A few Words of Power and human racial class questions...


Rules Questions


Hi guys,
I'm using the Words of Power system for my human Sorcerer, but a few of the feats and words are a tad confusing...

First off, the 'Experimental Spellcaster' feat. I started my character as a wordcaster right off the bat, so at 3rd level would I be able to take this feat (even though I'm already a wordcaster), and if yes, would I add the boost meta word (which I already have though, since I got it as a starting wordcaster) plus one effect word, or add two effect/meta words as per the Special description?

Secondly, a query about the Selected word... is it possible to use a Selected-only effect word, for example Fade (Concealing), on myself? It doesn't allow the Personal word, but does the Selected word exclude the Personal range?

Thirdly, are there some words which when boosted, don't increase in level? For example, the Barrier target word has no level increase described in its Boost description, so can one assume the only downside of boosting it would be using one of my meta word uses per day?

Fourthly, in the APG, it describes a very nice favoured class option where I can choose to get an extra spell per level. However, on my previous level-up, I was unaware of it and instead chose to gain one extra skill point. Does that mean I'm now permanently stuck with that choice, or when I level up to 3 can I choose to sacrifice that extra SP to gain a spell instead?

I may think of other questions but those are the ones on my mind now...


Kyremi wrote:

Hi guys,

I'm using the Words of Power system for my human Sorcerer, but a few of the feats and words are a tad confusing...

First off, the 'Experimental Spellcaster' feat. I started my character as a wordcaster right off the bat, so at 3rd level would I be able to take this feat (even though I'm already a wordcaster), and if yes, would I add the boost meta word (which I already have though, since I got it as a starting wordcaster) plus one effect word, or add two effect/meta words as per the Special description?

Secondly, a query about the Selected word... is it possible to use a Selected-only effect word, for example Fade (Concealing), on myself? It doesn't allow the Personal word, but does the Selected word exclude the Personal range?

Thirdly, are there some words which when boosted, don't increase in level? For example, the Barrier target word has no level increase described in its Boost description, so can one assume the only downside of boosting it would be using one of my meta word uses per day?

Fourthly, in the APG, it describes a very nice favoured class option where I can choose to get an extra spell per level. However, on my previous level-up, I was unaware of it and instead chose to gain one extra skill point. Does that mean I'm now permanently stuck with that choice, or when I level up to 3 can I choose to sacrifice that extra SP to gain a spell instead?

I may think of other questions but those are the ones on my mind now...

I believe you have to be a standard caster to take Experimental Spellcaster. Otherwise, you take Extra Words.

Selected is any single target, boosted to multiple within 30 ft. Yes, you can target yourself with a Selected Wordspell.

Boost: The level only changes if the Effect Word says it does. If it does not say that it increases the level, then it only counts against your Meta Word uses for the day.

Per RAW, the Human alternate favored class option for casters does not work with Words of Power. Your GM may house rule otherwise.


You can choose a different favored class bonus each time you level.


I came across a few new questions...

Imagine a theoretical spell; Boost Cone Flame Jet Shocking Arc Cramp. The respective levels of the spells are: Boosted Cone 2, Flame Jet 0, Shocking Arc 1, Cramp 0. So, according to the multiple effect word table, this is a 4th level spell (it'd fall under the 1/1/1 category I assume). However, the Boosted Cone is a 2nd level target word; does this affect the spell level at all?

Staying with the same spell, the duration of Flame Jet and Shocking Arc is instantaneous, while the Cramp duration is one round. Taking the RAW, it says the duration of the whole spell is reduced to that of the shortest word duration; hence instantaneous. Does this mean the Cramp word is rendered useless as the target experiences a cramp for an infinitely small amount of time only? Is there any way to make including Cramp worthwhile with evocation spells (which tend to have instantaneous durations), or is it useless?

Also, the first three Teleportation words specify in the description that the target must be 'willing', but does that mean willing i.e. they are most likely allies and wouldn't mind you casting a spell on them, or willing i.e. they failed their will save?


Kyremi wrote:

I came across a few new questions...

Imagine a theoretical spell; Boost Cone Flame Jet Shocking Arc Cramp. The respective levels of the spells are: Boosted Cone 2, Flame Jet 0, Shocking Arc 1, Cramp 0. So, according to the multiple effect word table, this is a 4th level spell (it'd fall under the 1/1/1 category I assume). However, the Boosted Cone is a 2nd level target word; does this affect the spell level at all?

