Orisons


Rules Questions

Grand Lodge

From my understanding orisons can be cast an unlimited number of times per day but the different orisons you are able to cast is limited by the number you can prepare each day. So a 7th level cleric can prepare 4 different orisons each day and may cast these spells an unlimited number of times per day. Is this correct?


Digital Arcanist wrote:
From my understanding orisons can be cast an unlimited number of times per day but the different orisons you are able to cast is limited by the number you can prepare each day. So a 7th level cleric can prepare 4 different orisons each day and may cast these spells an unlimited number of times per day. Is this correct?

As the old game show used to say...

You Sir, are Corrrreeeecccctttt!


I added my own little house rule that your primary ability modifier for casting increases the amount of orisons/cantrips that you can prepare per day by 1 for each point of modifier.

+3 Int for a wizard = 4+3 = 7 cantrips prepared per day.


1 person marked this as FAQ candidate. Staff response: no reply required.

Hey, I am new to pathfinder and am getting confused with Bards/Sorcerers and Inquisitors and level 0 spell casting.

So if I get this right, my Inquisitor knows 4 level 0 spells and can cast each of these an unlimited number of times per day. So if my character comes to stairs leading down to a dungeon. Ok just cast create water an unlimited number of times till everything downs down there. Is it just me or is this just over overwhelmingly powerful? Likewise, keep cast disrupt undead for d6 damage the move and attack each round vs undead?

Shouldn't those classes be limited to only a number of 0 levels spell per day say equal to their known 0 level spells? Can anyone who was involved in writing the rules explain this?

Other than that, great game!

Cheers

Dark Archive

xcom wrote:
Ok just cast create water an unlimited number of times till everything downs down there. Is it just me or is this just over overwhelmingly powerful? Likewise, keep cast disrupt undead for d6 damage the move and attack each round vs undead?

Me and a friend had a discussion about the create water thing actually.

The water from each casting disappears after 24 hours without being consumed.

Your average 35x50 swimming pool with a deep end hold somewhere in the range of 94,350 gallons of water. Your Olympic size holds 600,000 gallons.

A 5th level caster could create 68,400 gallons of water in a day if all he did was stand there and summon water. Double that for a 10th level caster and for a max level caster you can make 345,600 gallons in a day.
Meaning that casting down a staircase or what have you into a dungeon would do little to nothing other than get the stones wet. Take into account that stone is porous and once it spreads out over the surface like each casting would splash out, about 50% would end up just getting soaked up by the rock. Dirt is even worse.

Unless you are casting into a single water-tight, solid rock chamber with no exits that is not much bigger than 30x30x10, there is no way you could even come close to filling up a dungeon.

Of course we did come to the conclusion that this could get pretty silly if you bring 5-10of you closest druid/cleric buddies along with you.


EDIT: others covered it :)


xcom wrote:

Hey, I am new to pathfinder and am getting confused with Bards/Sorcerers and Inquisitors and level 0 spell casting.

So if I get this right, my Inquisitor knows 4 level 0 spells and can cast each of these an unlimited number of times per day. So if my character comes to stairs leading down to a dungeon. Ok just cast create water an unlimited number of times till everything downs down there. Is it just me or is this just over overwhelmingly powerful? Likewise, keep cast disrupt undead for d6 damage the move and attack each round vs undead?

Shouldn't those classes be limited to only a number of 0 levels spell per day say equal to their known 0 level spells? Can anyone who was involved in writing the rules explain this?

Other than that, great game!

Cheers

That's pretty much the way it works.

Level 0 spells are all balanced to be infinite one way or another. Create Water, for example, only creates several gallons at a time and lasts only 24 hours. It would take a lv 1 caster over an hour to fill a 10X10X10 room. To fill even a very small dungeon would take an 8th lv caster literally all day, then his water would vanish. Who knows what monsters can do during this time? Run out and attack? Crafty foes could even build a flood wall, it's not exactly a flash flood here.
Likewise, Disrupt Undead only works on undead. Against anything else it's completely useless; It requires an attack roll, so it could miss; It's close range, so the undead could just run up and attack; and 1d6 damage is not very much compared to what other characters can do. Maybe if you were shoot low dex undead who were within 30 or so feet, but unable to get to you and didn't have a ranged attack. So it's pretty much good for shooting zombies in a barrel.


