Shadowcasters need some errata...


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Inner Sea Magic wrote:

Shadow Spells (Su): At 1st level, a primalist uses his

shadow to prepare additional spells. He must spend his
entire period of spell preparation in dim illumination to
use this ability. He may prepare a number of additional
spell levels of spells equal to the level of the highestlevel
wizard spell he can cast. For example, if he can cast
6th-level wizard spells, he could prepare six 1st-level
spells, two 3rd level-spells, or any similar combination
that adds up to a total of six spell levels. These spells
are stored in his shadow. He can only cast these spells
when he is in an area of normal light or dim light. He
gains Shadowtongue as a bonus language. This ability
replaces arcane bond.

Aside from the fact that the text accidentally called them primalists, it allows the caster to memorize all 0-level spells.

Also, given the nature of the archetype, shouldn't he be able to cast these in darkness and magical darkness, not just normal or dim light? Especially since the archetype grants darkvision later on.

Silver Crusade

Pathfinder Adventure Path Subscriber
Derek Vande Brake wrote:
Inner Sea Magic wrote:

Shadow Spells (Su): At 1st level, a primalist uses his

shadow to prepare additional spells. He must spend his
entire period of spell preparation in dim illumination to
use this ability. He may prepare a number of additional
spell levels of spells equal to the level of the highestlevel
wizard spell he can cast. For example, if he can cast
6th-level wizard spells, he could prepare six 1st-level
spells, two 3rd level-spells, or any similar combination
that adds up to a total of six spell levels. These spells
are stored in his shadow. He can only cast these spells
when he is in an area of normal light or dim light. He
gains Shadowtongue as a bonus language. This ability
replaces arcane bond.

Aside from the fact that the text accidentally called them primalists, it allows the caster to memorize all 0-level spells.

Also, given the nature of the archetype, shouldn't he be able to cast these in darkness and magical darkness, not just normal or dim light? Especially since the archetype grants darkvision later on.

Last time I was at school, 0+0+0...=0

But maybe something changed in the meanwhile.


There are no shadows in absolute darkness.


Gorbacz wrote:
Derek Vande Brake wrote:
Inner Sea Magic wrote:

Shadow Spells (Su): At 1st level, a primalist uses his

shadow to prepare additional spells. He must spend his
entire period of spell preparation in dim illumination to
use this ability. He may prepare a number of additional
spell levels of spells equal to the level of the highestlevel
wizard spell he can cast. For example, if he can cast
6th-level wizard spells, he could prepare six 1st-level
spells, two 3rd level-spells, or any similar combination
that adds up to a total of six spell levels. These spells
are stored in his shadow. He can only cast these spells
when he is in an area of normal light or dim light. He
gains Shadowtongue as a bonus language. This ability
replaces arcane bond.

Aside from the fact that the text accidentally called them primalists, it allows the caster to memorize all 0-level spells.

Also, given the nature of the archetype, shouldn't he be able to cast these in darkness and magical darkness, not just normal or dim light? Especially since the archetype grants darkvision later on.

Last time I was at school, 0+0+0...=0

But maybe something changed in the meanwhile.

Uh, yeah, exactly. So I'm at first level, and I get 1 extra spell level to store in my shadow... well, 1+0+0+0+0+0+0+0+0+0+0 = 1, so I can memorize an extra 1st level spell and as many cantrips as I want.

Good point about darkness, Abraham.

Silver Crusade

Pathfinder Adventure Path Subscriber
Derek Vande Brake wrote:
Gorbacz wrote:
Derek Vande Brake wrote:
Inner Sea Magic wrote:

Shadow Spells (Su): At 1st level, a primalist uses his

shadow to prepare additional spells. He must spend his
entire period of spell preparation in dim illumination to
use this ability. He may prepare a number of additional
spell levels of spells equal to the level of the highestlevel
wizard spell he can cast. For example, if he can cast
6th-level wizard spells, he could prepare six 1st-level
spells, two 3rd level-spells, or any similar combination
that adds up to a total of six spell levels. These spells
are stored in his shadow. He can only cast these spells
when he is in an area of normal light or dim light. He
gains Shadowtongue as a bonus language. This ability
replaces arcane bond.

Aside from the fact that the text accidentally called them primalists, it allows the caster to memorize all 0-level spells.

Also, given the nature of the archetype, shouldn't he be able to cast these in darkness and magical darkness, not just normal or dim light? Especially since the archetype grants darkvision later on.

Last time I was at school, 0+0+0...=0

But maybe something changed in the meanwhile.

Uh, yeah, exactly. So I'm at first level, and I get 1 extra spell level to store in my shadow... well, 1+0+0+0+0+0+0+0+0+0+0 = 1, so I can memorize an extra 1st level spell and as many cantrips as I want.

Good point about darkness, Abraham.

I'm under an impression that this ability is supposed to allow you spells of one level that add up to the total of your maximum, or maybe the example is just poorly worded.

Anyway, cantrips are hardly game-breaking...


Abraham spalding wrote:
There are no shadows in absolute darkness.

Except that being in complete darkness, say at night on a moonless and starless evening, is in the EARTH'S shadow.


