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Q: What are the feats that will work with Spell Perfection?
I've searched the boards and found snippets of insight but nary an official response from a developer. I'm hoping to collect all knowledge re: Spell Perfection in one thread...
HISTORY:
Spell Perfection was introduced with the Advanced Player's Guide (APG) in August 2010. The APG was errata'ed once on 12/01/2010 - no errata was given for Spell Perfection. No reference exists in the various FAQs. Multiple threads exist trying to get clarification since 2010 but nothing official. For example:
These are questions you should bring to the rules boards so that folks can hit the FAQ button.
The description says “if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.” The uncertainty is with the definitions of:
● set
● numerical
● bonus
● any aspect
Can these terms be defined with respect to Spell Perfection?
Q: What are the other feats that will work with Spell Perfection? From various threads it looks like the contenders are:
FEATS:
● Augment Summoning: +4 → +8 STR/CON [Spell Perfection would only apply to one specific Summon Monster spell.]
● Bloodmage Initiate: +1 DC → +2 DC [same effect as Spell Focus, which is specifically mentioned as allowed]
● Elemental Focus: +1 → +2 DC [same effect as Spell Focus, which is specifically mentioned as allowed]
● Mage's (Varisian) Tattoo: +1 → +2 CL [similar effect as Spell Focus, which is specifically mentioned as allowed]
● Spell Focus: +1 DC → +2 DC [allowed]
● Spell Focus, Greater: +1 DC → +2 DC [lessor version allowed]
● Spell Penetration: +2 → +4 [allowed]
● Spell Penetration, Greater: +2 → +4 [lessor version allowed]
● Spell Specialization: +2 → +4 CL [similar effect as Spell Focus, which is specifically mentioned as allowed]
● Superior Summoning: +1 → +2 # of creatures
● Tenacious Transmutation: +2/+1 → +4 CL vs Dispel/+2 rounds Duration
● Weapon Focus (ray): +1 ATK → +2 ATK [ allowed]
● Weapon Focus, Greater [ray]: +1 ATK → +2 ATK [lessor version allowed]
● Weapon Specialization (ray): +2 → +4 DAM [similar effect as Weapon Focus, which is specifically mentioned as allowed]
● Weapon Specialization, Greater (ray): +2 → +4 DAM [similar effect as Weapon Focus, which is specifically mentioned as allowed]
● Witch Knife: +1 → +2 DC [same effect as Spell Focus, which is specifically mentioned as allowed]
Metamagic: separated because of speculation they may not be allowed at all (except for the initial, free, metamagic):
FEATS (METAMAGIC):
● Burning Spell: +x2 → +x4 spell LVL DAM
● Empower Spell: 50% → 100% DAM
● Enlarge Spell: x2 → x4 Range
● Extend Spell: x2 → x4 Duration
● Focused Spell: +2 → +4 DC vs one target
● Heighten Spell: +X → +2*X DC
● Intensified Spell: +5 → +10 LVL cap
● Piercing Spell: +5 → +10 SR
● Tenebrous Spell: +1 → +2 CL/DC
● Widen Spell: x2 → x4 Area
I am still looking into this, and this is a totally unrelated issue really, but of note..
I am not sure that Spell Perfection and Heighten Spell work together in any way. Spell Perfection prevents a spell from having its level increased by a metamagic feat, and that is really all that Heighten Spell does. Without the level increase, Heighten Spell does not do anything.
How does this spell combine with other metamagic feats and using higher-level slots for lower-level spells?]Heighten Spell is worded poorly and can be confusing. It lets you use a higher-level spell slot for a spell, treating the spell as if it were naturally a higher level spell than the standard version. Unlike Still Spell, which always adds +1 to the level of the spell slot used for a spell, Heighten Spell lets you decide increase a spell's level anywhere from +1 to +9, using a spell slot that is that many spell levels higher than the normal spell.
The language implies that the heightened spell uses whatever spell level is used to prepare or cast it, but the rules text was inherited from 3.5 and doesn't take into account (1) the normal rule allowing you to prepare a spell with a higher-level spell slot, and (2) combining it with other metamagic feats.
For (1), having Heighten Spell doesn't mean any spell you cast with a higher-level slot is automatically heightened; you still have to make the decision to prepare or cast the spell an normal or heightened.
If you are a non-spontaneous caster (such as a cleric or wizard) who wants to prepare a lower-level spell in a higher-level slot, there is no reason not to use Heighten Spell on that spell (it doesn't cost you any extra time or any other game "currency").
If you are a spontaneous caster, heightening a spell when using a higher-level spell slot still increases the casting time, just like any other use of metamagic, so you have to weigh the benefits of either
• casting it normally using the higher-level slot
vs.
• increasing the casting time to cast it as a heightened spell and treat the spell as the level of the spell slot you're using.
