Arcane Mark


Rules Questions


Can arcane mark be used against an unwilling/hostile living being? Would the attempt to place such a mark be considered a touch attack? Is there any limit to the number of marks that may be placed upon an enemy combatant?


graypark wrote:
Can arcane mark be used against an unwilling/hostile living being?
Yes, provided you can touch said being and it has a discernible surface to leave the mark on.
Quote:
Would the attempt to place such a mark be considered a touch attack?
Yes, it's just another touch-ranged spell really.
Quote:
Is there any limit to the number of marks that may be placed upon an enemy combatant?

Space limitations perhaps, but there's no reason why Arcane Marks can't overlap.

Now what I'm curious about is: can you change "your personal rune or mark" and if so: how often?


I will answer what is almost certainly the secret agenda behind this question:

Yes, a Magus can cast Arcane Mark with Spell Combat to, effectively, get a free attack via Spellstrike. It is a standard tactic for them, in fact.

Brand is also nice for this if you are a Hexcrafter Magus, as it actually deals 1 point of damage.


Possible, but a bit cheap.


mplindustries wrote:

I will answer what is almost certainly the secret agenda behind this question:

Yes, a Magus can cast Arcane Mark with Spell Combat to, effectively, get a free attack via Spellstrike. It is a standard tactic for them, in fact.

Okay. You caught me.

So, this "hypothetical" magus, using Spell Combat to cast arcane mark in addition to his melee attack(s), which allows no save and is not subject to SR, could use Deliquescent Gloves to deliver 1d6 points of acid damage through this melee touch attack, yes?


Yes.


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It seems a bit dangerous, to be leaving corpses behind with your identifiable markings on them.


Burn them

Lantern Lodge

If Arcane Mark can be used like this, why doesn't it have a Target entry like Shocking Grasp?


Because it is a spell with the range of touch.

Scarab Sages

If you don't want to leave a personal mark, tag your targets with light.

Personally, I prefer touch of fatigue, but to each his own.


Artanthos wrote:

If you don't want to leave a personal mark, tag your targets with light.

Personally, I prefer touch of fatigue, but to each his own.

You can only have a single instance of "light" active at any time, so you could only mark one target with light. If you mark a new target, your old "light" disappears.


He is just casting the spell to get a free attack, AD, I don't think he cares if the previous light goes away.


Ah, the "targets" thing threw me, but I see what's going on now.

Scarab Sages

There's other (several hundred) threads on this out there. I know the devs have chimed in and JJ at least gave this the thumbs up. I'll sift around a bit, see if I can find the post.


To address a related question the OP asked - I'm not sure you can actually use the Deliquescent Gloves melee touch attack to deliver the Arcane Mark - unless you are making an attack via Spellstrike as well as Spell Combat (but in that case you probably want to use your regular weapon assuming it does more than 1d6 damage - especially since you also get the Acid damage from the glove with weapon attacks wielded while wearing those gloves.

If you do use Spell Combat don't forget that you go get a -2 all ALL attacks (i.e. it is akin to using Two Weapon Fighting) - plus you actually do need to make a concentration check to cast Arcane Mark (admittedly as a 0 level spell this shouldn't be too hard to make).

Magus attacks can be complicated with not just many attacks to resolve but also Swift Actions to consider (i.e. using your arcane pool) plus various penalties and additional checks (concentration checks for example).

Also don't forget that you can only do this as a full attack - i.e. you can't also move (though you can take a 5' step at ANY point in the attack - i.e. you can cast, take a 5' step and deliver your touch attack from a touch attack spell + take your regular attack(s). Or if take an attack, down an opponent you can take a 5' and continue your attacks.

What you can't do, however, is cast in the middle of taking your iterative attacks if you have any (i.e. if you have a BAB of +6 or higher or if you are under an effect like Haste that gives you an additional attack. But you can take all of your regular attacks and then cast (and take any related attack) or you can cast first, resolve the related attack and then take your regular attacks.

Yes it is confusing - for players and DMs alike.


Rycaut wrote:
I'm not sure you can actually use the Deliquescent Gloves melee touch attack to deliver the Arcane Mark - unless you are making an attack via Spellstrike

Why not?

