Spellslinger Cantrips, Mage bullet and Arcane gun question


Rules Questions


Hello All
I have a few basic questions, or rather need of clarifications, about the spellslinger.

First, The Mage bullet ability replaces cantrips. So does this mean that a 1st lvl spellslinger begins play without 0-level spells and will never gain them. Or that they are merely expended as normal spells rather the being unlimited?

Second, Arcane gun allows enhancements to effect spells casted through the arcane gun. However Mage bullet allows the wizard to place magical enhancements like flaming and flame burst to his arcane gun. so with the combination of these two abilities does this allow for spell fired out of the arcane gun to be affected by the weapon enhancements other then +1,+2,etc. For example would a spellslinger be able to fire a flame burst magic missile out of the arcane gun?

Finally, Are their any gunslinger abilities that can also affect the spellslinger spells, for example could gun training damage bonus be applied to a magic missile spell fired out of the arcane gun?

Thank you for help on this issue


Tsukiyomi wrote:
First, The Mage bullet ability replaces cantrips. So does this mean that a 1st lvl spellslinger begins play without 0-level spells and will never gain them. Or that they are merely expended as normal spells rather the being unlimited?

It is correct that you will never gain cantrips from levels in Wizard (Spellslinger). You can not learn them and use them as higher level spells (as you could in 3.5) since they are not spells by the normal rules (though it would be reasonable for a GM to rule you could). The exception is Read Magic and Detect Magic which are called out in the rules and now count as level 1 spells for the Spellslinger.

A dip in another class, like sorcerer, would get you cantrips from that source.

Tsukiyomi wrote:
Second, Arcane gun allows enhancements to effect spells casted through the arcane gun.

Not exactly. Arcane Gun allows you to apply the weapons enhancement bonus to either the to hit or DC of ranged touch attack, cone, line, or ray spells. Other weapon enhancements would not apply to the spell.

Tsukiyomi wrote:
However Mage bullet allows the wizard to place magical enhancements like flaming and flame burst to his arcane gun. so with the combination of these two abilities does this allow for spell fired out of the arcane gun to be affected by the weapon enhancements other then +1,+2,etc. For example would a spellslinger be able to fire a flame burst magic missile out of the arcane gun?

Nope, see above.

Typically I don't think you will be firing bullets much if you are a straight spellslinger, so you won't get much use out of putting special abilities onto the weapon with mage bullets. Rather, using mage bullets to pump up the DC of spells will have a big effect.

On the other hand, if you dip into the class and then go gunslinger or something, the special abilities on the gun will go a lot further. So it's a good, flexible ability.

Tsukiyomi wrote:
Finally, Are their any gunslinger abilities that can also affect the spellslinger spells, for example could gun training damage bonus be applied to a magic missile spell fired out of the arcane gun?

I probably should have said this earlier to, but magic missiles can't be cast through the gun because it is not a ranged touch, cone, line or ray spell.

But I get your point... and the answer is no. When casting a spell through the gun you are not actually firing the gun, so the abilities would not stack.

Sean Mahoney


Sean Mahoney wrote:
Tsukiyomi wrote:
First, The Mage bullet ability replaces cantrips. So does this mean that a 1st lvl spellslinger begins play without 0-level spells and will never gain them. Or that they are merely expended as normal spells rather the being unlimited?

It is correct that you will never gain cantrips from levels in Wizard (Spellslinger). You can not learn them and use them as higher level spells (as you could in 3.5) since they are not spells by the normal rules (though it would be reasonable for a GM to rule you could). The exception is Read Magic and Detect Magic which are called out in the rules and now count as level 1 spells for the Spellslinger.

A dip in another class, like sorcerer, would get you cantrips from that source.

Tsukiyomi wrote:
Second, Arcane gun allows enhancements to effect spells casted through the arcane gun.

Not exactly. Arcane Gun allows you to apply the weapons enhancement bonus to either the to hit or DC of ranged touch attack, cone, line, or ray spells. Other weapon enhancements would not apply to the spell.

Tsukiyomi wrote:
However Mage bullet allows the wizard to place magical enhancements like flaming and flame burst to his arcane gun. so with the combination of these two abilities does this allow for spell fired out of the arcane gun to be affected by the weapon enhancements other then +1,+2,etc. For example would a spellslinger be able to fire a flame burst magic missile out of the arcane gun?

Nope, see above.

Typically I don't think you will be firing bullets much if you are a straight spellslinger, so you won't get much use out of putting special abilities onto the weapon with mage bullets. Rather, using mage bullets to pump up the DC of spells will have a big effect.

On the other hand, if you dip into the class and then go gunslinger or something, the special abilities on the gun will go a lot further. So it's a good, flexible ability.

Tsukiyomi wrote:
Finally, Are their any gunslinger abilities that can also affect the
...

Thank you for clearing the mage bullet and arcane gun features up for me. Many Thanks

One more thing, with the loss of cantrips from the spellslingers arsenal does this mean that a 1st level spellslinger begins play with only 1st lvl spells and at most 2 per day(including bonus spells from High Intelligence)? If so that seems to be a rather rough start for the spellslinger, would there be any earlier level suggestion on remedying this issue? Perhaps using the mage bullet feature more in the earlier levels?


