Mystic Theurge

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It’s uncommon, but any given elf or half-elf could make a case for it.

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Ravingdork wrote:
I don't see any once per round limitations built into the spell's sustain text. Ergo, you could potentially move someone three times in a round, or move three people. Or four with Effortlesss Concentration!

This is my thinking as well. It can be sustained multiple times, up to four as you say (5 if we poach Cackle), allowing for you to potentially move your entire party about.

I'm eyeing this for the Commander when it comes out as well. Bring an ally into position for a formation, or whatever the release version may be called.

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Xenocrat wrote:
Kyrone wrote:

Wait, it that a decent Wizard focus spell? What a miracle. What the other one do?

According to a Reddit AMA guy with the book: "the advanced one lets you teleport after taking damage to move away and gain resistance to the

trigger equal to your level." (I haven't seen the range.)

So kind of similar to the 6th level Volcanic Escape fire kineticist impulse, except you avoid rather than inflicting damage, and teleport instead of leap. Extremely similar to the SF2 playtest witchwarper feat 2 Predictive Positioning, with a 10 minute cooldown and a subclass lock.

Furthermore:

Quote:

Curriculum cantrips: message, telekinetic hand; 1st: fleet step, lock, thoughtful gift (Player Core 2 253); 2nd: knock, warping pull U (page 149); 3rd: echo jump U (page 148), trade items U (page 149); 4th: flicker, translocate; 5th: king’s castle U (page 149), magic passage U; 6th: collective transposition (Player Core 2 243), teleport U; 7th: interplanar teleport U, planar seal U; 8th: quandary, sudden transposition U (page 149); 9th forest of gates U (page 148)

School Spells initial: friendly push U; advanced: rapid retreat U

Pretty much got it!

It’s a reaction teleport spell when triggers when you take damage from an attack or spell. Lets you teleport 20ft in the direction of your choice and grants you aforementioned resistance.

Schools of Gates looks like one of the best schools overall.

We also now have enough teleport spells to fill a personal staff.

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QuidEst wrote:

Ohhh, I somehow missed that this was sustained. With just the one use, it seemed like the usual Wizard "a little worse than a real focus spell", but this is great.

- Use this in a party with a Commander, and you can really start to arrange the battlefield to your liking.

- Effortless Concentration brings back the relevance of this at high levels, allowing a free scoot every round.

I do feel like this is a plant for Battlecry. The school overall has a lot of teleportation and movement options, all of which would be perfect for the more tactical lines of play that I think we are expecting there.

Effortless Concentration comes online just 3 levels after the 30ft movement is achieved, so the two work well.

Poaching Cackle from the Witch also opens it up a little as well, while getting an additional focus point.

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yellowpete wrote:


Liturgist doesn't interact with it since it can only sustain apparition or vessel spells with its benefit.

Whoops! Good catch!

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Shining Kingdoms gives us a new Wizard school, the School of Gates. I actually quite like this school, as both its focus spells seem very useful and it grants several school spells I quite like (Warping Pull and Echo Jump being stand outs).

I would like to focus in on the 1st level focus spell, Friendly Push, however. It reads:

Friendly Push wrote:


FRIENDLY PUSH [one-action] FOCUS 1
UNCOMMON CONCENTRATE FOCUS MANIPULATE WIZARD
Range 60 feet; Targets 1 willing creature
Duration sustained up to 1 minute

You exert magical force to propel a willing creature up to 10 feet in a straight line, including upward, though if they aren’t on solid ground or have another way to maintain their height (such as a fly Speed) when the movement ends, they fall. When you Sustain the spell, you can move them again or choose a new target within range and move them instead.

You can cast this spell on an unconscious ally, and if you do, the movement from this spell doesn’t trigger reactions.

Heightened (4th) The distance increases to 20 feet.
Heightened (7th) The distance increases to 30 feet.

Off the bat this has a lot going for it.

- It falls into that realm of focus spell where it can conceivably be used in every encounter for your entire adventuring career, and has a very iconic, "Build around me" feel.

- It can be sustained multiple times a round.

- Post 13th level, it can function as either a side-grade or upgrade to your own stride actions.

- Being a single action, there are several possible applications for the Ready Action

- It has a fun interaction with Catfall/Rolling Landing

- Probably some fun things can be done by a Liturgist Animist who poaches it.

Overall it can give your turns a very tactical "Chess master" feel with your party, and can have just some fun general interactions in several scenarios.