Staying with the same spell, the duration of Flame Jet and Shocking Arc is instantaneous, while the Cramp duration is one round. Taking the RAW, it says the duration of the whole spell is reduced to that of the shortest word duration; hence instantaneous. Does this mean the Cramp word is rendered useless as the target experiences a cramp for an infinitely small amount of time only? Is there any way to make including Cramp worthwhile with evocation spells (which tend to have instantaneous durations), or is it useless?

Also, the first three Teleportation words specify in the description that the target must be 'willing', but does that mean willing i.e. they are most likely allies and wouldn't mind you casting a spell on them, or willing i.e. they failed their will save?

Boosted Cone, being 2nd level, merely means that the lowest possible spell level you can use for this is 2nd level. Since the Wordspell is 4th level (following 1/1/1), Boosted Cone is a viable target choice. If you were doing a Boosted Cone Shocking Arc, even though it has just 1 Effect Word at level 1, it would still be a 2nd level Wordspell.

After several rounds with Sean K. Reynolds about the wording on the "shortest possible duration" thing, you are indeed correct. Cramp has no effect if paired with instantaneous Effect Words.

"Willing" always means "targets that opt to fail any applicable save." If there is no applicable save, then it means "targets that would opt to fail a save if there were one." If a target would attempt a save (say, an enemy), then it is not a willing target.


Wow... so the incredibly useful pairing of Cramp (or indeed Wrack, or Torture, or any of the Fear words...) with any damaging evocation word whatsoever (except the three highest Acid words) is useless. Somehow that just seems wrong... and it seems against the spirit of the concept; combine unusual effects to get a whole new useful spell. Fun combos like Fire Blast Terror are out; one can't do Frost Fingers Wrack... it almost denies the whole point of the system. Surely the sensible thing would be to say, the flames and electricity dissipate instantaneously but the Cramp effect stays for its usual duration?

Moving on to the willing discussion, so even if I know the target would attempt a save, I can't make him attempt it anyway? If this is the case, and we assume I can only cast it on those who wouldn't attempt a save, why did they bother writing 'Saving Throw: Will negates (harmless)'?


Kyremi wrote:

Wow... so the incredibly useful pairing of Cramp (or indeed Wrack, or Torture, or any of the Fear words...) with any damaging evocation word whatsoever (except the three highest Acid words) is useless. Somehow that just seems wrong... and it seems against the spirit of the concept; combine unusual effects to get a whole new useful spell. Fun combos like Fire Blast Terror are out; one can't do Frost Fingers Wrack... it almost denies the whole point of the system. Surely the sensible thing would be to say, the flames and electricity dissipate instantaneously but the Cramp effect stays for its usual duration?

Moving on to the willing discussion, so even if I know the target would attempt a save, I can't make him attempt it anyway? If this is the case, and we assume I can only cast it on those who wouldn't attempt a save, why did they bother writing 'Saving Throw: Will negates (harmless)'?

So far as I understand the term "willing target," it does seem rather superfluous, other than to say that you can be unwilling. The same text is present on a lot of the Vancian spells, too. Just look at Cure Light Wounds or Cat's Grace, just to name a few. I'm not sure why a target would resist getting +4 Dex, but you certainly can resist if you want to.


Serisan wrote:
Kyremi wrote:

Wow... so the incredibly useful pairing of Cramp (or indeed Wrack, or Torture, or any of the Fear words...) with any damaging evocation word whatsoever (except the three highest Acid words) is useless. Somehow that just seems wrong... and it seems against the spirit of the concept; combine unusual effects to get a whole new useful spell. Fun combos like Fire Blast Terror are out; one can't do Frost Fingers Wrack... it almost denies the whole point of the system. Surely the sensible thing would be to say, the flames and electricity dissipate instantaneously but the Cramp effect stays for its usual duration?

Moving on to the willing discussion, so even if I know the target would attempt a save, I can't make him attempt it anyway? If this is the case, and we assume I can only cast it on those who wouldn't attempt a save, why did they bother writing 'Saving Throw: Will negates (harmless)'?

So far as I understand the term "willing target," it does seem rather superfluous, other than to say that you can be unwilling. The same text is present on a lot of the Vancian spells, too. Just look at Cure Light Wounds or Cat's Grace, just to name a few. I'm not sure why a target would resist getting +4 Dex, but you certainly can resist if you want to.

So if an otherwise-friendly person can opt to resist the spell, be it teleportation, healing, buff, etc., what is the difference between that and an enemy who'd resist it? One has now become as unwilling as the other, yet the enemy isn't a legit target...