One cubic foot of water is equivalent to roughly 8 gallons (7.48051948, but who's counting). A 10th level cleric can create 20 gallons of water per casting. If I dug a 10' x 10' x 30' pit in the ground, it would contain 3,000 cubic feet, requiring 24,000 gallons of water to fill it up (assuming no absorption by the dirt, which is a ridiculous assumption, but we'll go with it). Our friendly 10th level cleric has to stand around doing nothing but cast create water for two solid hours just to fill up this simple pit.

How are we flooding the dungeon again?


Thanks for the input, and probably those two spells were bad examples, my apologies. put another way:

Assuming level 1 characters:
Wizard 3x 0 level spells per day
Cleric 3x 0 levels spells per day
Bard 9600x 0 level spells per day (assuming 8 hours sleep otherwise it's 14,400 level 0 spells)

Anyone see a slight imbalance here?

Cheers


This got me thinking, every cubic game space (a 5 foot by 5 foot by 5 foot cube) contains 187.025 gallons of water. Arbitrarily picking an 8th level spell caster can produce following:

Per turn 16 gallons
Per minute 160 gallons
Per hour 9,600 gallons
Per day 230,400 gallons

In one day an 8th level caster can fill 1,231 game squares with water. I can see if a party contains a few spell casters this could be fun.


I forgot how absorbent dirt is. A cubic foot of dirt can hold nearly a cubic foot of water. Filling a dungeon so slowly gives plenty of time for water to seep into the ground. There's too many variables to give exacts, but a DM can easily justify a typical dungeon to be "unfloodable" at least by 0-level spells.


xcom wrote:

Thanks for the input, and probably those two spells were bad examples, my apologies. put another way:

Assuming level 1 characters:
Wizard 3x 0 level spells per day
Cleric 3x 0 levels spells per day
Bard 9600x 0 level spells per day (assuming 8 hours sleep otherwise it's 14,400 level 0 spells)

Anyone see a slight imbalance here?

Cheers

Eh? I'm not sure what you mean here.

A Wizard can memorize 3 0-level spells from his spell book. He can cast these 3 spells at will, all day. He can change which spells he memorizes day to day.
A Cleric can memorize 3 0-level spells from his class list. He can cast these 3 spells at will, all day. He can change which spells he memorizes day to day.
A Bard knows 4 0-Level spells. He can cast these 4 spells at will, all day. He can't change these spells day to day. Aside from a very limited ability to swap a single spell every three levels, once he picks them he's stuck for life.


xcom wrote:

Thanks for the input, and probably those two spells were bad examples, my apologies. put another way:

Assuming level 1 characters:
Wizard 3x 0 level spells per day
Cleric 3x 0 levels spells per day
Bard 9600x 0 level spells per day (assuming 8 hours sleep otherwise it's 14,400 level 0 spells)

Anyone see a slight imbalance here?

Cheers

Confused = Zero level spells can be cast infinity.

First level wizard start out knowing 3 - zero level spells, and can cast them as often as they like. First level clerics start out knowing 3 - zero level spells, and can cast them as often as they like. First level bards start out knowing 4 - zero level spells, and can cast them as often as they like.

Cleric and wizard can change what zero level spells they know each day, bards can not. Cleric and wizard do not forget zero level spells when cast, so can cast them over, and over, and over, and over, as many times as they like until the sleep and change them.


And Quantum Steve beat me to the post :)


So when using Guidance, which has a duration that lasts "until discharged", the cleric can create a semi-permanent state of having a +1 on any skill or attack rolls for himself and allies. Just recharge after use.

Purify Food and Drink before every meal

Unlimited Create Water in a desert. .

I think this rule requires some limits.


NitNat wrote:

So when using Guidance, which has a duration that lasts "until discharged", the cleric can create a semi-permanent state of having a +1 on any skill or attack rolls for himself and allies. Just recharge after use.

Purify Food and Drink before every meal

Unlimited Create Water in a desert. .