So What hijinx can we pull with it?

Party builds and combos, item interactions, everything is on the table.

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My Bloodlord Necromancer Wizard doesn't really work anymore.

They were a Lepistadt graduate who used the necromancy slot to take all the antonomy heavy necromancy spells. Less raise-the-dead necromancer, more body horror.

Post remaster I can still technically do this, but I have to trade out normal spellslots to do it while being lumbered with schools spells from School of the Boundary I don't particularly want. I guess he would actually be closer to Protean Form these days, but I also don't really want most of those spells either.

So the remaster didn't kill the character as such, just forced me to trade effectiveness for theme and gave me nothing in return for making me worse.

I was actually rather excited when I thought Rivals was going to introduce Lepistadt as an actual school. I had hoped this character would have been restored, but alas.

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SuperBidi wrote:
From my absolutely-not-statistically-relevant experience the Oracle changes were a failure. The class is even less played now than it was preremaster.

Which is werid, given that that made the remaster Oracle so much more powerful but lost a lot of its uniqueness.

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NorrKnekten wrote:

I think most of us would say that "physical injury" is the most universally accepted definition of 'harm'.

Though this is very context sensitive, Blinding someone temporarily or binding them doesn't really consitute physical injury, but blinding someone permanently absolutely does.

What I'm hearing from this discussion, however, is that to the class already most susceptible to and punished by Table Variance, the Runelord now adds additional layers to that.

I can see how that if the you think anathema aren't really restrictions and don't play them as such, then yes, its the archetype isn't due much reward.

If they are played as actual restrictions, then the archetype is now missing a real payoff for those restructions.

We need to take into account that with the remaster the Wizard got a substantial nerf to horizonal power, and lost the crown for having the most top-level spell slots (either tying with or being replaced by the Oracle, depending on build).

I guess I had hoped that the rare archetype of the Runelord was a partial correction for these nerfs.

But I guess not.

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Witch of Miracles wrote:
Considering that the anathema is basically saying-but-not-saying the old restricted schools of magic, I'd have preferred if the anathema pointed to trait tags or something clearer.

The removal of schools would have gone much better, and the system itself would be much more robust and flexible, if it had been paired with a serious application of traits to spells.

Obviously the time constraints of the remaster prevented this, but a comprehensive trait system is the answer to a lot of issues in and around magic.

If nothing else, it would allow Personal Staves to have some life again.

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NorrKnekten wrote:


an insertion of meaning where there is room for error.

I'll give you this, on the condition that you accept that there are already potentially hundreds of instances already in the game line that we just accept every day.

In this instance we know due to an errata, but there exists quite a bit of room for this sort of error all over the system. In which case we can't know until we know.

A perfectly valid errata may have also clarified the preparing issue without touching the additional charges, for instance. We can't take any potential ambiguity as a red flag because... well, Paizo leave a ton of ambiguity everywhere.

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Errenor wrote:
Old_Man_Robot wrote:
They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.
It's all very well, but there's one small hitch: all this text never said anything that the base rule 'prepare only one staff per day' is removed. So yes, you add charges from a prepared staff. And your weapon is a staff. You prepare only one as usual though. So it always was only one set of charges. Functional and makes sense.

Because it doesn't need to.

Your functional staff is not an actual staff that gained charges from being prepared. It is a functional staff that gained charges as described in the ability.

If you chose to prepare an actual staff, you used those rules as normal, and if you merged them you used the actions as governed by the text.

Yes they needed to state that the functional staff could not be prepared separately as it was not explictly clear. But your functional staff never said it could be prepared anyhow.

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NorrKnekten wrote:
Old_Man_Robot wrote:

"with charges equal to the highest rank of spells you can cast" is a clear feature, which is then referenced later in the next paragraph to tell you how to handle those extra charges with the staff merge function.

They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.

Paizo are allowed to change their mind or walk things backs, but its not something that was created due to some muddled wording.

This has been discussed though, The text is not as clear as you think it to be. "Functions as a staff" previously didnt make it clear if you had to prepare it like you would need to with a staff. Which is why they added "The weapon functions as a staff only you can prepare".

Similarly the second paragraph doesnt make any note of this being additional charges to the previously prepared bonded item or adding the staff's charges to your (now empty,non-prepared) bonded item. Which is inline with how it worked pre-remaster. So they changed it to "When you prepare your bonded weapon, you can merge it with a staff"

You are correct that either reading works but the issue is specifically that depending on personal bias and experience different people will come to different conclusions when reading the previous text.