I do believe cantrips count as 1/2 spell levels, though I'm not sure on all counts. Still, I'm not sure if an extra 12 cantrips (all at will) is as good as an extra 6th level slot at level 11.


Gorbacz wrote:
Derek Vande Brake wrote:
Gorbacz wrote:
Derek Vande Brake wrote:
Inner Sea Magic wrote:

Shadow Spells (Su): At 1st level, a primalist uses his

shadow to prepare additional spells. He must spend his
entire period of spell preparation in dim illumination to
use this ability. He may prepare a number of additional
spell levels of spells equal to the level of the highestlevel
wizard spell he can cast. For example, if he can cast
6th-level wizard spells, he could prepare six 1st-level
spells, two 3rd level-spells, or any similar combination
that adds up to a total of six spell levels. These spells
are stored in his shadow. He can only cast these spells
when he is in an area of normal light or dim light. He
gains Shadowtongue as a bonus language. This ability
replaces arcane bond.

Aside from the fact that the text accidentally called them primalists, it allows the caster to memorize all 0-level spells.

Also, given the nature of the archetype, shouldn't he be able to cast these in darkness and magical darkness, not just normal or dim light? Especially since the archetype grants darkvision later on.

Last time I was at school, 0+0+0...=0

But maybe something changed in the meanwhile.

Uh, yeah, exactly. So I'm at first level, and I get 1 extra spell level to store in my shadow... well, 1+0+0+0+0+0+0+0+0+0+0 = 1, so I can memorize an extra 1st level spell and as many cantrips as I want.

Good point about darkness, Abraham.

I'm under an impression that this ability is supposed to allow you spells of one level that add up to the total of your maximum, or maybe the example is just poorly worded.

Anyway, cantrips are hardly game-breaking...

Doesn't say anything about them all having to be the same level. The example uses 2 3rd levels and 6 1st levels, but it could have just as easily been a 4th and 2nd level. Consider the difference between levels 12 and 13, otherwise - you go from being able to get six levels worth of spells, which could be a 6th level spell, or two 3rd level spells, or 3 2nd level spells, or 6th 1st level spells - plenty of variety - to only being able to get a 7th level spell or a bunch of 1st level spells - say goodbye to extra 2nd, 3rd, or 6th level stuff!

EDIT: Rewrote example because I confused myself.


meatrace wrote:
I do believe cantrips count as 1/2 spell levels, though I'm not sure on all counts. Still, I'm not sure if an extra 12 cantrips (all at will) is as good as an extra 6th level slot at level 11.

I believe the 1/2 thing is for item creation and buying them from NPC casters, and the rules in both sections specifically state this. If that is the same here, my point still stands - it needs errata to specify that.

Barring that specifier, cantrips are 0 level, which means you could get the 12 extra cantrips in addition to the extra 6th level slot.


meatrace wrote:
Abraham spalding wrote:
There are no shadows in absolute darkness.
Except that being in complete darkness, say at night on a moonless and starless evening, is in the EARTH'S shadow.

Except rules as written, it says you use YOUR shadow, not the earth's shadow.

Engarde!


meatrace wrote:
Abraham spalding wrote:
There are no shadows in absolute darkness.
Except that being in complete darkness, say at night on a moonless and starless evening, is in the EARTH'S shadow.

However it's not the shadow you are needing.


Don't suppose anyone wants to post the whole archetype, it might fit my purposes for a Dark Sun game.


My two coppers, if you will. :-)

What this ability requires: Your shadow. You basically -at least, as far as I can tell- memorize extra spells by more or less "storing" them in your shadow during preparation and are able to cast them like normal provided you have access to your shadow in order to "retrieve" them, so to speak. Thus, the prerequisite is being capable of having a shadow, something which requires light, be it normal or dim (which, frankly, describes most conditions under which adventurers, err, adventure, barring total darkness or some such). So, basically, you do not need a shadow, but your shadow, which acts as a "storage chest" for those extra memorized spells.

What this ability gives: You can memorize extra spells, as long as the sum total of their combined spell levels does not exceed the spell level of the highest spell you can cast (meaning a maximum of 9 extra spell levels at 17th wizard level, which is the class level a wizard gains access to 9th-level spells). Thus, if you can, e.g. cast 9th level spells, then you get to prepare 9 extra spell levels of spells, which could be: a) 9 1st-level spells, b)7-1st level spells and 1-2nd level spell, c) 2 1st-level spells, 2 2nd-level spells and 1 3rd-level spell, d) 1 1st-level spell, 1 2nd-level spell and 1 6th-level spell, e)... well, you know what I am getting at. :-)

As far as cantrips, or 0-level spells, are concerned, no idea about that really.

Paizo Employee Creative Director

The bit where it calls them primalists is a stupid copy/paste error. Hopefully one that's obvious enough that it's not going to cause problems. ;-)

To use the "Shadow Spells" ability, you must be in an area of dim illumination when you prepare spells. Absolute darkness doesn't cut it.

