Arcane Blast feat need to beat Spell Resistance?


Rules Questions


Arcane Blast
You can convert any spell into an attack.

Prerequisites: Arcane spellcaster, caster level 10th.

Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

This is a supernatural ability.


Supernatural abilities are not subject to spell resistance.

Only spells and spell-like abilities need to beat SR.


I agree that this is just fine if you make it (Sp) rather than (Su).


Why Sp? :P


To make arcane blast a spell like ability instead of a supernatural ability would ruin what little value it has.


Basically, look at it like this:

Does it replicate a spell? Then it's a spell-like ability.
If not, it's a supernatural ability.

You could argue that it's spell-like because it uses converts magical energy into a blast, but it makes more sense that the actual act of converting a spell's magical energy into a raw blast is a supernatural power.


Of course the line that states "This is a supernatural ability" is a pretty good indicator too.


Untyped energy damage that negates SR is a huge deal IMHO.


Frankthedm wrote:
Untyped energy damage that negates SR is a huge deal IMHO.

And removing the "ignores SR" (it doesn't negate it as that would remove the SR entirely but such would be a cool ability) part would significantly lessen the usefulness of this ability.

As it stands with the range and limited amount of damage it's a bit sad even with that part in there.


spalding wrote:
Frankthedm wrote:
Untyped energy damage that negates SR is a huge deal IMHO.

And removing the "ignores SR" (it doesn't negate it as that would remove the SR entirely but such would be a cool ability) part would significantly lessen the usefulness of this ability.

As it stands with the range and limited amount of damage it's a bit sad even with that part in there.

Not when you add sneak attack damage. 16d6 dam with no save and no resistance is pretty handy at high levels.


Arcane Trickster is one of the few I go with it. I haven't figured out many other classes to go with..

Though, in my group we can use Vital Strike on any attack action (it's not it's own standard action) so I could probably use it on this (though Haven't asked yet, but likely could). That would make for some fun usage; not nearly as good as those high level spells etc and all.

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