So we can't really draw conclusions as to if their vision was to replicate the old feat or something else, Nor as to wether they changed their mind or reevaluated it. Which lets be honest, if that was the case it would've been pushed much later. Only that people couldnt agree on what the text actually said and needed clarification.

Never let it be said that I think Paizo word their abilites well, and there is certainly room to improve it.

My contention was more around the additional charges granted to the initial staff was not an error or wording, or, if it was, they went out of their way to insert additional language for the sole purpose of making room for error.

If you forget the merging aspect for a moment and just look what was in the first paragraph, its a fairly unambiguous ability.

I agree that the reading where people thought you could get 2 full staff charges + the additional was always wrong and not supported in the text.

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Errenor wrote:
they just messed up the wording of the rule a bit.

Lets be honest here. That is not really what happened.

Lets compare text.

Pre-Errata Arcane Bond and Personal Rune wrote:

Runelords hail from an era where even a scholar was expected to be able to defend themself with arms if necessary, leading to the practice of attaching a blade to the typical wizard's staff. You must choose a polearm or spear as your arcane bond. In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff with charges equal to the highest rank of spells you can cast and contains the sin spells from your sin up to that rank (including your cantrips). Your personal rune isn't a property rune and doesn't count against the weapon's limit of such runes.

If you prepare a magical staff, it merges with your bonded item until your next daily preparations, adding its charges and spell list. While merged, the weapons haft takes on aesthetic aspects of the staff.

Post-Errata Arcane Bond and Personal Rune wrote:

Runelords hail from an era where even a scholar was expected to be able to defend themself with arms if necessary, leading to the practice of attaching a blade to the typical wizard’s staff. You must choose a polearm or spear as your arcane bond. In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff only you can prepare and contains the sin spells from your sin up to the highest rank of spell you can cast (including your cantrips). Your personal rune isn’t a property rune and doesn’t count against the weapon’s limit of such runes.

When you prepare your bonded weapon as a staff, you can physically merge one other staff in your possession into it, adding the staff’s spells to your bonded weapon until your next daily preparations. While merged, the weapons haft takes on aesthetic aspects of the staff

"with charges equal to the highest rank of spells you can cast" is a clear feature, which is then referenced later in the next paragraph to tell you how to handle those extra charges with the staff merge function.

They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.

Paizo are allowed to change their mind or walk things backs, but its not something that was created due to some muddled wording.

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thenobledrake wrote:

Old_Man_Robot wrote:
Perhaps if players were allowed to strick their fingers in mousetraps at the start of each session, that woud suffice.

Bringing up something deliberate ridiculous doesn't make your point look stronger. It actually makes it look like you don't even feel you have a point so you're distracting from that with what is just one step removed (since you didn't actually attribute this ridiculous thing to me) from a straw man.

Sometimes ones want to be argumentative hides for the forest for the trees.

I'm saying that your outlook on the situation is absurd, not that you have said an absurd thing on its face.

You are making the case that downsides, or costs, should not be something which can be mitigated. You want these costs to hurt, so that any potential upside is paid for.

Its a fine idea on paper, but the nature of the medium means that there exists no real costs a player could be asked to pay that aren't in some way mitigatable if - and this is where we cross the absurdity boundry in your reasoning - we don't count "no longer does certain things" as a cost.

Encouraging changes in behaviour is the goal of things like the anthema system. To say that because the system works to meet its intended goal, it is then, not a restriction or cost to the player, is silly.

Reductions in agency which encourage alternative lines of play is the entire point!

This the "stick" (or Negative incentive) portion of Carrot & Stick behavioural economics. My general problem with this errata is that it removed most of the expected carrot (our positive incentive).

Paizo has made it clear they want Wizards to be most defined by the spells they cast. This is at odds with the "toolbox" approach they have generally positioned the class as.

We can see the (awful) changes to the school spell slot as means to get Wizards closer to that desired spot of "defined by the spells they cast" approach. Paizo have thus far opted to it all through negative incentives. Restrictions and lack of options, as opposed to Carrots.

With the initial release of the Runelord, it looked like Paizo had actually struck a good balance.

Being able to cast their sin spells more often than other spells, while also allowing them to prepare their other spells in their core slots, safe in the knowledge that could fall back into those sin spells with 10m break, was actually great.

