Weapon Cord and casting Spells


Rules Questions


Weapon Cord wrote:
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.

Can you provide the somatic components for a spell using a hand with an attached weapon cord? I would guess you can, that "may interfere with finer actions" seems awfully vague.


You would think after all this time these descriptions would get less vague. Seem to me like it would interfere Slight of Hand and not spells. You can still cast with brass knuckles and a buckler afterall.

Dark Archive

Captain Moonscar wrote:
You would think after all this time these descriptions would get less vague. Seem to me like it would interfere Slight of Hand and not spells. You can still cast with brass knuckles and a buckler afterall.

Sure, you can cast, but have to make a concentration check with brass knuckles:

From the APG wrote:
You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting).

While the buckler does not force that, but you do lose the AC bonus until your next turn.

Taking that into account, Since it is only a swift action to retrieve the weapon and be ready again, I would say the concentration check would keep it balanced more then the buckler style. Please note, this is just personal op and how I would house rule. Maybe a Dc of 5+spell level, similar to casting in rain/sleet, but only if that spell has a somatic component.


You can not fail a DC 5+Spell after level 1 unless your casting stat is secondary. Even then its about 10% and eventually you don't fail. So its just an added roll that slows down the game for every one else.

Dark Archive

Captain Moonscar wrote:
You can not fail a DC 5+Spell after level 1 unless your casting stat is secondary. Even then its about 10% and eventually you don't fail. So its just an added roll that slows down the game for every one else.

True, but if the character is (for example) on a galloping horse (10+SL DC) in heavy rain (5+SL DC) do you not add the two together to get a 15 + SL DC? I have always treated those like the perception modifiers if they are happening at the same time. It seems silly to me to have them make multiple dice rolls for the concentration check to cast one spell. For me the 5+SL ones only start to matter when other things are going on. For example weapon corded and injured while casting would be (15 + damage received + spell level) as the DC. The only one that throws that off is casting defensively (due to double spell level instead of just spell level), and that one still requires 2 rolls if, for example, you are casting defensively while taking continual damage (from like acid arrow).


No you do not add them togeather you use the Highest DC.

Edit*
Or make more than 1 Check. Not sure on the rule but I would probably go with highest DC. (Fewer Rolls)

Paizo Employee Design Manager

@Happler & Moonscar

Do either of you know where the rules clarification on performing an action that requires multiple checks of differing DC's is? I'm digging around and having trouble finding anything.


Ssalarn wrote:

@Happler & Moonscar

Do either of you know where the rules clarification on performing an action that requires multiple checks of differing DC's is? I'm digging around and having trouble finding anything.

I was looking as well, that's why i edited my post I haven't found it yet.

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