necklace of fireballs traits?


Rules Questions and Gameplay Discussion


I ran across this card when re sorting and noticed it had an arcane check to be recharged, should that mean that arcane should be one of its traits? ive noticed most things that have arcane or otherwise worded recharge checks normally have that trait which is why I ask


Though I don't think anyone from the design team has ever confirmed that it shouldn't, the question has been asked enough times that their silence can be taken as confirmation that it is not supposed to have the Arcane trait. Firedale2002 offered this explanation for those of us who lack the Pathfinder RPG knowledge.


It's pretty much the same as the magic weapons and armor.

While it usually takes a specific type of magic to create them (Divine or Arcane), once they're created, the type of magic doesn't really have an effect, they are just magic items, and knowledge of magic doesn't assist in using them.

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For example, in the RPG, a Flaming weapon requires one of three specific spells to craft, two of them are Divine and one of them is Arcane. But once the Flaming weapon is created, it isn't a Divine or Arcane weapon. It is simply Magical; having knowledge of magic, Divine or Arcane, will not help you in any way to use the Flaming weapon.

Speaking of a Flaming weapon in the card game, the Flaming Mace +1 does not have the Divine or Arcane traits as far as I remember.

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Making another magic item, though, does require a knowledge of magic.

I assume that's why the Necklace can be recharged with an Arcane check.

Thematically, the character is using it, and then making another for later.


So, on the flip side, can you explain how Wands work in the RPG? Since they have the Arcane trait, I'm assuming the caster's Arcane knowledge helps with the use of them somehow.


If I recall it correctly, you couldn't even use a wand without the proper arcane/divine knowledge. They hold the power, but need an actual caster to cast the spell, similar to scrolls.

Shadow Lodge

Hawkmoon269 wrote:
So, on the flip side, can you explain how Wands work in the RPG? Since they have the Arcane trait, I'm assuming the caster's Arcane knowledge helps with the use of them somehow.

Wands contain duplicates of spells, and can only be used by someone whose class can cast that particular spell (even if they're not high enough level to cast it without the wand). Specialized training allows even non-spellcasters to activate the wand without magic, however.


Firedale2002 wrote:

It's pretty much the same as the magic weapons and armor.

While it usually takes a specific type of magic to create them (Divine or Arcane), once they're created, the type of magic doesn't really have an effect, they are just magic items, and knowledge of magic doesn't assist in using them.

---

For example, in the RPG, a Flaming weapon requires one of three specific spells to craft, two of them are Divine and one of them is Arcane. But once the Flaming weapon is created, it isn't a Divine or Arcane weapon. It is simply Magical; having knowledge of magic, Divine or Arcane, will not help you in any way to use the Flaming weapon.

Speaking of a Flaming weapon in the card game, the Flaming Mace +1 does not have the Divine or Arcane traits as far as I remember.

---

Making another magic item, though, does require a knowledge of magic.

I assume that's why the Necklace can be recharged with an Arcane check.

Thematically, the character is using it, and then making another for later.

alright makes more sense now, I just ran across it and was like, hey this is pretty sweet, where as my character can auto recharge arcane items, but then noticed though it required an arcane check to recharge, didn't have the trait, so it was asked a little outta hopefulness im not an expert in RPG stuff, so many obvious traits have ended up not on some items, lead me to wonder about this

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