The additional Runelord restrictions all made sense in this context and it served as a great example of the carrot and stick coming together to make Wizards that not only felt different from each other, but were actually more defined by the spells they cast.

Then they threw it away.

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thenobledrake wrote:
Ectar wrote:
Imo, it's more akin to a rogue promising to never train in Thievery for a bonus to Stealth.

Sure... but that's not actually any different despite your presentation that it is.

Wanting to be sneaky no more implies that you also actually care about being able to pick pockets, open locks, and disable devices than want to play a spell caster implies you actually want to be able to do every kind of magic there is to do.

Especially when we get to the "you were only actually going to prepare so many spells in the first place" of it, missing out on broad categories of magic - no matter how desirable they are - is not actually a problem for the player.

In order for it to be an actual obstacle or inconvenience there'd have to be a pronounced weakness inherent to the scenario of "I couldn't choose that" that isn't just as present in the scenario of "I didn't choose that even though I could". And since there's no difference between "this character doesn't know electric arc or fireball" and "it would violate this character's anathema to cast electric arc or fireball" there is no actual inherent value in that anathema.

And that you can point at every runelord option and say desirable spells it can't do - which happen to be other sins go-to sorts of spells - proves that getting by without certain things is hardly even inconvenient outside of having the GM/group inflicted case of "I was allowed to pick an option that is awful in the campaign and am not being allowed to do anything other than tough it out."

There is quite a bit of circular reasoning in this.

You are asking for it to hurt, and for the player to be made to feel that hurt everyday, but the practical cash-outs are virtually identical. The players still aren't casting the proscribed spells.

The players intention of ever using those spells is immaterial. It is, however, impacting what happens within the confines of the game and limits the possible scope of solutions that player could bring. The correlate of being a prepared caster is that for every spell you prepare, you are not preparing every other spell that could also fill its space. Restricting what can and cannot be prepared causes the spells in this correlate to shift as a natural consequence.

Saying this doesn't impact balance is kind of silly.

If impacting the types of magic a Wizard can do is not enough, then what would a real cost look like?

- A HP deduction for additional slots? - Wizards try to avoid being hit regardless, so evidently this is aso not an actual obstacle or inconvenience.

- A scaling penalty to saves for slots? - Wizards strive not to be impacted by harmful effects anyhow, so this is also not an actual obstacle or inconvenience.

- A loss of feats for extra slots? - Wizard class feats of note are few and far between, so trading them away would not be an actual obstacle or inconvenience.

And with those 4 options, we have expended the resoures afforded in the Wizard chasis.

Beyond that, all we could offer would be penalties to the classes proficiencies with Magic. Which seems like a rather pyric trade at best.

Perhaps if players were allowed to strick their fingers in mousetraps at the start of each session, that woud suffice.

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Finoan wrote:
Old_Man_Robot wrote:
Drawbacks can be offset by benefits.
AKA MinMaxing.

Not in this context… that term just doesn’t even apply here.

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Finoan wrote:
Old_Man_Robot wrote:
Finoan wrote:
I'm putting my vote in the 'no, you don't get to prepare two staves and get the free charges on both of them' column. That was a TGTBT ruling that wouldn't fly at my tables to begin with. If you want to play it that way at your tables you are still certainly able to houserule .
What are you talking about?

I'm talking about this rule right here:

Preparing a Staff wrote:
No one can prepare more than one staff per day

That is the power ceiling for all characters of any class.

Runelord was never intended to bypass that to get extra charges by preparing both their Arcane Bond weapon and a regular staff. It isn't how I would run it at my tables even before the errata. You could combine the staves together first and then prepare the combination as one staff.

Is there a part of that that is still confusing?

I guess I’m confused by you patting yourself on the back for now allowing an interpretation that I personally never saw anyone bar you advance.

So I guess good work on that!

I fully agree that being able to prepare two staffs, get the charges from both, and then add your max spell rank in additional charges on top of that is not what the original text said. Mostly because it never said that.

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Finoan wrote:
Blave wrote:

That "extra top rank slot" is limited to two spells. Oh, and at level 15+ it's reduced to a single spell. You at least get to spontaneously choose which one you want to cast before then.

Then there's spell quality. Getting to choose between 2 spells isn't great if one or even both of them are just bad or highly situational.

Sure, you can use the charges to spam a few lower level spells but even for those many are bad - or become bad as levels go on because they rely on damage, counteracting or have the incapacitation trait.

