Jason Bulmahn
Director of Games
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Welcome to the Errata and Typos thread for the Magic and Spells (chapters 10 and 11) portion of the playtest. 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
JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
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Foreceful Hand (web enhancement p. 14), mentions its combat maneuver bonus for grapple checks, but this spell can't grapple, it can bull rush. Perhaps the entire line of spells (the former Bigby's ones) should simply state that their combat maneuver bonus is, instead of specifying for which type, since the higher level versions can all be used like the lower level ones.
Archade
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On page 161, under Casting Time, it refers to spells with a casting time of free actions – there are no more free action castings, as they have been replaced with swift actions or immediate actions.
The Acid Splash spell is missing from the Spell Description section, even from the bonus Web Enhancement.
The Poison spell should probably not have a 1 minute interval, considering the change to Pathfinder poison rules.
| The Wraith |
I'm not sure about this, but:
page 223, Divine Favor:
"...you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6)."
I know that in the Official SRD it states exactly the same, but in the Hypertext d20 SRD here, the text says "(at least +1, maximum +3)", like in the Official Errata of the Player's Handbook from WoTC here.
| The Wraith |
This was something I pointed out some weeks ago (and I seem to remember Jason saying something about correcting this in the future), but it's worth noting here,too.
Polymorph subschool, page 160:
"If a polymorph spell is cast by a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. If the creature’s new size is the same as its previous size, do not make these adjustments."
This last sentence is ambiguous, at it seems to imply that (for example) a Huge creature that polymorphs into a Huge creature simply keeps his original scores... and this result in an extremly underpowered polymorphing.
For example, a Medium creature with STR 10, DEX 10 and CON 10 that casts Form of the Dragon III becomes a Huge Dragon with STR 20, DEX 10, CON 18.
A Huge creature with STR 18, DEX 6, CON 14, following the rules above (first sentence) would first apply the modifiers on the table on page 160, resulting a Medium-sized creature with STR 10, DEX 10, CON 10, then applying the bonuses from Form of the Dragon III would result in a Huge Dragon with the same bonuses as the polymorphed Medium-sized creature above.
IF, however, we follow the second sentence above ("If the creature’s new size is the same as its previous size, do not make these adjustments."), the same Huge creature would become a Huge Dragon... with STR 18, DEX 6, CON 14 ! Way underpowered compared to a Medium-size creature casting the same spell !
| The Wraith |
There are some discrepancies regarding the DC for casting a spell in some circumstances.
On page 72 (on the Spellcraft DCs Table) the text says "Cast a spell while grappled: Spellcraft DC 15 + spell level", while on page 155 (under "Grappling or Pinned") the text says "Even so, you must make a Spellcraft check (DC 20 + the level of the spell you’re casting) or lose the spell."
Also, on page 72: "Cast a spell while on a vigorously moving mount or vehicle: Spellcraft DC 15 + spell level", and "Cast a spell while moving violently (earthquake, falling) : Spellcraft DC 20 + spell level"
However, on page 156, there is only mention to "Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Spellcraft check (DC 15 + the level of the spell you’re casting) or lose the spell.". It should be added "If the motion is extremely violent (like during an earthquake, or while falling), the Spellcraft check becomes DC 20 + the level of the spell your are casting."
| The Wraith |
The tables for Cleric Domains show to the side of every spell gained at 2nd, 4th, 12th, 16th, and 20th level a small (Sp), as if they were spell-like abilities, even if the text on page 176 says "In addition, each domain grants a number of bonus spells. These spells are prepared along with the cleric’s other spells for the day. A cleric gains the listed bonus spells from both of his domains." (this led to a huge amount of confusion regarding Domain powers...)
Shisumo
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This isn't technically an errata or a typo, but this is stil probably the best thread to post this.
I'd just like to beg for a modified name for transformation.
It's the most ridiculously named spell in the SRD, because it sounds like it does something rather general, and in fact does something extremely specific and nonintuitive. In the non-SRD naming, that was fine - the specificity of So-and-so's transformation meant that it didn't have to be generic. But without the non-Open Content element, the name is extremely misleading. Something like warrior's transformation or champion's transformation would make it make so much more sense.
| Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
The polymorph subschool (page 159-160) might be missing some text:
In 3.5, you lost certain extraordinary abilities when you polymorphed (as per the text of alter self; the example given is that a dragon in a different form loses its frightful presence). I wasn't able to find similar wording in the description of the polymorph subschool.
| Erik Randall RPG Superstar 2010 Top 32 |
The charts for the Detect spells could be better labeled, placed, and cited.
