the sorcerer access to any lower level arcane spells he wants.

Also, since some dragons can cast non-arcane spells, it gives arcane sorcerors and wizards alike access to a whole slew of extremely useful divine spells.

That's too powerful IMO.

But if the spells the dragon shows up with are randomly selected then I'd say it's not too powerful.


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thenobledrake wrote:

If the point of your action is that bad stuff (including damage) happens to another creature, it's a hostile action.

The quote from the CRB is not unclear on this matter - it even says "whether directly or indirectly" (emphasis mine)

So yes, you having your summoned creature or commanded animal (companion or otherwise) attacking absolutely, clear as day, breaks your invisibility because it's a hostile action.

The full quote is "A hostile action is one that can harm or damage another creature, whether directly or indirectly. . . "

100% of all actions that a character takes "can" harm another character "indirectly".

When the party's fighter is unconscious during a fight, going over and healing him means he can get back and up and start swinging his sword again. So absolutely healing the fighter will cause indirect harm to the enemies. As written, this would make healing spells hostile actions, as would virtually 100% of the things that characters do, all of which "can" cause "indirect" harm to others.

So a literally reading of the rule is not helpful unless you want to rule that invisibility is broken the second the wizard does anything.

I think putting the emphasis on "indirectly" is putting the emphasis in the wrong place.

As a GM, I'd put the emphasis on "hostile" and ask whether using this outside of combat would be perceived as a "hostile" action by NPCs that witness the action.

So healing, casting a flight spell, talking to your friends, etc would not be considered "hostile". Nobody who say you do those things, outside of combat, would automatically assume you had hostile intentions.

On the other hand, anybody who witness you tell your summoned creature to attack somebody, would very clearly consider that to have been a hostile action. If somebody saw your use telekenisis to start a land slide over somebody's head they'd consider that hostile. And to the original post, concentrating to maintain a spell that is currently attempting to burn somebody to a crisp would most certainly be considered a hostile thing to do by anyone who saw you do it.


It was a good idea before I shared it with other people. Like most of my ideas I guess.


whew wrote:
Pathfinder retraining is always like that - last week you could do something, but now you can't. If you've been using that something regularly, then it's probably not going to feel very realistic.

Good point. That is very true. Retraining in general does massively stretch character development realism.

"What do you mean you forgot how to speak a language that you knew flawlessly last week!?"


Malk_Content wrote:
I think the devs when making Ancient Elf valued it perfectly fine expecting people to follow the rules normally. The level 4 dedication feats are level 4 feats because that is the power level they felt appropriate. Ancient Elf is a perfectly strong heritage as is (a bonus Lvl 2 Feat at level 1) without musing that it should also reduce the level requirement of further multiclass feats (which ones, just the level 4s? What about level 6+ feats, do they all go down 2 levels too?)

If ancient elf does NOT let you take other multi class feats a level or two sooner than normal then it seems like a bit of a wasted ancestry to me.

I would not give up dark vision for a level two feat. But maybe that's just me. I like darkvision.


We should all agree to boycott all Paizo products until they correct there monumental and inexcusable error of omission and provide us with definitive guidance on how mirrors and darkvision work.

We should also insist that they clarify whether or not a dragon can effectively use a hammer.


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I love this thread and how vehement the arguments are!


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What's the point of being an arcane spell caster if you're not going to be a weasel?

More realistically, I'd use this to add a small selection of the most useful non-arcane spells to my spell book. I wouldn't need to take the time to add them all.

In the same amount of time that would be required to craft a really nice new staff you could instead add three or four highly useful spells to your spell book.

I don't think the idea that the spell you understood perfectly last week suddenly becomes gibberish because you studied something else makes much logical sense. But then I suppose it is magic, and the GM could simply justify it with a don't be a weasel sort of logic.

As a GM I would put this on my recurring villain Lich so that he always has the spells he needs for all situations. And presumably he's got the time to learn all these spells before he meets the PCs.


Not being able to take a level 4 fighter class feat until you are a level 4 fighter is obviously the case, both as written, and I'm sure as intended.

But for non class specific feats it seems that the written rules and the authors intent may be somewhat inconsistent.

The page 18 quote certainly suggests that you can't take a "level 4" skill feat until you are a level 4 character.

Yet the line on page 255 "The level of a skill feat is TYPICALLY the minimum level at which a character could meet its proficiency prerequisite." [Emphasis added], would seem to suggest that the authors are open to the possibility that a character might somehow manage to qualify for a feat before a "typical" character would, and in such case would be able to take the feat.

For example, any feat for which expert level skill proficiency is a prerequisite is listed as a level 2 feat. Because typically, no character could be an expert in a skill before level 2 (and only if that character was a rogue).