There's maybe 2 sins with a spell list that really benefits from those extra top rank slots at all levels.

The errata'd Runelord is barely worth dealing with the anathema. And only because the base wizard is somehow even worse, if more flexible.

Well, that is a bunch of other things that are valid critiques of the archetype.

None of them are fixed by giving the wizard extra staff charges.

Drawbacks can be offset by benefits.

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Finoan wrote:
I'm putting my vote in the 'no, you don't get to prepare two staves and get the free charges on both of them' column. That was a TGTBT ruling that wouldn't fly at my tables to begin with. If you want to play it that way at your tables you are still certainly able to houserule .

What are you talking about?

It’s a functional staff which has your sin spells, and a number of charges equal to your highest spell rank + a regular staff.

So at most + 10 charges at 19th level.

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What a poor change to Runelords.

Bad job Paizo, bad job.

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That is it, that is the post.

I won't rehash the myriad issues I have had Wizards over the years. Just revert the change that so that Runelords can remain as an actually good version of the class. The whole archetype has the rare tag already.

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kaid wrote:
PossibleCabbage wrote:
Perpdepog wrote:


It's the Return of the Return of the Rise of the Revenge of the Runelords.
Return of the Return of the Rise of the Revenge of the Runelords: REVENGEANCE
2 Rune 2Lordius!

Rise 3: Tian Xia drift!

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Theaitetos wrote:
Old_Man_Robot wrote:
Bluemagetim wrote:

A summon will cause indirect harm.

If you are reaching to this level of abstraction, the class will begin to have basic functionality issues.

Any aid whatsoever they lend to the party would then count as indirect harm.

That's nonsense.

Just look at it from the perspective that is already established in game:
If an action counts as a hostile action (e.g. to break Invisibility), then it should be considered active involvement. And if it causes injury, then it is doing harm.

Sure, you can summon a Fire Elemental, but once you command (sustain) it to attack someone, then that is definitely using your magic to cause harm with an element.

For at what point would that be different than casting Floating Flame? Both are temporarily summoned forms of elemental fire that require your direct command to harm others.

This feels like we are in arbitrary and capricious territory.

Would casting Conductive Weapons on an allies weapon be Anathema to you?

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Bluemagetim wrote:

A summon will cause indirect harm.

If you are reaching to this level of abstraction, the class will begin to have basic functionality issues.

Any aid whatsoever they lend to the party would then count as indirect harm.

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OrochiFuror wrote:
Old_Man_Robot wrote:

Don’t listen to anyone else!

You need to take both the Folklorist and Campfire Chronicler dedications.

Spend all actions, every round, everyday, Offering Stories, Spinning Tales, and blasting out the Anthems.

Peak Bard activity.

Ugh, this guy. He doesn't shut up. What happened to the bard that just quipped about stuff or the one that slept with the dragon?

It started as a joke, but now I like the idea of a neurodivergent Bard whose barding methodology is info dumping constantly.

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James Jacobs wrote:
Zoken44 wrote:
So, I'm confused. What's this an announcement of? Release of a new Adventure Path? an Actual Play? more sourcebooks? I'm probably missing some context or something.
What this announcement is will be revealed tomorrow on the stream. You're not missing any context at all.

Definitely a The Mandalorion crossover event.

Pedro Pascal will be doing an Actual Play of the secret new sin, Handsomeness.

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Don’t listen to anyone else!

You need to take both the Folklorist and Campfire Chronicler dedications.

Spend all actions, every round, everyday, Offering Stories, Spinning Tales, and blasting out the Anthems.

Peak Bard activity.

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Any pushback on my read that Electricity spells like Electric Arc / Thunderous Strike should be usable by Envy because they aren't elements as defined by rest of the game-line?

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ElementalofCuteness wrote:
What about Poison?

Just be careful with the trait tags.

For example, Caustic Blast is A-Okay.

Brine Dragon Bile is not.

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ElementalofCuteness wrote:

Envy Runelords cannot deal damage with the elements nor the void.

If I have to defend myself and deal direct damage which spells can I actually use? How may spells have the mental trait/deal mental damage so that I might be able to deal some form of damage?

So, lets break this out, as there exists two aspects at play with this Anathema.

1) What counts as "the elements"? and 2) What spells can I cast?

1) Pathfinder 2e does not have an "Elemental" damage type. Damage types are defined here. The what we do have is "Energy" damage.

