Using spells from the opposite group (arcane / divine)


Rules Questions and Gameplay Discussion


It is stated anyone can cast spells if they don't have the trait, banishing the card after play. Has anyone created a character where all the beginning spells of a spellcaster were of the other type? (ex: Druid with attack spells, Wizard with cures). The advantage is it gives you a chance to cast something you normally wouldn't. The disadvantage is they would all be one-offs. Also, in theory, at the end of the scenario you would have less spells than you are allotted (unless you picked up a few spells), so you can pull them back out of the box.

Sovereign Court

That's an interesting thought, I may try a Divine Ezren (because the guy who doesn't even have Blessings is definitely one to not hold onto Divine casting). I really wish Divine had some more combat though. I run a solo Druid who started with 3 Cures and 3 Inflict, though one Inflict has been swapped for Holy Light. I get that Divine isn't typically a combat-like trait, but still...


In theory, eventually your characters will settle out to the proper spellcaster type, as they randomly gain cards of their type and can't banish them, but then they would also randomly gain cards of the other type, and if they don't cast those (maybe discard for damage or to trigger another effect), then they can keep those cards at the end and slough off cards of their type.


I am playing solo Ezren with 2 cures and just replace them from the box after each Scenario (started with 3 but replaced one with mirror image). Seems to me like he really needs those cures when adventuring by himself, too. It does somewhat hurt his extra explores, though, since I don't roll on any spell I am not planning to keep.


At some point the strategy defeats itself when you want to pick up the better spells of your type.

I actually considered doing starting my solo Ezren run with a couple of Cures, but determined I'd rather not, since I don't want to be dependent on them at a later point. And now after I played him I can say, he doesn't need those anyhow. He should only carry cards that he can recharge. Any vital cards he does lose on a bad recharge roll can be replaced with Mending.

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