Example A 10th-level sorcerer could cast fireball using a 3rd-, 4th-, or 5th-level spell slot, it would only be a standard action casting time, would count as a 3rd-level spell, and have a DC of 13 + Charisma bonus. If she had Heighten Spell and wanted to heighten it using a 4th- or 5th-level spell slot, it would have a full-round action casting time, but would count as a 4th- or 5th-level spell and have a DC of 14 + Cha bonus (for a 4th-level spell) or 15 + Cha bonus (for a 5th-level slot).
For (2), you can't apply Heighten Spell to a spell at no cost:[/B] any increase to the effective spell level of the spell must be tracked and paid for by using a higher-level spell slot, above and beyond any other spell level increases from the other metamagic feats.
Example:[/B] A 15th-level wizard has Quicken Spell. If he prepares a quickened fireball, that requires a 7th-level spell slot (fireball 3rd level + quicken 4 levels). The spell's DC is still 13 + his Int bonus because it's still just a 3rd-level spell, even though it's in a 7th-level spell slot. If he also has Heighten Spell, the spell is not automatically heightened; it still counts as a 3rd-level spell and has the DC of a 3rd-level spell. If he wants to increase the quickened fireball's effective level with Heighten Spell, he needs to use an even higher level spell slot than the adjusted spell level from the Quicken Spell feat. Increasing the fireball's effective spell level by +1 (from 3rd to 4th) requires using a spell slot +1 level higher (in this case, an 8th-level spell slot instead of a 7th-level slot); increasing the fireball's effective spell level by +2 (from 3rd to 5th) requires using a spell slot +2 levels higher (in this case, a 9th-level spell slot instead of a 7th-level slot).
Another way to look at (2) it is to add Heighten Spell first, then other metamagic feats. Continuing the above example, you'd first heighten the fireball to a 4th-level spell, then quicken it, which requires an 8th-level spell slot (fireball 4th level + quicken 4 levels). Or first heighten the fireball to a 5th-level spell, then quicken it, which requires a 9th-level spell slot (fireball 5th level + quicken 4 levels).
(Heighten Spell is a weak metamagic feat and has limited utility when combined with other metamagic feats.)
In the Summon Monster spell description it states "This spell summons an extraplanar creature (typically an outsider, elemental, or MAGICAL BEAST native to another plane)." I've looked and I can't find an example of a magical beast. I can find lots of examples of animals though. Is this another holdover from D&D 3.5?
--------Price----------Cost------Difference
+1 | 27,500 gp | 26,250 gp | 1,250 gp
+2 | 55,000 gp | 52,500 gp | 2,500 gp
+3 | 82,500 gp | 78,750 gp | 3,750 gp
+4 | 110,000 gp | 105,000 gp | 5,000 gp
+5 | 137,500 gp | 131,250 gp | 6,250 gp
What's up with the difference in Price and Cost? Cost should be 1/2 of the base Price. These are a liner scale of 1,250 gp / level.
It's a cleric/oracle 5, sorcerer/wizard 5 spell that's substancially less powerful than it's 9th level companion. "This spell functions as astral projection, except you cannot leave the Astral Plane and explore other planes (though you can still return to the plane you were on when you cast this spell)."
The Astral Plane has the following traits:
Subjective Directional Gravity
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
Mildly Neutral-Aligned
Enhanced Magic: All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell or Quicken Spell-Like Ability feats. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell or spell-like ability can be cast per round.
What is the point? I've been trying to figure out any valid use of this spell. So far I only have the following:
Vacation - You like to travel and you've never been there. But once you've seen "a great, endless expanse of clear silvery sky, both above and below, with only occasional bits of solid matter", I don't really think you'd want to vacation there again.
Dying of old age - Sure, I guess you could prolong life, but you'd die of boredom instead.
Dying of hunger/thirst - Makes more sense. Somehow contact somebody and tell them where your physical body is (hopefully safe), and then retreat to the Astral Plane until help arrives. That doesn't come up too often in my experience...
Escape an affliction (such as diseases, curses, and poisons) - OK, almost plausible/feasible. Somebody has something bad and you take them to the Astral Plane until another compatriot can memorize a spell to help them. Very situational.
All spells are Quickened - Maybe you could use this to buff in 1/2 the time, but since all spells are quickened and you can only cast one quickened spell in a round, I'm not sure how that works. And, Quicken only works on casting times 1 full round or less. But, assuming you could cast a quickened spell and a non-quickened one, you could halve your prep time. It would have to be timed just right - the Astral Projection spell itself takes 30 minutes to cast.
Has anyone found a use for this spell? Am I missing something obvious?
If you want to copy a Preparation Ritual (PR) into your spellbook can you? I would assume it's the same as copying a spell, but since there's no explicit rule its open to interpretation. Can more than one PR be in a spellbook (although you can only get the benefit from one PR at a time)?
I have a found spellbook with a PR, but I've just crafted a Blessed Book. I want to copy the PR into the Blessed Book but my GM wants me to find a rule to support I can do it. Please, anyone?
Q: WHAT IS THE BEST ENERGY CHOICE FOR A DRACONIC OR PRIMAL ELEMENTAL BLOODLINE?