Elemental damage, then, we can reasonably say is probably just a subset of energy damage, but this does not actually appear anywhere in the rules. However, the limitation is not against dealing damage of a certain damage type, but, instead, dealing damage with those elements.

This means that, for instance, if we have a fire spell that does force damage, it would still hit the Anathema because it is the 'element' that is dealing the damage, not the damage type itself.

As of RoE, we have defined the elements as: Air, Earth, Fire, Metal, Water & Wood.

From this we can reasonably infer that if we are dealing damage with a spell which has any of these traits, it would trigger Anathema.

We then have a special crave out for explicitly void. Void is also a trait, just not one of the elemental ones above.

Now, with this, there is a potential problem. What about electricity? Electricity is a damage type, but not an elemental type. Many electricity dealing spells lack either the Air or Metal trait, while some others do. This is not simply a matter of old vs spells, as even some of those that are post RoE/Remaster contuine to see electricity as not a distinct element.

Personally I see this as fine, if a bit unintuitive, it just means that your Runelord have access some reliable early damage spells without being Anathema.

2) As a small point:

Quote:
Casting a sin spell never invokes the anathema of its school of sin

So if its on your list, you don't have to worry about it.

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I’m really hoping that rare pocket library is a mistake.

It’s a solid utilitarian spell that has a lot of flavour. I’ve been having characters cast it since the spell came out.

I don’t see any reason it should suddenly be rare.

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If you are Thaumaturge you can make your own daily supply of Retrieval Prisms however.

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I've always allowed it as well. I was just curious if it has been refined at all.

Thanks for letting me know!

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SuperBidi wrote:

You have the Inscribed trait (so mostly Scroll Robes).

And items to draw for free, like the Retrieval Belt.

That's those I know of.

Also, you can use a Familiar with Independent and Manual Dexterity to hand you a Scroll every 2 rounds.

Overall, all these methods work if you know what you want to cast. But it's harder to choose from multiple Scrolls outside high level Retrieval Belts.

Don't forget Retrieval Prisms while you are at it. For 12gp a pop, at higher levels they can do some real work.

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Did the new rules make any reference to how Troops work for things like the Create Undead ritual, or is that still technically possible?

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WWHsmackdown wrote:
Runelord does look like a pretty cool midrange wizard from the skimming a did.

I think the new Runelord is actually the best Paizo have put out for them this edition. It does a lot of good things while still being tied to the curriculum system.

Having a mini Staff Nexus baked in with a mini spell substitution alone makes it head and shoulders above the base Wizard.

But, more importantly, it has focus spells I want to cast every combat. Shame they didn’t keep the point expansion.

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Pathfinder Lost Omens, Rulebook Subscriber

If I’m playing a Wizard, then Scrollmaster. I basically consider it as part of the Wizard base class these days.

Apart from that, Snare Crafter is actually quite good these days!

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Pathfinder Lost Omens, Rulebook Subscriber
Teridax wrote:
given how that would require mechanical changes to the class rather than additional feats and schools

I broadly agree with this. Feats and schools are problems for the Wizard, but they aren't The Problem with Wizards.

That said, a 1st level feat could do a lot for the Wizard I would say.

Studied Taxonomy wrote:

Prerequisite: Arcane Thesis

You gain the Additional Lore skill feat in Academia Lore.

You can Recall Knowledge on any creature you can observe using Academia Lore. When you Recall Knowledge in this way, you may only learn information on that creatures Weaknesses, Resistances, Immunities and Saves.

Simple, effective and flavourful. Also plugs the missing skill I guess.

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Pathfinder Lost Omens, Rulebook Subscriber

Part of it is the addictive vs the exclusive nature of the content.

The schools & archetypes exclude each other, you can only be doing one at a time and you can never mix and match.

Whereas class feats can be taken in a much more adaptive way. It expands the class to a greater degree in some ways, because they can expand all characters potentially equally. Whereas subclass options cannot do that.

I agree that some people are be overly unfair on the contents number. This is, by far, the most thought Paizo have given Wizards in years. The “technology” they are deploying here with the curriculum spells is a much needed elevation of the otherwise awful remaster change.

So it is good all round.

I just wish there was more of it on more fronts.

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Pathfinder Lost Omens, Rulebook Subscriber

Monk made out like a bandit.

Can’t wait for Monasteries of Golarion, with 15-20 new Wizards feats because one of the monasteries likes to read.