Am I correct in my assessment of starting spells? Its been a while since I've played a caster


Tsukiyomi wrote:
One more thing, with the loss of cantrips from the spellslingers arsenal does this mean that a 1st level spellslinger begins play with only 1st lvl spells and at most 2 per day(including bonus spells from High Intelligence)? If so that seems to be a rather rough start for the spellslinger, would there be any earlier level suggestion on remedying this issue? Perhaps using the mage bullet feature more in the earlier levels?

A starting spellslinger would be able to cast 1 + Int bonus 1st lvl spells per day at 1st lvl. They can't take a specialization (essentially the archetype IS their specialization) and they can't get an extra spell from a bonded item (as they bond to their gun instead).

This comes out to be about 2 spells less per day than your average starting non-spellslinger wizard.

Like any low level wizard, having a weapon to shoot into combat is a great idea... and you get one that is better than the crossbow most wizards start out with (though they can throw cantrips, I personally still think a crossbow is a better option for them). But you will be paying for shots.

It then would make sense to use mage bullets, but since you don't already have a magic weapon and can only put a +1 bonus on the gun (sacking a 1st lvl spell), you can't put any special abilities on there... just a +1 to hit and damage for 1 minute (the duration of many fights). Not a bad thing, but I would probably save my spells to cast ones that make a bigger difference and be happy with my 50 ft ranged musket firing touch attacks at a decent amount of damage for low levels... and then shut down the occasional encounter with the spells or open up with blasting them on a big fight. Your call though.

Sean Mahoney


Sean Mahoney wrote:
Tsukiyomi wrote:
One more thing, with the loss of cantrips from the spellslingers arsenal does this mean that a 1st level spellslinger begins play with only 1st lvl spells and at most 2 per day(including bonus spells from High Intelligence)? If so that seems to be a rather rough start for the spellslinger, would there be any earlier level suggestion on remedying this issue? Perhaps using the mage bullet feature more in the earlier levels?

A starting spellslinger would be able to cast 1 + Int bonus 1st lvl spells per day at 1st lvl. They can't take a specialization (essentially the archetype IS their specialization) and they can't get an extra spell from a bonded item (as they bond to their gun instead).

This comes out to be about 2 spells less per day than your average starting non-spellslinger wizard.

Like any low level wizard, having a weapon to shoot into combat is a great idea... and you get one that is better than the crossbow most wizards start out with (though they can throw cantrips, I personally still think a crossbow is a better option for them). But you will be paying for shots.

It then would make sense to use mage bullets, but since you don't already have a magic weapon and can only put a +1 bonus on the gun (sacking a 1st lvl spell), you can't put any special abilities on there... just a +1 to hit and damage for 1 minute (the duration of many fights). Not a bad thing, but I would probably save my spells to cast ones that make a bigger difference and be happy with my 50 ft ranged musket firing touch attacks at a decent amount of damage for low levels... and then shut down the occasional encounter with the spells or open up with blasting them on a big fight. Your call though.

Sean Mahoney

Listened to your podcast Sean, was a blast to listen to and also Informative, looking forward to more in the future. :)


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Can a spellslinger, using the spell storing ability, shoot his bullets and say, a scorching ray, at the same time in a full attack action?? There is an individual in the game I am currently running that is severely ruining the game itself by killing everything in the second or third round, and he is doing so by surpassing 100 dmg a shot, without critting. He is doing a full attack action and shooting off a scorching ray per attack, and only rolling to hit with his bullets.

Grand Lodge

Tsukiyomi wrote:
One more thing, with the loss of cantrips from the spellslingers arsenal does this mean that a 1st level spellslinger begins play with only 1st lvl spells and at most 2 per day(including bonus spells from High Intelligence)? If so that seems to be a rather rough start for the spellslinger, would there be any earlier level suggestion on remedying this issue? Perhaps using the mage bullet feature more in the earlier levels?

You forget one thing.... He also gets to begin with a GUN. A gun he can shoot with and make those nice touch attacks that a standard gunslinger can do.

And if the game allows advanced firearms, (and in my opinion the spellslinger belongs in an eberron like setting or an advanced golarion that would allow them) the spellslinger rocks as a gunfighter. Done right, despite his low BAB, the spellslinger is the shooting answer to the Magus.


LazarX wrote:
Tsukiyomi wrote:
One more thing, with the loss of cantrips from the spellslingers arsenal does this mean that a 1st level spellslinger begins play with only 1st lvl spells and at most 2 per day(including bonus spells from High Intelligence)? If so that seems to be a rather rough start for the spellslinger, would there be any earlier level suggestion on remedying this issue? Perhaps using the mage bullet feature more in the earlier levels?

You forget one thing.... He also gets to begin with a GUN. A gun he can shoot with and make those nice touch attacks that a standard gunslinger can do.

And if the game allows advanced firearms, (and in my opinion the spellslinger belongs in an eberron like setting or an advanced golarion that would allow them) the spellslinger rocks as a gunfighter. Done right, despite his low BAB, the spellslinger is the shooting answer to the Magus.

I definitely agree... save them for the crappy steampunk settings.

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