I think this rule requires some limits.

Not really.

I've seen this in games. First off, guidance gives it to the next skill or attack roll. As a GM, I'd say that just walking around doing normal adventuring you're using skill/ability checks all the time (if nothing else, perception rolls). So no, you don't get a 'permanent +1'.

In combat, the cleric/druid/etc has Guidance as a fall back if they run out of spells and can't hurt the thing they are fighting. ALternately, they have a way to help if they can't get to the enemy. In our game just a week ago, the druid coudln't get to the targets (two undead skeletons in a 10 ft wide corrdior). So she stood behind the big fighter and cast guidance on him over and over again as her contribution.

And not sure why you'd have an issue with purify food and water before meals. Strictly fluff and RP.

Unlimited create water in a desert only gives you enough to live on. You can't create an oasis in the desert.

Grand Lodge

I'm confused about an aspect of zero level spells for clerics.

It appears that a first level cleric has access to 3 zero level spells a day. My question, where does it imply that they can choose to memorize different ones each day?


sveden wrote:

I'm confused about an aspect of zero level spells for clerics.

It appears that a first level cleric has access to 3 zero level spells a day. My question, where does it imply that they can choose to memorize different ones each day?

Clerics can choose their spells every day from the entire cleric list. They're the most versatile casters. (Well, druids are equally versatile in that way.)

Orisons wrote:
These spells are treated like any other spell
Spells wrote:
A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.


No - cleric can't memorize any spells. There is no such thing as memorization in Pathfinder.

However, he may prepare three zero level spells selected from Cleric list. He may change previously prepared zero level spells when he prepares his spells.


'memorize' = old school way of saying 'prepare', no need to get snippy at somebody who uses older terminology for the same process.


Using the term memorization sends erroneous message about working of spells and that spells are forgoten after use.

Liberty's Edge

True, but you don't have to be a jerk about how you present your opinion.


I don't see that as being a jerk at all. He's just stating a fact.

Grand Lodge

Its OK I'm not made of glass. Also, I knew it was incorrect when I typed it. Just wasn't sure if prepare was the proper word. And if you want to get more persnickety you could say that clerics prepare their spells by praying or meditating for an hour.

And a wizard "prepares" his spells by "studying" his spell book. So I think saying its 100% wrong to use memorization for anything... is too finite for the situation.

But once again, thanks for the comments everyone. Now I know how zero level spells work for Clerics. Mission accomplished.


To me I see it as virtually identical to deriding somebody that is talking about his 'online journal' for not calling it a 'blog', been though you are perfectly aware of what he is talking about and (hopefully) realize that some people might prefer/be more comfortable with the older/different terminology (even if it might not be as 'correct').

As I said before there is no need for it.


Cwslyclgh, I am afraid that but you are overreacting over the words I used.

Sveden, if I ofended you by the form I commented then I would like to apologise.

I used almost exactly the same words as submission guildlines to one 3rd edition magazine or publisher, I don't recall which one, as it was at least five or more years ago when I read them.


Drejk, I am sorry if I am coming off overly harshly, you have unfortunately touched on something of a pet peeve of mine, and I realize that you were not trying to be mean or a 'jerk'.

Submission guidelines are very different than message board posts, with submission guidelines you have to let people know not to use outdated terms, because their submissions need to use the current correct game terms (if they want to be published at least), generally the people on a message board are not trying to get published and are speaking in a more informal manner.

As an example the people in my gaming group have all been playing D&D since the 80s (or longer in a couple of cases), we tend to use terms like memorize and prepare interchangeably, but when I write for publication I always use the current correct game term.


cwslyclgh wrote:
Drejk, I am sorry if I am coming off overly harshly, you have unfortunately touched on something of a pet peeve of mine, and I realize that you were not trying to be mean or a 'jerk'.

It also happens to be a pet peeve of mine, of sorts, as I generally fight against calling spell preparation "memorization" - mainly because of already noted implications of that word and it's effects on in-world explanations of how magic works. I had to argue with people who used the "memorize-forget" explanation to deride preparation-based magic systems as "less realistic" than abstract spell point magic systems. But it's a matter for another discussions.

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