1. Neither table has a name or table number.
2. Both of the tables appear two pages before the spell for which they are a reference, so they are completely divorced from the context of reading the spell.
3. Detect Magic (unlike Detect Evil) doesn't cite a table. With the current layout, someone opening directly to Detect Magic might not even know there was a table for aura strength. (Since it appears two pages prior and has no label.)
| Ross Byers RPG Superstar 2008 Top 32 |
Stone to Flesh (p. 276) refers to changing a Stone Golem into a Flesh Golem. This is directly contradicted by the SRD entry for the Stone Golem, which defines a much simpler, much easier to adjudicate action. ("A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.")
In order to maintain the meaning of the passage, perhaps say that an animated statue would become an animated mass of flesh?
| Mistwalker |
Adding Spells to a Wizard’s Spellbook
Wizards can add new spells to their spellbooks through
several methods. If a wizard has chosen to specialize in
a school of magic, she can learn spells only from schools
whose spells she can cast.
That last phrase is now redundant, as specialist wizards can cast spells from all schools.
| minkscooter |
Nightmare on p.26 of the web enhancement: "You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)"
That doesn't sound right. Wouldn't you get a Fort save against coup de gras? Even a sleeping person gets that. I think only Reflex and Will saves should fail automatically. I think it should be clarified somewhere whether automatic failure of Will saves makes trance different from sleep. For example, how do you charm someone who is not aware of you? Since the text of the nightmare spell emphasizes that the trance makes you mentally helpless, I assume that charm is meant to automatically succeed. Does sleeping work the same way, or is automatic failure of Will saves what makes trance different from sleep?
On p.161 of the Beta: "Unconscious creatures are automatically considered willing" This refers to the target requirement, but does it also imply something about the Will save? A clarification here seems like a good idea. What conditions make you helpless against or immune to a mind-affecting spell?
| Ross Byers RPG Superstar 2008 Top 32 |
In the table for Summon Monster (page 278), under 6th level, Bralani are still referred to as Eladrin, despite that term being closed content. (This is an error in the SRD as well). It should be replaced with the correct Golarion term, which escapes me at the moment. (Or whatever category the Bralani is under in the bestiary.)
Similarly, the Leonal and Avoral are still labeled as Guardinals.
| Ross Byers RPG Superstar 2008 Top 32 |
The Spell description for Summon Instrument does not specify that the Instrument disappears at the end of the spell duration. However, the Summoning Subschool description states that summoned objects remain unless otherwise specified (referring to spells like Instant Summons).
This is simple enough to common-sense the meaning of, since if the Instrument doesn't disappear the duration is meaningless, but is something that could be easily clarified nonetheless.
| Davelozzi |
Acid Splash is listed in the spell lists for cantrips (0-level wizard spells) but appears neither in the Beta nor the Pathfinder web enhancement for spells & magic.
| Charles Evans 25 |
In case he's reporting something which has been missed, I just spotted this thread: *link*
| hogarth |
Is the Grease spell's duration a typo? If not so, why on earth would you want to make one of the most useful 1st lvl spells even more powerful?
In beta:
Grease
Duration 1 min/level (D)In the SRD:
Grease
Duration: 1 round/level (D)
Note that Grease has been nerfed as well (it doesn't make you flat-footed, you can leave with a 5' step with no chance of falling).
| Ross Byers RPG Superstar 2008 Top 32 |
This was discovered during a discussion of today's OotS.
Antimagic Field (web enhancement, page 4) references Wall of Force, Prismatic Sphere, and Prismatic Wall as effects that are not modified by antimagic, and to check their spell descriptions for more details. None of these spells say anything about antimagic.
I am inclined to think that this was an editing mistake or holdover from an earlier edition that was not fixed, similar to what happened with the Stone Golem and Stone to Flesh in my post above, and that the intent was the suppres a Wall of Force inside of an antimagic field.
If a Wall of Force does survive in antimagic, this should be clarified in the Wall of Force description, as well as in effects similar to Wall of Force that may or may not be similar (like Forcecage or the Cube of Force.)