Conventional wisdom is fire is the worst, acid is the best. I’ve seen several posts to this effect but never much of an analysis. Below is an attempt to do the math based only on monster resist/immune stats. There are 2,293 entries in the dataset. 1,348 (59%) of the entries have no energy resistance / immunity. Conversely, 41% of the monsters present a potential challenge to an elemental specialist. (See “Sources:”)
RESISTANCE
Resistance will lower the damage you deliver so it is a consideration. The good news is the majority (~90%) of the resistances are 10 or less. A BLASTER CASTER will be matching 10 resistance in his preferred element at 4th level (+2 damage per die + ½ Wizard level). Generally speaking, at higher resistances it doesn’t much matter what your preferred element is – the numbers are close enough you’ll be seeing resistance come up with about equal frequency. The higher resistances generally are higher CRs and you’ll likely be matching the resistance with your extra damage. (See “Table: RESISTANCE:” )
IMMUNITY
Immunity is a critical consideration. Monsters immune to your energy type negate your elemental bonus and are often resistant (or immune) to other energy types as well. Acid is the clear winner, with cold being a secondary choice. Electricity is worse than fire. (See “Table: IMMUNITY:” )
RESISTANCE + IMMUNITY
Although electricity has fewer resistances it has the highest number of immunities. Resistance will lower the damage you do; immunity completely eliminates it. Acid has the lowest number of immune creatures and the overall lowest combined resist/immune count. (See “Table: RESISTANCE + IMMUNITY:” )
ACID IS THE CLEAR OVERALL BEST ENERGY TYPE.
Some monsters are immune to two energy types. Fire has the lowest number and percentage of dual immunities but with 241 total immunities it’s still a poor choice. Acid is the strongest choice – only 69 of 218 creatures immune to acid are also immune to another energy type. (See “Table: TWO IMMUNITIES:” )
A limited number of monsters are immune to three energy types. Below is listed the single energy type that is not immune and the creatures it works against. Again, acid is the clear winner (equaling the others combined).
NOTE: Four entries (Monadic Deva, Movanic Deva, Lhaksharut, Lead Skeleton) are immune to all four energy types. In this case it doesn’t matter what you chose.
Sorry for the table formatting. If you cut & paste into another program and change to a mono-spaced font they’ll look better.
PATHFINDER CAMPAIGN SETTING: Artifacts and Legends, Book of the Damned Volume 2: Lords of Chaos, Book of the Damned Volume 3: Horsemen of the Apocalypse, Chronicle Of The Righteous, Distant Worlds, Dungeons Of Golarion, Fey Revisited, Inner Sea Bestiary, Inner Sea World Guide, Irrisen Land Of Eternal Winter, Isles Of The Shackles, Lands Of The Linnorm Kings, Lost Cities Of Golarion, Lost Kingdoms, Magnimar City Of Monuments, Misfit Monsters Redeemed, Mystery Monsters Revisited, Undead Revisited.
PATHFINDER PLAYER COMPANION: Animal Archive.
PATHFINDER CHRONICLES: Book of the Damned Volume 1: Princes of Darkness, City of Strangers, Heart of the Jungle.
PATHFINDER ADVENTURE PATH: Return of the Rune Lords (Anniversary Edition), Council of Thieves, Kingmaker, Serpent’s Skull, Carrion Crown, Jade Regent, Skull & Shackles, Shattered Star, Reign Of Winter Player's Guide, Reign of Winter (Parts 1-4 of 6).
PATHFINDER MODULE: Academy Of Secrets, Broken Chains, Carrion Hill, City of Golden Death, Cult Of The Ebon Destroyers, Godsmouth Heresy, Masks Of The Living God, Murder's Mark, No Response From Deepmar, The Feast Of Ravenmoor, The Harrowing, The Moonscar, The Ruby Phoenix Tournament, The Witchwar Legacy, Tomb Of The Iron Medusa.
PATHFINDER SOCIETY SCENARIO: Voice in the Void (#35), Echoes of the Everwar—Part I: The Prisoner of Skull Hill (#36).
THIRD PARTY (Frog God Games): Tome of Horrors Revised, Tome of Horrors 1, Tome of Horrors Complete. NOTE: This was kept in the dataset since Paizo likes to use Tome of Horrors monsters often.
As written "negates any force spell or spell-like ability targeted at the wearer." Does that mean the spell (or SLA) description must include a Target entry (verus Effect or Area?)
Mage Armor is Target = creature touched, so it would be negated if cast on the wearer?
What if the wearer had a Mage Armor in effect and then put on the ring? Would it retroactively negate the spell?
Effect spells: For example, the Hand spells (Crushing, Forceful, Grasping, Interposing, Clenched Fist) create an effect and the effect targets the wearer. Would the ring negate these effects or does the spell / spell-like ability have to specifically target the wearer (i.e., have a Target entry)?
Area spells: For example, Forcecage is an area of either a barred cage (20-ft. cube) or windowless cell (10-ft. cube). If the wearer is within that area would the ring negate the spell? What if the wearer comes into contact with the cage after it is cast?
What if the wearer had both a Ring of Forcefangs and a Ring of Force Shield?