Mage's Disjunction vs Alchemist


Round 3: Alchemist and Inquisitor


The pdf specifically states that extracts are created much like potions and follow the rules of dispel magic. I think if the Alchemist makes all of his extracts in the morning, (playtest btw 17th alchemist vs. 17 wizard), he is very vulnerable to losing his extracts if hit with a mage's disjunction. I think you might want to clarify the difference between extracts and potions for this spell specifically. If a wizard casts disjunction on another wizard, he may lose items, spells in affect and a few other things, but he won't lose the memory of the prepared spells he hasn't cast yet. If the alchemist fails his saves vs. mage's disjunction he is crippled. He effectively loses his "alchemy" spells on the extractions that failed their save. No extractions, no potions. Shutting down a 17th level character for 17 minutes is very costly. You might not negate all of the extractions but you can sorely hamper his ability. You might want to specifically state that extracts are not magical items or potions until they are activated or imbibed. Otherwise as a DM I would rule they are potions and would require a saving throw against disjunction. This could severly cripple an alchemist, and as a wizard, the first 9th level spell I learn is mage's disjunction.


Is Alchemy (Su) or (Sp), and do the extracts behave just like potions? If so then they are subject to mage's disjunction.


Dredan wrote:
Is Alchemy (Su) or (Sp), and do the extracts behave just like potions? If so then they are subject to mage's disjunction.

Anyone..Bueller...Bueller?

Dark Archive RPG Superstar 2013 Top 32

Dredan wrote:
If a wizard casts disjunction on another wizard, he may lose items, spells in affect and a few other things, but he won't lose the memory of the prepared spells he hasn't cast yet. If the alchemist fails his saves vs. mage's disjunction he is crippled. He effectively loses his "alchemy" spells on the extractions that failed their save. No extractions, no potions. Shutting down a 17th level character for 17 minutes is very costly.

Feeblemind is a 5th-level spell that will permanently shut down a sorcerer or wizard until they receive restorative magics. I don't think a 9th-level spell doing the same thing to an alchemist is particularly unfair.


Fatespinner wrote:
Dredan wrote:
If a wizard casts disjunction on another wizard, he may lose items, spells in affect and a few other things, but he won't lose the memory of the prepared spells he hasn't cast yet. If the alchemist fails his saves vs. mage's disjunction he is crippled. He effectively loses his "alchemy" spells on the extractions that failed their save. No extractions, no potions. Shutting down a 17th level character for 17 minutes is very costly.
Feeblemind is a 5th-level spell that will permanently shut down a sorcerer or wizard until they receive restorative magics. I don't think a 9th-level spell doing the same thing to an alchemist is particularly unfair.

Nor do I. At least that spell leaves the Alchemist alive as opposed a Meteor Storm or such.

RPG Superstar 2011 Top 4

Round 1;
17th Wizard casts Disjunction
17th Alchemist throws a bomb for 27d6+about 10 damage

Round 2;
Alchemist tries to find someone who can cast Prestidigitation to clean his clothes.

[edit][pre-emptive] I know it's coming, 9d6 x 3 with Improved Vital Strike. Yes, I know you don't think it applies, yes by RAW it actually does until disproven, cut the Achie some slack with his non-scaling bombs.

RPG Superstar 2010 Top 32

Scipion del Ferro wrote:

Round 1;

17th Wizard casts Disjunction
17th Alchemist throws a bomb for 27d6+about 10 damage

Assuming you meant 17d6+10, that's about 70 damage. That's not that uber, since it can be defeated with the simple expedient of walking away at a brisk pace.

RPG Superstar 2011 Top 4

A Man In Black wrote:
Scipion del Ferro wrote:

Round 1;

17th Wizard casts Disjunction
17th Alchemist throws a bomb for 27d6+about 10 damage
Assuming you meant 17d6+10, that's about 70 damage. That's not that uber, since it can be defeated with the simple expedient of walking away at a brisk pace.

Where do you get 17d6 from?

That whole 50ft max range on the bombs does kind of put a kink in there, lol. *cry*

RPG Superstar 2010 Top 32

Scipion del Ferro wrote:
I know it's coming, 9d6 x 3 with Improved Vital Strike. Yes, I know you don't think it applies, yes by RAW it actually does until disproven, cut the Achie some slack with his non-scaling bombs.

Incidentally, have I mentioned lately that Vital Strike is the worst-written feat ever?

RPG Superstar 2011 Top 4

It kinda is isn't it...

We should give it more love and hope it grows up big and strong.

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