Errata and Typos (Sorcerer and Wizard)


Classes: Sorcerer and Wizard

Paizo Employee Director of Game Design

Welcome to the Errata and Typos thread for the Sorcerer and Wizard portions of the classes chapter. If you spot any typos or rules that need errata in this section, please post them to this thread. Note that this is not a thread for discussing rules changes, only obvious mistakes or unclear rules. We have done our best to make these chapters as clean as possible, but 10,000 eyes are better than 12. Thanks for your help.

Jason Bulmahn
Lead Designer
Paizo Publishing


The Evoker School ability rules need clarification. It says that you add +2 to the damage of evocation spells. This is unclear when it comes to spells like Magic Missile and Scorching Ray, which have seperate damage rolls and can target seperate opponents.

We have made the assumption that the ability works like the Warmage's Edge ability, so that it only applies to one bolt/ray/etc. Clarification in the core rules would be appreciated.

Sovereign Court

The acid splash spell is mentioned in the spell lists but doesn't actually appear in the spells descriptions section. This has probably been reported 50 times and might also be considered to be an issue for the spells part of the playtest (is there one? If I wasn't so lazy, I'd check) I'm going to mention it now, while I remember.

EDIT: Reading the arcane playtest guidelines, I now see that I should have waited. Apologies.

Liberty's Edge

The sorcerer's elemental bloodline allows different energy versions of burning hands and scorching ray, but these spells not only deal fire damage, but also have the [Fire] descriptor. It would be nice if the energy substitution made clear that it is also a substitution of descriptor as well.

Paizo Employee Director of Brand Strategy

In the original post on this thread, the "t" was left out of "chapter" in the first sentence.

Sorry.


The spell-like abilities that Wizards receive at every second level, skip level 8 and thus spell level 4 (which is the only spell level skipped). This is probably intentional, since the Wizard receives a school power at level 8, but it is an anomaly, so I thought I would point it out in case it is a mistake.

Also for the Wizard - if standard spell progression were to be followed, 9th level spells should progress thusly:

17....1
18....2
19....2
20....3

Instead, they progress as follows in the Beta:

17....1
18....2
19....3
20....4

As you can see, the progression of 9th level spells differs from all other spell progressions at levels 19 and 20. This may be intentional to make sure that the Wizard has a maximum number of spells of each level at level 20, but it is worth pointing out in case it is a mistake.

Note - if you are interested in a progression that maxes the spells out automatically, see post two in this thread: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/design/sorcererWizard/wizardsAreOverpowered


(related to the above poster's comment)

The Wizard Advancement Table doesn't distinguish (Su) abilities & Bonus Spells. Instead of listing them all as "School Power", this should be clear on the table. (It's not reflected in the Beta, but I believe it was mentioned that the Bonus Spells were returning to Spells and not Supernatural Abilities...?)

Also, the School Tables list the Abilities as gained by "Caster Level", when this should be "Wizard Level".

Likewise, I believe instead of putting the Schools/Domains in the same Chapter as the Spells themselves, they should either all be listed with their Classes (like Sorceror Bloodlines), OR Schools, Domains & Bloodlines should all be united in one chapter, separate from the Spells. ("Magic Class Abilities" Chapter title?)

Not getting into the specifics of the Abilities,
Bonded Item & Familiar should be right next to each other,
under the same heading ("Arcane Bond") instead of separated by a page or two.

Wayfinders

Wizard

Page 49

Why is Arcane Bond listed as Su? That could suggest that the bonus spell you get for using a bonded object is treated as a supernatural ability instead of a spell, which I can't imagine was the intent. (And if it is the intent, I think that should be made more clear.) I suggest leaving it as an unclassified ability.

I think the following is inaccurate: "Bonded objects only function for their creator..." Shouldn't it read more along the lines of "Bonded objects only function for the wizard who owns it..." or is the wizard supposed to have originally fashioned the amulet/ ring/ weapon/ etc. himself?

Does the wizard begin play with the bonded object? If so, I think the text should say that, as it does for the wizard's spellbook. And it should be made clear that the bonded object starts off without other powers, i.e., if it's a wand, the wand has no spells unless and until the owner enchants the wand.

The header "Cantrips" probably should not be italicized.

Page 51

Under Speak with Animals of its Kind, the monkey is omitted when describing the other types of animals with which it can speak.

