Two Spells on One Monster with Two Checks (hold the mayo)


Rules Questions and Gameplay Discussion


Hi Guys,

In our ending battle of Hook Mountain Massacre, we had to fight the villain Barl Breakbones.

So Amiri did the fighting on each check. Seoni decided to assist by casting some spell(s).

On the first combat check of 17, Seoni played Incendiary Cloud spell. That gave Amiri an additional 2d4 until the end of the turn.

On the second combat check of 21, Seoni played Strength spell. That gave Amiri an additional +3 until the end of the turn.

The big question is: can Amiri use both those spells in the second combat check? We were a little concerned about the "No more than one card type can be added by the assisting player per check."

However, each of those spells were cast on different checks. Thus, it sounds like Amiri can indeed use that Incendiary Cloud 2d4 benefit on her second check to go along with that Strength spell for the final combat check.

Hope this post doesn't sound too silly,

Ben (and lil' Abby)


Cheez wrote:

Hi Guys,

In our ending battle of Hook Mountain Massacre, we had to fight the villain Barl Breakbones.

So Amiri did the fighting on each check. Seoni decided to assist by casting some spell(s).

On the first combat check of 17, Seoni played Incendiary Cloud spell. That gave Amiri an additional 2d4 until the end of the turn.

On the second combat check of 21, Seoni played Strength spell. That gave Amiri an additional +3 until the end of the turn.

The big question is: can Amiri use both those spells in the second combat check? We were a little concerned about the "No more than one card type can be added by the assisting player per check."

However, each of those spells were cast on different checks. Thus, it sounds like Amiri can indeed use that Incendiary Cloud 2d4 benefit on her second check to go along with that Strength spell for the final combat check.

Hope this post doesn't sound too silly,

Ben (and lil' Abby)

Both spells would be in effect for the second check. You did it correctly.


Excellent. I am so digging those spells that last for the whole turn these days.

Appreciate the confirmation kindness.


Yea I had a strength on Lini when I first started and thought +3? bah I need to get something better.. but once I realized it was good for the entire turn for multiple explores, multiple fight enemies, etc, I've really grown fond of that spell.


Also, for the record, if you knew the villain would be encountered that turn, you could have played Strength before exploring and encountering it, so that both spells could be in effect for both checks instead of just the 2nd one.


Clouds are played when you encounter a bane, not on a skill check. Strength can be played at any time other than a check (allowing you to play another spell on each check) or on a Strength-based check (to use with the Blessing of Pharasma).


I don't think using Strength (the spell) on a check qualifies it for Pharasma. I think Pharasma is the spell equivalent of Gorum or Erastil, i.e. used on combat checks.


MCPooge wrote:
I don't think using Strength (the spell) on a check qualifies it for Pharasma. I think Pharasma is the spell equivalent of Gorum or Erastil, i.e. used on combat checks.

I thought the same thing, but there is a ruling that says otherwise. Pharasma adds two dice to any check on which a spell is played to affect it.

Keep in mind that the spell has to be played DURING that check. A persistent spell that was cast before beginning the check does not qualify.


Do you have a link to that ruling?

If that is true, I am becoming more and more disappointed in this game. Every question we had as we played appeared to be clearly answered in the rulebook, but there are more and more rulings that contradict very clear wording...


If strength is played on that check, it counts. They reworded Pharasma to make this slightly more clear.

http://paizo.com/paizo/faq/v5748nruor1gk#v5748eaic9ra3

But it never said on a combat check like Gorum or Erastil. This was always its intent. This is some what evidenced from Seoni's role power to add d12 instead of the normal die when playing Pharasma. Since her combat check when playing a spell would be based off her own Arcane which is a d12, she'd always add d12 when playing Pharasma on her own combat check when playing a spell. Her role power is useful because if she plays Strength or Swipe on anyone else and a blessing of Pharasma, that character gets to add 2d12 instead of their normal die.

There could later be a blessing that adds 2 dice to a combat check when playing a spell for the combat, but it would have to include the word combat like Gorum or Erastil.


I should slightly correct myself on when you can play Strength. The FAQ is very clear that playing cards during encounters is forbidden except where explicitly allowed, so it is unlikely that you will be able to play it before the first check if you haven't played it before the encounter.

One could imagine reducing before-combat damage using something that had a strength check to recharge.


mlvanbie wrote:

I should slightly correct myself on when you can play Strength. The FAQ is very clear that playing cards during encounters is forbidden except where explicitly allowed, so it is unlikely that you will be able to play it before the first check if you haven't played it before the encounter.

One could imagine reducing before-combat damage using something that had a strength check to recharge.

You can play Strength during a check in the "play cards that affect the check" phase.


Okay, I did not see the rewording on Pharasma. That was my mistake.

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