But what if a later book introduced a new background or ancestry that allows a character to be an expert in a skill at level 1. Then that character would meet the feat prerequisites at level 1, sooner than a "typical" character would be able to. Can they take the skill feat at level 1 because they meet the prerequisites? Or must they wait until level 2 because it's a level 2 feat.

Although it's not a skill feat, a similar issue is created by the "ancient elf" elven ancestry. This ancestry gives you a "typically" 2nd level feat at level.1. Say you take cleric dedication. Typically you'd have to be 2nd level to take that. But now you get it at level 1.

Say you then want to take "basic dogma" as another multiclass cleric feat. Basic dogma has cleric dedication as a prerequisite, and is listed as fourth level feat. Why is it listed as a fourth level feat? Because for game balance a character should need to be fourth level before taking it? Or simply because a "typical" character would not be able to qualify for it before reaching fourth level.

I would suggest that an ancient elf who takes a multiclass feat at first level should be able to take another multi class feat at 2nd level, rather than having to wait until 4th level. I would suspect that's what the developers intended when introducing the ancient elf background. However, the page 18 reference, if taken literally, seems to suggest the elf needs to wait until 4th level before taking his second multi class feat.


Character is an arcane bloodline sorcerer.

Crossblooded evolution lets him add a divine spell to his spell repertoire. Say Heal. He now has heal in his spell repertoire and he can cast heal "as a spell from [his] arcane tradition." So he casts heal as though it was an arcane spell.

Arcane evolution lets him add all the spells that he has in his repertoire to his spell book. So he adds heal, as an arcane spell, to his spell book.

The heal spell, which he learned through crossblooded evolution, can be swapped out of his repertoire "as you could any other sorcerer spell."

The section on swapping spells in the repertoire says that a sorcerer can use retraining during downtime to swap out the spells in his repertoire. So this includes the spell added using crossblooded evolution.

He retrains, removing heal from his repertoire and replacing it with any other spell from any other tradition. Say, neutralize poison.

Heal is no longer in his standard repertoire. But it is still in his spellbook, as an arcane spell. Arcane evolution lets him add heal to his spell repertoire for the day.

He also now knows neutralize poison, treating it as an arcane spell, so he adds that to his spellbook too.

Retrain neutralize poison to some other spell, and repeat.

Given enough retraining time, he can add every spell, of every tradition, to his spell book treating them all like arcane spells.

So using arcane evolution, the character can pick any one spell, from any tradition, to be one his known spells for the day. And he can change which spell that is every day.

Thoughts?


The way the feat is written is certainly unclear. My interpretation of what I think it is supposed to say is:

You can have the duration last for an hour if it satisfies both of the following conditions:

1) It is a form that you are normally allowed to take using wildshape because you've chosen the relevant feats to grant access to that form.

And 2) The form you're using is taken from the allowed forms under a particular spell which can be cast at a level which is two levels lower than your highest level Druid spell. If a form appears under a spell that would not be castable using a spell slot two levels lower than your highest level spell slot then you can use that form with form control.

This would mean:

At level 4 you can't use form control at all.

At level 5 you can use form control only when changing into a mouse or other non-flying form listed under pest form.

At level 7 you can use form control only for the base (non heightened) animals listed under animal form, and for basic humanoid forms using the non heightened version of humanoid form if you have thousand faces.

At level 9 you can use any forms available through a 3rd level spell slot, so you could use animal forms based on the animal form spell heightened to 3rd level.

At level 11 you can use form control to take on any form attainable via a 4th level spell, or lower level spell heighted to fourth level. This would include the basic forms from Aerial Form.

And so on.

Note that this renders Form control completely worthless until you are at least 7th level. Wild shape already lets you be a mouse for 10 minutes.

At level 7 this becomes useful for scouting using scent, for faster overland travel, and for natural climb and swim speeds, and for cultural blending in if you have thousand faces.

At level 11 this becomes useful for extended flight.

At no level is this ever useful for combat. You'd be going into combat with a form two levels below your best combat form, which is a huge disadvantage.

Anyway, that's how I think it is supposed to work. Useless in combat but from level 7 onwards it becomes reasonably useful for non-combat tasks.


"Creating a Lich: A lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells)."

"Drain Phylactery: The lich taps into its phylactery’s power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich’s prepared spells."

So by RAW, a Druid, Cleric, or Bard can become a Lich.

Then once per day they can cast an ARCANE spell of maximum level, even though they don't normally cast arcane spells at all.

That's pretty powerful and versatile. Wondering if it was a mistake.

Should the Drain Phylactery spell actually allow the Lich to cast any one spell of up to the maximum level that they can cast which is drawn from their primary casting spell list (either Arcane, Divine, Occult, or Primal)

?