In that same sentence, the animals are listed alphabetically, except for the phrases "rats with rodents" which is out of place and seems to belong immediately prior to "toads with amphibians".


Just a question that may have been covered elsewhere...

Page 49, column 1. "The bonded item can be used once per day to cast any one spell that the wizard knows and can cast, just as if the wizard had cast it."

Just because I'm anal retenti... I mean a rules lawye... I mean. . . Oh honestly, just because I'm an argumentative jerk sometimes, I was going to ask this question before my players ask it of me:

If I can cast any spell I 'know', I can claim that all I have in my spell book are spells I 'know', which means I can, in theory, use my bonded item to cast any spell in my spell book of any level that I can cast whether I have it memorized or not. Is this the intent, or does it just give me the chance to cast a spell I have memorized for that day without losing it from my memory?

Thanks for the answer, and I'll admit that I'm loving the game so far. :-)

Wayfinders

MorpheusAlpha wrote:
If I can cast any spell I 'know', I can claim that all I have in my spell book are spells I 'know', which means I can, in theory, use my bonded item to cast any spell in my spell book of any level that I can cast whether I have it memorized or not.

I believe that is the intent, but you're right, it should be clarified.

Page 42

I don't think the header "Cantrips" should be italicized.

Page 44

On Table 4-12, Eschew Materials should be capitalized.

Wayfinders

Page 41

Under the Sor's class skills, it reads Knowledge (arcane) when it should read Knowledge (arcana).


Page 167, Column 2, Paragraph 4, Sentence 7:
"The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment."

Page 167, Column 2, Paragraph 5, Sentence 3:
"A spell that was being copied from a scroll does not vanish from the scroll."

********************************
Directly contridictory statements, needs cleared up please.

Liberty's Edge

Familiar skill points:

In 3.5, the number of ranks a familiar had pretty much ignored questions of "class skills," because the ranks were just "borrowed" directly from the wizard/sorcerer, and the familiar never spent skill points directly.

In Pathfinder, however, this is no longer the case. We need to know whether a given skill is a class skill for familiars or not. Can we get this cleared up, please?

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Abraham spalding wrote:

Page 167, Column 2, Paragraph 4, Sentence 7:

"The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment."

Page 167, Column 2, Paragraph 5, Sentence 3:
"A spell that was being copied from a scroll does not vanish from the scroll."

********************************
Directly contridictory statements, needs cleared up please.

They are not directly contradictry if taken in context. The second one is in a paragraph referring completely to the consequences of failure of the Spellcraft check while copying a scroll to a spellboook.

So if the check succeeds, you copy the spell from the scroll into the spellbook, but it vanishes from the scroll. If you fail the Spellcraft check, you don't copy it from the scroll and it doesn't vanish.

The only way this could be cleared up any further, as it seems very clear to me as it is, is to put "when you fail the Spellcraft check to copy from a scroll to spellbook." at the end of the second sentence you quote, but that seems like overkill as it is fairly clear already, IMO.

Edit: Adding in the paragraphs for reference.

Beta wrote:

Spells Copied from Another’s Spellbook or a Scroll: A wizard can also add a spell to her book whenever she encounters

one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, she must spend one hour studying the spell. At the end of the hour, she must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. If the check succeeds, the wizard understands the spell and can copy it into her spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copied from a scroll does not vanish from the scroll.


Ok, yeah some clarification could help, right now it seems to contridict the one before it to me.

Silver Crusade Lone Wolf Development

The enchantment school's Aura of Despair ability is written without a penalty type.

I'm presuming a morale penalty, given the ability's name.

Paizo Employee Director of Game Design

Mathias Gehl wrote:

The enchantment school's Aura of Despair ability is written without a penalty type.

I'm presuming a morale penalty, given the ability's name.

Penalties do not have a type and they always stack.

Jason Bulmahn
Lead Designer
Paizo Publishing

Silver Crusade Lone Wolf Development

Jason Bulmahn wrote:

Penalties do not have a type and they always stack.

I've added a reply in the general board, since the untyped penalty was the original intent.

Dark Archive

Jason Bulmahn wrote:
Mathias Gehl wrote:

The enchantment school's Aura of Despair ability is written without a penalty type.