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Pathfinder Lost Omens, Rulebook Subscriber

So... Rivals.

Surprisingly a lot of content for an LO book.

Somehow even less Wizard content than even I thought there would be.

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Pathfinder Lost Omens, Rulebook Subscriber
Rory Collins wrote:
Old_Man_Robot wrote:

We should start a pool.

Money goes to a charity to aid in childrens literacy.

I'll pledge 250USD that we get to 12 books, both Rules & Lost Omens, after Player Core 1, before Wizards get another new class feat printed.

Come on Paizo! Take my money, prove me wrong!

On a crazy note inspired by what you just wrote there, I would love to see a book where every class (feats, subclasses and all) up to the point is compiled in one book and another book where every ancestry is compiled.

I know we have the Archives to find stuff but for old timers like me that love books in hand, it is a complete mess sifting through books to find stuff, especially with the various heritages being in the various Lost Omen books.

Those would be some hefty tomes!

I can see those being a nice end-of-life product for 2nd edition. A couple of big, heavy, books which compile various things in particular books. Maybe about 4/5 in total.

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Pathfinder Lost Omens, Rulebook Subscriber

We should start a pool.

Money goes to a charity to aid in childrens literacy.

I'll pledge 250USD that we get to 12 books, both Rules & Lost Omens, after Player Core 1, before Wizards get another new class feat printed.

Come on Paizo! Take my money, prove me wrong!

Dark Archive

5 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Wizards haven’t got any new Wizard-specific content in the last 6/7 books, be they rules or LO. (There was an AP with a new school however! )

I haven’t seen Rivals yet, but Wizards have long overdue some actual content.

A lack of actual class feats is just sad to see. It’s hard to think of a book more perfect to drop a handful of new feats for specific things.

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Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
Scrotor wrote:
Apparently in the new book rival academies there are no wizard feats, just a lot of spells and schools

I mean, we know it contains a class archetype that exclusively for the wizard, so to say it has no wizard feats is misleading.

But I don't find it that surprising that it doesn't include additional, more generic wizard feats. Adding more schools is already a "1 class only benefit" feature for a book to dive into, and one that is probably much more important to address, as it is where I think most of the remaster wizard frustration is coming from. The remaster did add a number of new feats for the wizard and many of those are very good.

I know you personally don’t agree, but I cannot express enough how anaemic the Wizard is.

New schools were NEEDED as a bare minimum because the remaster took more schools and focus spells than it gave back. Resulting in a net loss of options. The wizard still had the least class feats of any core class.

I’ve heard there is only actually 3 new schools as well, but I’ll have to wait and see on that one.

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Pathfinder Lost Omens, Rulebook Subscriber
Trip.H wrote:

+1 to the idea of allowing the Witch to have multiple hex cantrips at the ready. It's kinda their only real "thing" that has mechanical teeth to it while also being super flavorful.

Being able to dip your toe into other subclass options is something most classes should have at higher levels. It just gives classes that bit more internal depth.

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Pathfinder Lost Omens, Rulebook Subscriber

Are you playing a Remastered Witch or a Premaster? The Witch got a lot more unique and stand-outish in the remaster, so if you aren’t using the remaster, I would look into that!

The second thing I’d ask is what drew you to the Witch initially? Perhaps it’s not right for what you want to be doing and another class does make sense!

Also, it would be wise to chat to your GM if they are constantly targeting your familiars. While there is meant to be a risk/reward element to using familiars directly in combat, if it happens constantly, your GM may need to alter their game style. It’s not intended for the Witch to consistently lose out on a chunk of their class features everyday.

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Pathfinder Lost Omens, Rulebook Subscriber

I believe we will start seeing people get their advanced copies of Rivals this week, so it will be interesting to see what is actually in there.

Still holding out a fragile hope for the Runelord.

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Pathfinder Lost Omens, Rulebook Subscriber
Powers128 wrote:
This thread really blew up. I've never played Wizard but it does seem like the idea is for it to be "the" prepared caster so much of its identity has to do with interacting with that system. It's just not very flashy.

It’s a standard 3 slot prepared caster, like a Druid or Cleric.

It has a 4th, limited slot, which allows for a selection of under 20 spells in edition to the standard 3.

It has some thesis options which allow you to play with slots a bit, but it’s no more complicated than a clerics font.

The simple truth of the Wizard is that they are not actually “the” anything. The best they can claim is some marginal gains over some other casters.