Synthesists and permanent Greater Magic Fang


Rules Questions


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I want to have Greater Magic Fang made permanent on my synthesist's claw attacks. Can this be done? Or do I somehow forever lose the effect when I "devolve" into my base form?

Are synthesists looking to increase their natural weapon prowess forced to invest in an amulet of mighty fists, thereby losing access to defense (in the form of an amulet of natural armor)?


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The synthesist text still states it is a separate creature, the spell could still be made permanent since it still affects the creature no matter what plane it is on. I would even go as far to say it applies even if you remove the claw evolution, just waiting until it gets picked again.


So, if I'm reading Greater Magic Fang and Synthesist correctly, it can not be used in the way intended without GM caveat. This is due to Greater Magic fang targeting a single living creature, which neither the eidolon or Synthesist count as since they're untargetable individually.

Would this mean that the next time you summon your eidolon that it benefits from Greater Magic Fang? Does Permanency fail due to the creature being technically dead/dissolved? Going from RAW, I'd say it fails. Any chance of clarification?


"the two are now one creature". So if the synthesist casts GMF on himself, then it applies whenever the two are merged.


Greater magic fang has a required target of "one living Creature". If the two seperate, the creature no longer exists and therefore the Greater Magic fang should be lost due to an invalid target. This is where I think GM caveat is required to override Rules as Written.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
EHKOWarrior wrote:
Would this mean that the next time you summon your eidolon that it benefits from Greater Magic Fang? Does Permanency fail due to the creature being technically dead/dissolved? Going from RAW, I'd say it fails. Any chance of clarification?

The question of what happens to spells on dead creatures is contentious even without getting synthesist summoners into it. Just to give you a warning that it's unlikely you'll get to a clear RAW answer.


EHKOWarrior wrote:
Greater magic fang has a required target of "one living Creature". If the two seperate, the creature no longer exists and therefore the Greater Magic fang should be lost due to an invalid target. This is where I think GM caveat is required to override Rules as Written.

Where does it say that a spell ends when a previously-valid target becomes invalid? Why is the spell not suppressed?


Philo Pharynx wrote:
EHKOWarrior wrote:
Greater magic fang has a required target of "one living Creature". If the two seperate, the creature no longer exists and therefore the Greater Magic fang should be lost due to an invalid target. This is where I think GM caveat is required to override Rules as Written.
Where does it say that a spell ends when a previously-valid target becomes invalid? Why is the spell not suppressed?

It's a spell duration extension, so it fails on "Invalid Target" like a non permanent spell would.

When you cast Permanency you are not creating an enchanted magic item.


Spells don't normally expire if the Target becomes "invalid" after the casting. The most obvious example of this is Animate Objects.


Melkiador wrote:
Spells don't normally expire if the Target becomes "invalid" after the casting. The most obvious example of this is Animate Objects.

It says so here...

Quote:

Permanent

The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

And backed up here

Quote:

Spell Failure

If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.

Edit: Not going to argue with you but I don't see how Animate Objects helps your point. It can simply be dispelled... end of object.


Because Animate Objects targets objects. And once cast, the objects are creatures and thus not objects.

And your Spell Failure quote only addresses what happens when you try to cast the spell. It has nothing to do with what may happen after the casting of the spell. As I said, a spell's Target only matters at the moment of casting. After that, it is irrelevant.


AH I think you are confusing Animate Objects + Permanency with Craft Construct Feat. Casting animate object is different than crafting a construct... The first one is subject to dispel, the second one is not.

Quote:

Animated Objects

Not all constructs are built with the Craft Construct feat. Spells like animate objects allow a caster to temporarily animate an existing object. These constructs are in many ways weaker than manufactured constructs, as they are susceptible to dispelling and antimagic.

A caster can use the animate objects spell to instantly create a temporary construct. A permanency spell cast upon an Animated Object makes the construct permanent; however, it can still be dispelled or suppressed by antimagic. Craft Construct creates permanent animated objects not susceptible to dispelling and antimagic. The CR of a potential Animated Object depends on its size and abilities

A couple points...
  • it's a construct not a creature.
  • The spell creates a construct and so it doesn't invalidate itself... this isn't a good argument because it is always something else that invalidates the target.
  • Permanent: The energy remains as long as the effect does.

Anyway rule how you like.

Cheers =)


I'm thinking maybe you are confused about what I am saying. I am saying that a spell is never dispelled/ended, just from its "Target" becoming "invalid" after the casting. This has nothing to do with other options that actually can dispel/end a spell.

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