Question - 1st level specialist powers


Races & Classes

Scarab Sages

How often can a wizard use their 1st level specialist powers? Is it at will? The text does not seem to say.

At will seems a little much, especially for the distant attacks.

Liberty's Edge

Wicht wrote:

How often can a wizard use their 1st level specialist powers? Is it at will? The text does not seem to say.

At will seems a little much, especially for the distant attacks.

At will. It's intentional, because they're intended to replace crossbow bolts.

Paizo Employee Director of Game Design

Wicht wrote:

How often can a wizard use their 1st level specialist powers? Is it at will? The text does not seem to say.

At will seems a little much, especially for the distant attacks.

It is indeed at will. This was done to give low level casters a number of options for remaining in the fight and not calling for rest the moment their few spells are spent. Over the higher levels, these powers become a little less advantageous (due to their scaling progression) bringing the focus back to their numerous spells.

Hope that helps.

Jason Bulmahn
Lead Designer
Paizo Publishing

Scarab Sages

huh. I had this same complaint with 4e rules. Unlimited ranged ammunition is too good. An archer will eventually run out of arrows.

I would rather see some sort of cap on it.

But we will playtest it and see how badly I can abuse it. :)

Liberty's Edge

Wicht wrote:

huh. I had this same complaint with 4e rules. Unlimited ranged ammunition is too good. An archer will eventually run out of arrows.

I would rather see some sort of cap on it.

But we will playtest it and see how badly I can abuse it. :)

Have you never seen a warlock in play? Or someone with a reserve feat?

And seriously, who keeps track of arrows or bolts anyway?

Scarab Sages

Shisumo wrote:


And seriously, who keeps track of arrows or bolts anyway?

I do, whenever I DM.

Normally not an issue, but it can be.


Wicht wrote:

huh. I had this same complaint with 4e rules. Unlimited ranged ammunition is too good. An archer will eventually run out of arrows.

I would rather see some sort of cap on it.

But we will playtest it and see how badly I can abuse it. :)

I agree with you that these at will spells are too good at low levels. If these at will spells were ranged attack spells instead of ranged touch, it would be better balanced.

Scarab Sages

Reading them again, the range of 30 feet somewhat mullifies me, but I still think they are slightly open to abuse.


I dont think there all that bad lets run though them .they are all standard actions AFAIK
*Abjuration:Protective Ward lets see 10' centered on you just a +1/5 levels lasts only 1 rd ..not to bad at all you cant really cast a spell if you do this
*Conjuration:Acid dart.1d6 damage 30 ' range ..I wouldn't mind seeing this go to 1d4 like the invoker really or bring the invoker back up.its no more then a a crossbow but magic .still cant cast spells and do this.
*Divination:Diviner’s Fortune.at first it seems strong I mean a +to one roll equal to your caster level for 3 rds.then I see the person can only benefit's from it 1/day and that makes it much more in line.
*Enchantment:Dazing touch. it scales with level thats nice.only can use it on something 1/day not bad and you have to really touch them.not bad at all
*Evocation:energy ray. 1d4 damage 30'range you pick energy type.I like wouldn't mind seeing it go back to 1d6 though.
*Illusion:Blinding ray. 30' scales with caster not bad.I think there needs to be a will save here and can only do it 1/day per person.
*Necromancy:Touch of The grave.1d6 cold+1 2/levels ,have to make a touch attack, auto fall stabilization rolls for 1 mine. I like this one a lot great feel.
*Transmutation:Telekinetic Fist.30' 1D4 per 2 caster levels . not bad at all
*Universal.Hand of the Apprentice.simple easy i like it .needs a limit on how heavy and object it can carry.

so over all there great changes i would make are
acid dart shoule do 1d4 and blinding ray's target should get a save.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber; Pathfinder Battles Case Subscriber

I think they are all too powerful at will. I'll be house ruling these for 1/day. The 0 level spells solves the problem noted above without killing balance and I like that change. 1-6 damage unlimited forever is just huge, especially as touch AC's are always awful and that's just heaps of dead goblins. Low level mages shouldn't be able to walk through fields of enemies like fighters can. They should be weak early on, it makes them a challenge to play. Especially as you've upped their hp's.

Oh, and as one of my players suggested tonight, range touch attacks, they go nicely with a few rogue levels for sneak attack bonuses.

Dark Archive

Low level casters should not be weak. Especially not if that is supposed to balance their later power. It's the same with the strength of the fighter on the first few levels. Classes should be fun on all levels.
The evocation ability has to have a lower die than conjuration or else the conjuration ability would be bad. The variable energy type makes it quite useful, especially against enemies with weaknesses, and the higher the bonus gets, the less important the die bebomes anyway.
The enchantment and divination powers are a bit of a problem as they are, contrary to the other powers, not really usable at will.


I'm in agreement that the at-will 0th level cantrips ability really makes these at will specialist abilities unneeded, or overpowered, or both.

Also it has some potentially poor effects on some RP situations. For instance, should the party be captured, the evoker or conjurer can simply use acid on any door or bars, endlessly, to eat through.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber; Pathfinder Battles Case Subscriber
Jadeite wrote:

Low level casters should not be weak. Especially not if that is supposed to balance their later power. It's the same with the strength of the fighter on the first few levels. Classes should be fun on all levels.

The evocation ability has to have a lower die than conjuration or else the conjuration ability would be bad. The variable energy type makes it quite useful, especially against enemies with weaknesses, and the higher the bonus gets, the less important the die bebomes anyway.
The enchantment and divination powers are a bit of a problem as they are, contrary to the other powers, not really usable at will.

Why does weak = no fun. Being weak gives real roleplaying opportunity.


My question is, do you still retain the extra spell/day and the +2 spellcraft bonus for learning new spells in the specialization or is that replaced entirely by the school "powers"


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Amardolem wrote:
My question is, do you still retain the extra spell/day and the +2 spellcraft bonus for learning new spells in the specialization or is that replaced entirely by the school "powers"

The powers replace the bonus spell slots. The specialist retains the +2 bonus to identify, learn, and prepare spells from their school (they also gain a -5 penalty for the same actions with their opposed schools).


Majuba wrote:

I'm in agreement that the at-will 0th level cantrips ability really makes these at will specialist abilities unneeded, or overpowered, or both.

Also it has some potentially poor effects on some RP situations. For instance, should the party be captured, the evoker or conjurer can simply use acid on any door or bars, endlessly, to eat through.

Perhaps the simplest solution here is to still require them to use the spell's components and just make them spells with unlimited uses per day. So have your spellcaster gagged and shackled and he can sit in the cell until someone rescues him...

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