I'm presuming a morale penalty, given the ability's name.

Penalties do not have a type and they always stack.

Jason Bulmahn
Lead Designer
Paizo Publishing

Penalties do not have a type? So I can keep hitting fools with Ray of Enfeeblement? Over and Over again? Do bonuses have a type?

I am not sure how that works, penalties had a type (just like bonuses) in 3.5. I though that was pretty sensible.


p48 clarify: Wizard spells, Preparation, "good night's sleep" = once per day (24 hours)

Grand Lodge

Not sure if this is the right place, but I can't find the write up for the spell Acid Splash. It's on the spell lists, but not in the spell descriptions. I've looked in both the Beta and Web Enhancement.


On page 194 in the second paragraph under the ARCANE SCHOOLS heading, it describes that the DC for wizard specialty school bonus ability saves is Charisma based. Is this correct, or should this read Intelligence?


SORCERER

----
p42, Spells: "She does not have to decide ahead of time which spells she’ll cast."

better: ... "she will cast."

rationale: The contraction is incongruously casual compared to the rest of the book.

----
p42, Bloodlines: "These spells cannot be exchanged for different spells at higher levels (although variations might exist, with GM permission)."

Does the parenthetical comment mean that some GMs may allow spell swaps? Or that there might be some bloodline alternative spells to swap? If the latter, I'd suggest ... "cannot be exchanged for non-bloodline spells" ... .

----
p42, Cantrips: "They can cast these spells at will as a spell-like ability."

better: "They can use these at will" ...

rationale: If they needed to be cast, then they would be spells, wouldn't they?

----
p42, Cantrips

If you accept the previous edit, then "Cantrips are treated like any other spell" should become "Cantrips are treated like any spell" (drop the "other").

----
p42, Aberrant Form: "You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—."

better: "You are immune to critical hits and sneak attacks. You have damage reduction 5/—. In addition, you gain blindsight with a range of 60 feet."

rationale: As written, a reader's initial parse is likely to see the damage reduction as part of the blindsight.

----
p43, Claws: "These attacks deal 1d6 points of damage plus your Strength-modifier (1d4 if you are Small)."

better: "These attacks deal 1d6 points of damage (1d4 if you are Small) plus your Strength modifier."

rationale: "Strength modifier" shouldn't be hyphenated in this context. Also, as written the sentence could be read as d6 + Strength modifier if size Medium, and d6 + d4 if size Small.

----
p43, Claws: "the damage increases by one step"

better: "the base damage increases by one step"

----
p43, Claws: "flaming weapons, dealing 1d6 points of fire"

better: "flaming weapons, dealing an additional 1d6 points of fire"

----
p45, Touch of Destiny: "no further benefit from this ability for 1 day."

better: ... "for 24 hours."

rationale: For consistency with other class features, such as bardic performance.

----
p46, Elemental Blast: "Creatures that fail their save gain vulnerability to your energy type for 1 round.

I'm guessing this lasts until the end of your next turn, so you have a chance to hit them with another energy spell before the vulnerability expires. You should make that clearer.

--------
WIZARD

----
p49, Cantrips: "They can cast these spells at will as a spell-like ability."

better: "They can use these at will" ...

rationale: If they needed to be cast, then they would be spells, wouldn't they?

----
p49, Cantrips

If you accept the previous edit, then "Cantrips are treated like any other spell" should become "Cantrips are treated like any spell" (drop the "other").

----
p50, Familiar Basics, Hit Points: "The familiar has one-half the master’s total hit points"

Is that 1/2 his max hit points, or his current hit points? Please specify.

----
p50, Familiar Basics, Saving Throws: "For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better."

I think you need to explain the "from all his classes" better here unless there's a multiclass section explaining it. From what I can tell you're using startard SRD multiclassing mechanics, in which case you mean that the player accumulates the save categories that get +2 at level 1 of any of the character's classes.

Even if you could word this effectively and even if a non-expert player could successfully follow the instructions, is (Fortitude +0, Reflex +2, Will +2) "better" than "(Fortitude +2, Reflex +2, Will +0)"? The only practical selection there is to let the player choose, rather than trying to define the criteria of "better."

I think for reasons of rules practicality, you should stick with the base save bonuses above (+2/+2/+0) or just give them all (+2/+2/+2) to the familiar.

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