Also, since Antimagic Field is a radius from the caster, rather than an object on the caster (like Silence or Light), it should (or the general rules for emanations should) specify how it works if a larger creature like a Dragon casts it.
| Ross Byers RPG Superstar 2008 Top 32 |
More comments on Antimagic:
In the SRD, there is a mismatch between the effects of the Antimagic Field spell and the 'Special Abilities' listing defintion of Antimagic. The largest example is that the spell specifies that artifacts and Gods' abilities still function, but the antimagic glossary definition does not. (Which raises other issues: It's pretty clear than an artifact that is also a +6 weapon is still a +6 weapon in an antimagic field, but what about using any spell-like abilities it grants?) Similarly, the Spell version excepts effects like the Wall of Force (see my post just above this one), while the Glossary version flatly says 'no spell'.
No such discrepancy currently exists in the PFRPG Beta, but the PFRPG Beta also currently lacks a 'Special Abilities' listing, leaving such things as Spell Resistance undefined, so I assume such a glossary will be added in the future.
I suggest a remedy that not only resolves the issue, but prevents a potential editor trap/rules argument in the future (and saves page count):
The reason there were two versions of antimagic before is that one was in the PHB and the other in the DMG. Since Pathfinder will only require the one book, I suggest that the glossary version be errataed to whatever Jason decides is correct, and that the antimagic spell description be amended to read "This spell creates a region of Antimagic (see page XX) in a radius of 10 feet of the caster. It moves with the caster."
| Zark |
I added a version of these questions in the skill / feats thread but I add it here as well.
Can touch spells be used with Combat Expertise ? That is can a wizard use E.C. when attacking with touch spells?
If not, what if a wizard (or druid) use it in combination with an unarmed strike or a natural attack/natural weapon?
There has been a heated (and ugly) debate in a thread about this. The theard can be found here
[In the thread I mentioned above there have been more question raised.
This qoute is from that thread:
There are spells which produce melee weapons.
There are spells which produce melee weapons which are not suitable for Combat Expertise.
There are spells (especially certain touch and ranged touch) which can be used alongside melee weapons (i.e. you may declare that you use a weapon to use Combat Expertise).For example:
- Cast Chill Touch - Hold the charge for Chill Touch in your primary hand
- wield dagger in your off-hand
Now, during next round declare that:
- you're making full attack,
- you use Combat Expertise (you have a dagger in your off-hand so you're entitled to use a melee weapon)
You can use one make one Chill Touch touch attack per your caster level.On the other hand, Flame Blade (immaterial blade which delivers touch attacks) is trickier to adjudicate since:
- it is a melee weapon
- it is pretty hard to imagine it improving one's defense (unless you count it as being capable of scaring people from attacking you)
Is Flame blade and spells like that (Spiritual Weapon) a weapon?
Can you use Combat Expertise or Power Attack with spells like flame blade (and Spiritual Weapon)?(I didn't think they were weapons, but spell effects).
Can you use Deadly aim and rays (or any other spells)?
rappid shot + spells
Can you use any spells and rappid shot?
James Martin
RPG Superstar 2010 Top 16, 2011 Top 32
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All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.
All equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
Why are they different? According to the D20SRD.org, they're the same there.
| The Wraith |
This question appeared in this thread here.
Web spell, page 287:
"Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the webs, but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain."
The DC of the spell is extremely low, if compared to the DC of a common check to escape a Grapple (15+CMB of creature). Is this intentional (as most people hope), or do we have to add the 'standard' 15 to the DC of the spell in order to break free (or 10+DC, for the Escape Artist check) (and in this case, the check would be too high)?
| The Wraith |
In this thread, Lael Treventhius noticed an anomaly in the Elemental Body III spell description; this anomaly is present also in some other polymorphing spells.
Elemental Body III (page 224):
"This spell functions as elemental body I, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental."
It should say 'Elemental Body II, otherwise it seems that you cannot take the form of a Medium Elemental with this spell.
Elemental Body IV (page 224):
"This spell functions as elemental body I, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental."
It should say 'Elemental Body III, otherwise it seems that you cannot take the form of a Medium or Large Elemental with this spell.
Form of the Dragon III (page 232):
"This spell functions as form of the dragon I, except that it also allows you to assume the form of a Huge chromatic or metallic dragon."
It should say 'Form of the Dragon II, otherwise it seems that you cannot take the form of a Large Dragon with this spell.
Plant Shape III (page 255):
"This spell functions as plant shape I, except that it also allows you to assume the form of a Huge creature of the plant type."
It should say 'Plant Shape II, otherwise it seems that you cannot take the form of a Large Plant with this spell.