Kyremi wrote:
Serisan wrote:
Kyremi wrote:

Wow... so the incredibly useful pairing of Cramp (or indeed Wrack, or Torture, or any of the Fear words...) with any damaging evocation word whatsoever (except the three highest Acid words) is useless. Somehow that just seems wrong... and it seems against the spirit of the concept; combine unusual effects to get a whole new useful spell. Fun combos like Fire Blast Terror are out; one can't do Frost Fingers Wrack... it almost denies the whole point of the system. Surely the sensible thing would be to say, the flames and electricity dissipate instantaneously but the Cramp effect stays for its usual duration?

Moving on to the willing discussion, so even if I know the target would attempt a save, I can't make him attempt it anyway? If this is the case, and we assume I can only cast it on those who wouldn't attempt a save, why did they bother writing 'Saving Throw: Will negates (harmless)'?

So far as I understand the term "willing target," it does seem rather superfluous, other than to say that you can be unwilling. The same text is present on a lot of the Vancian spells, too. Just look at Cure Light Wounds or Cat's Grace, just to name a few. I'm not sure why a target would resist getting +4 Dex, but you certainly can resist if you want to.
So if an otherwise-friendly person can opt to resist the spell, be it teleportation, healing, buff, etc., what is the difference between that and an enemy who'd resist it? One has now become as unwilling as the other, yet the enemy isn't a legit target...

My read on this has always been that it's to prevent you from teleporting enemies to inhospitable areas. Teleporting a Kraken into a known desert, for example.


Serisan wrote:
Kyremi wrote:
Serisan wrote:
Kyremi wrote:

Wow... so the incredibly useful pairing of Cramp (or indeed Wrack, or Torture, or any of the Fear words...) with any damaging evocation word whatsoever (except the three highest Acid words) is useless. Somehow that just seems wrong... and it seems against the spirit of the concept; combine unusual effects to get a whole new useful spell. Fun combos like Fire Blast Terror are out; one can't do Frost Fingers Wrack... it almost denies the whole point of the system. Surely the sensible thing would be to say, the flames and electricity dissipate instantaneously but the Cramp effect stays for its usual duration?

Moving on to the willing discussion, so even if I know the target would attempt a save, I can't make him attempt it anyway? If this is the case, and we assume I can only cast it on those who wouldn't attempt a save, why did they bother writing 'Saving Throw: Will negates (harmless)'?

So far as I understand the term "willing target," it does seem rather superfluous, other than to say that you can be unwilling. The same text is present on a lot of the Vancian spells, too. Just look at Cure Light Wounds or Cat's Grace, just to name a few. I'm not sure why a target would resist getting +4 Dex, but you certainly can resist if you want to.
So if an otherwise-friendly person can opt to resist the spell, be it teleportation, healing, buff, etc., what is the difference between that and an enemy who'd resist it? One has now become as unwilling as the other, yet the enemy isn't a legit target...
My read on this has always been that it's to prevent you from teleporting enemies to inhospitable areas. Teleporting a Kraken into a known desert, for example.

I guess that makes sense; my DM agreed today that the teleportation words would only work on willing people i.e. allies. However he agreed with me that the example I used of the Cramp word with the evocation words should work, so that's been houseruled in for this particular campaign. Cheers for the replies Serisan :)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kyremi wrote:


Fourthly, in the APG, it describes a very nice favoured class option where I can choose to get an extra spell per level. However, on my previous level-up, I was unaware of it and instead chose to gain one extra skill point. Does that mean I'm now permanently stuck with that choice, or when I level up to 3 can I choose to sacrifice that extra SP to gain a spell instead?

I may think of other questions but those are the ones on my mind now...

By RAW, level up choices can't be taken back save for particular stated exceptions. Otherwise, ask your GM.


The only Teleportation effect word that can possibly affect anyone else besides the caster is Dimensional Hop, and that only as an 6th level wordspell.

Remember, affecting more than one target with the Selected target word adds 3 levels to the wordspell as a whole. The teleportation effect words specify that the caster must be a target of the effect word. Ergo, affecting anyone else in addition to the caster is multiple targets; ergo, the wordspell level is three higher than the base effect word.

That means Dimensional Jump to teleport you and your party requires a level 8 spell slot. Dimensional Shift requires a 10th level spell slot - not going to happen.

You would be better off just buying a scroll of Teleport.

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