Gloves, Deliquescent: "The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage."

Delivering an Arcane Mark (or Light spell or Shocking Grasp etc.) is a melee touch attack, so it should deal 1d6 points of acid damage.

Yes, Spellstrike would probably also get the extra 1d6 (if it's not already Corrosive or at +10), but if he's having trouble hitting, it might be worth the loss of weapon damage/crit range in order to target touch AC.


Artanthos wrote:

If you don't want to leave a personal mark, tag your targets with light.

Only if you are targeting objects...

And I don't see this working with spellstrike.. now arcane mark, certainly. But light? Don't think so.

-James


I agree, JM, in Pathfinder light can no longer target creatures, and thus would not be suitable for spellstrike.

Liberty's Edge

Artanthos wrote:

If you don't want to leave a personal mark, tag your targets with light.

Personally, I prefer touch of fatigue, but to each his own.

Light wrote:
Target: object touched

Not a valid choice to get a extra attack against something that isn't an object.

As written the Deliquescent Gloves work with all attacks you make with that hand, touch, unarmed strikes or with weapons, so there is no need to cast a spell to get the extra damage.
You only need the spell for teh extra attack if you are a magus.


+1 for taking Brand either as a Hexcrafter or with the Two World Magic trait for a point of damage out of that cantrip on top of the extra attack.


Grick wrote:

Why not?

Gloves, Deliquescent: "The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage."

Delivering an Arcane Mark (or Light spell or Shocking Grasp etc.) is a melee touch attack, so it should deal 1d6 points of acid damage.

Yes, Spellstrike would probably also get the extra 1d6 (if it's not already Corrosive or at +10), but if he's having trouble hitting, it might be worth the loss of weapon damage/crit range in order to target touch AC.

Well the problem with that idea is that when using spellstrike you're not actually using "that hand" to deliver the touch attack, you use you sword.

Or were you talking about simply arcane marking people with your actual hand?


Quatar wrote:

Well the problem with that idea is that when using spellstrike you're not actually using "that hand" to deliver the touch attack, you use you sword.

Or were you talking about simply arcane marking people with your actual hand?

Rycaut was unsure if you could use the gloves to deliver an Arcane Mark with a touch attack. I pointed out that since delivering an arcane mark to an enemy is a melee touch attack, the gloves would apply.

If you were using Spellstrike to make a weapon attack, instead of a touch attack, then the weapon would gain Corrosive, so unless the weapon was already corrosive, or unless it was already maxed out at +10 effective enhancement, the gloves would apply.


What I missed in my reading of the Glove was that it applied to ALL melee touch attacks - I thought it read that it GAVE you a melee touch attack that did 1d6 acid - so I thought the original poster was trying to combine the spell's melee touch with another melee touch attack (which a magus could do via spellstrike w/o any issues).

And on the +10 question are you sure that is true? I haven't seen anything that stated that abilities that stacked effects onto attacks or weapons checked for that maximum enchantment but then too I 've rarely had to deal with higher than an effective +3-4 enchantment in games I've played. I suspect that if you have a +10 effective weapon (so likely a +5 weapon with one or more major enchantments on it) the extra 1d6 acid damage isn't a huge deal.


Rycaut wrote:
What I missed in my reading of the Glove was that it applied to ALL melee touch attacks - I thought it read that it GAVE you a melee touch attack that did 1d6 acid - so I thought the original poster was trying to combine the spell's melee touch with another melee touch attack (which a magus could do via spellstrike w/o any issues).

Spellstrike wouldn't do anything like that.

The only reason Spellstrike kind of works with the gloves is that the gloves make the weapon Corrosive. If the gloves only applied to touch attacks, then that would never work with Spellstrike, because the gloves are not a magus spell.

Rycaut wrote:
And on the +10 question are you sure that is true?

Magic Weapons: "A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."

Deliquescent Gloves: "If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability."

I think that would count towards the +10 cap. Though it does say the "attack" gains corrosive, not the weapon. So maybe not?


Grick, I think Rycaut was thinking of the OP using the gloves as the weapon, not the spell, in the spellstrike scenario... ei. magus casts touch of fatigue and uses the gloves to spellstrike... (which would,of course be pointless)

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