The bit about the spells being "stored in his shadow" is mostly just flavor text. Your shadow has no real rules to it, after all, any more than your hair or your eyebrows. The point is that you have to be in normal light or dim light to be able to access these extra spells and those light conditions ARE specific things. Whether or not you can "see" your shadow in that condition isn't relevant. In darkness, you don't cast a shadow, therefore you don't get those spells is all so you can't cast the spells when you're in the dark.

Finally... it doesn't allow you to prepare all 0-level spells. It only affects 1st through 9th level spells; it doesn't impact your cantrips.


And now a far more important question for you, James...

With the feats and archetype as presented... would you ever play one?

Feels horribly nerfed to me.


meatrace wrote:
I do believe cantrips count as 1/2 spell levels, though I'm not sure on all counts. Still, I'm not sure if an extra 12 cantrips (all at will) is as good as an extra 6th level slot at level 11.

It's a generally accepted premise that for such purposes that 0 level spells count as 1/2 level. It's not explicitely spelled out here, but it is elsewhere (see item creation, mnemonic enhancer, ect). It annoys me that the community continually needs that reinforcement, but that particular opinion is not on topic so we'll move on.

Alternately if you absolutely must have more cantrips; instead of using a 6th level spell you can use use a 4th level spell (mnemonic enhancer) to get an extra 6 cantrips in addition to what you normally have. If you absolutely MUST have 12 extra cantrips I would say that casting a 4th level spell twice is still preferable to using a 6th level spell. Espcially since 4th level pearls of power and similar effects are much cheaper than their 6th level counterparts.

edit; Just read james's comments. I stand by my premise, but the 6th level thing is no longer relevant for this particular class.

Paizo Employee Creative Director

Purplefixer wrote:

And now a far more important question for you, James...

With the feats and archetype as presented... would you ever play one?

Feels horribly nerfed to me.

I might. I often make choices in character design that optimizers would cry "SUBOPTIMAL" and gnash their teeth about, because I generally build characters differently than an optimizer would.

More likely, I'd use the feats and archetype to create NPCs for PCs to fight against.

The game is one about choices. Not all choices need to be the best choice. In fact, that's impossible.


James Jacobs wrote:
The game is one about choices. Not all choices need to be the best choice. In fact, that's impossible.

Art imitates life


Purplefixer wrote:

And now a far more important question for you, James...

With the feats and archetype as presented... would you ever play one?

Feels horribly nerfed to me.

Umbral Spell in particular is pretty nice. Put it on Mage Armor, and you'll have an all day shroud of darkness around you. That means 20% miss chance for humans and some other creatures. Might even work on creatures with low-light vision, but I'm not sure about that.

Shadow Gambit combined with Threatening Illusion could be OK. It would make your enemies think you are summoning actual enemies, although the Standard Action for that is a big limiter. It does quite a bit to help confuse your enemies, and if your GM plays illusions as how they would really be, that could be very powerful.


James Jacobs wrote:


I might. I often make choices in character design that optimizers would cry "SUBOPTIMAL" and gnash their teeth about, because I generally build characters differently than an optimizer would.

More likely, I'd use the feats and archetype to create NPCs for PCs to fight against.

The game is one about choices. Not all choices need to be the best choice. In fact, that's impossible.

I -really liked- the concept, and I may try out a couple on either side of the screen to see how they work, but they leave a horribad mechanical taste in my mouth. Maybe the sticky delicious flavor of the fluff will overcome the greasy black smear of the mechanic though... Like a little smear of motor oil on your fly-pit hamburger when you take a break from working on your busted alternator all day.

That's a neat concept on the Mage Armor, Cheapy... but would you cast a THIRD LEVEL spell for it? I guess it does protect against sneak attack pretty much all day by level eight!

I live in heart-stopping ear-searing dread of the "We'd be going a lot faster if we didn't have to wait for -you-" comment that infrequently floats across the game table. It drives me to optimize. When I hear "People are afraid of the Red Mantis Assassins" in the campaign setting, I want to see that backed up in the numbers. It certainly is for Trolls, the disorganized tyrants of the Whispering Way (Necromantic Wall of Ice? Sign me up!), Shoanti Barbarians (average level: 3-5? They're Spartans!), and the Hellknights (any schmuck in platemail with a shield is hard for 2nd level characters, six of them are terrifying).

Still, the flavor is -so cool-. All of Nidal has some really creepy gothy vibrations to it that make me go 'oooooh!'. Even the Uskwood druids are neat. I just fear I'm going to get more dirty looks, the way I did for playing a monk with Vows. The other players flat out told me I wasn't allowed to play another character who doesn't drink potions, because it wasn't fun for them.

I flounder in ambivalence! At the very least, I'll write one up for a side-trip in Jade Regent's second volume and we'll see how the enemy fares against the players. GOBLINS certainly went over well as written.

Liberty's Edge

Looks good enough for the elven illusionist concept I've been wanting to do for a while, though it does make the creepy psychopomp familiar I wanted him to have on shaky ground (Skill Focus + Eldritch Heritage + Improved Familiar just to get it, plus GM has to be OK with shadow + familiar despite 'no bonded item + familiar' phrase in Arcane Bloodline Arcana). Eh well. Choices, choices. :3

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