occult spellcasting: how i can understand who is the caster or when it casts?


Rules Questions


the cast is full mental , so there aren't movements or nothing .
how the png could understand who is casting or when a pg is casting?
i readed my attack in case of spell, but i can't know when it starts.
So i can't use readed action?
i can't understand who is the caster?


When you cast a spell in PF it creates a visual effect. So the guy who was suddenly surrounded by swirly runes is probably the caster.


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The idiot who is standing there doing absolutely nothing but for some reason is staring really intently at where the spell occurred is the caster. Double points if he always staring at the guys whose head just exploded.


This FAQ may help clarify your situation.

FAQ wrote:

What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?

Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.

Notice that psychic casters are specifically cited.


Gisher wrote:

This FAQ may help clarify your situation.

FAQ wrote:

What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?

Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.

Notice that psychic casters are specifically cited.

Thanks , perfect explanation.


You are welcome. :)

Dark Archive

So there is no point in casting a psychic magic right?Or am ı getting it wrong.Thats what that faq stating psychic casting can be detected via unclear things just did?


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Pathfinder Adventure, Rulebook Subscriber

psychic has not verbal or somatic components. So you can cast psychic spells in fullplate while in the area of a silence spell without spell failure. You can cast while grappled w/o a concentration check, just not while raging or shaken.

Dark Archive

But does it worth it just wondering of what you guys think about that.I mean high ac is nice but getting -6 to your dex based skills might be deadly at some situations.I mean ı dont want to try to jump to cross a bridge with fullplate while getting -6 to my acrobatics while ı am under a fear affect which also causes me to lose all of my spellcasting abilities.


j b 200 wrote:
psychic has not verbal or somatic components. So you can cast psychic spells in fullplate while in the area of a silence spell without spell failure. You can cast while grappled w/o a concentration check, just not while raging or shaken.

You still need to make concentration check while grappled if you don't have somatic components. You just don't get shut down when pinned (although the concentration check from getting grappled into a pin will probably be pretty horrific).

Lausth wrote:
But does it worth it just wondering of what you guys think about that.I mean high ac is nice but getting -6 to your dex based skills might be deadly at some situations.I mean ı dont want to try to jump to cross a bridge with fullplate while getting -6 to my acrobatics while ı am under a fear affect which also causes me to lose all of my spellcasting abilities.

If you are so worried about Armor Check Penalty (fair enough, since -6 initiative sucks badly), wear Mithril Kikko or Mithril with Breastplate Comfort enhancement/Armor Expert. No ACP and you don't care about arcane spell failure.

Fear effects are a serious issue, but some psychic casters have fear removing spells which can still be cast. It isn't insurmountable.

The Exchange

Just to clarify for Ricaerdo - since psychic magic still (usually) requires a standard action, you'd get the same fixed stares and inexplicable pauses when he should be trying to avoid getting stabbed - just without the babble and hip-hop dance moves that other magic types include.

In fact, spells with the Thought component are actually easier than arcane/psychic magic to disrupt. You're breaking his train of thought by trying to put your axe through his head.


j b 200 wrote:
psychic has not verbal or somatic components. So you can cast psychic spells in fullplate while in the area of a silence spell without spell failure. You can cast while grappled w/o a concentration check, just not while raging or shaken.

Nope. you're still spellcasting while grappled, you still need the concentration check. You could theoretically cast while pinned without still spell, but those concentration checks are so astronomical you'll never make them.

A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.


They added obvious visual manifestations to all spellcasting just so the psycic spellcasters weren't mind controling entire countries without getting spotted.

Dark Archive

so arcane and divine > psychic right?

Silver Crusade

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Not really, they all have their own limiters compared to each other.


Lausth wrote:
so arcane and divine > psychic right?

I prefer psychic, you get to wield two-handers and you can dual-wield weapons.

Dark Archive

Can you guys tell me what psychic casting does better or differently then arcane other than less components and easy casting disruptivness(pls change this pazio).

Liberty's Edge

PRD wrote:


Components

Psychic magic originates from the distinctive qualities of the caster's composite being, rather than through arcane formulae or rote supplication to divine entities. Therefore, psychic spells never have verbal or somatic components, and have only expensive material components. Psychic spells are purely mental actions, and they can be cast even while the caster is pinned or paralyzed. Focus components work the same way with psychic spells as they do with other spells.

When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell's component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell's material component.

Instead of verbal and somatic components, all psychic spells have components related to the caster's inner being. The two psychic components are called emotion components and thought components. If a spell's components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal.

Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell's energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. Even if the effect's emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component.

Thought Components: Thought components represent mental constructs necessary for the spell's function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.

Pro:

Free hands,
Eschew Materials for free,
the ability to use any costly item as a costly material components (depending on the campaign and situation, finding some specific material component can be tricky),
still spell for free,
silent spell for free.

Against:
Can't cast spell with an Emotion component when under the effect of a non harmless emotion inducing or fear effect.
But on the other hand most of teh time you can't cast spells while under the effect of a fear effect or a emotion enducing hostile effect (from what I recall there is a list of old spells that are emotion enducing and harmless in the book).

When casting spells with a thought component you have a higher concentration Dc that can be lowered with a move action.
Not particularly problematic if you aren't in reach of your enemy or can take a move action.

Weigthing pro and cons, I think it is a good bargain.


BigNorseWolf wrote:
They added obvious visual manifestations to all spellcasting just so the psycic spellcasters weren't mind controling entire countries without getting spotted.

Unless of course they take the effort and coordination to misdirect attention from themselves. Or successfully cast the kind of spell which makes the target's knowledge of the fact, irrelevant, such as Domination.


Lausth wrote:
Can you guys tell me what psychic casting does better or differently then arcane other than less components and easy casting disruptivness(pls change this pazio).

Pros:

-Can cast in silence zones, or while deafened, with no penalty.
-Can cast while both hands are occupied, without needing to sheathe weapons first.
-The benefits of the Eschew Materials feat. In addition, you no longer need exactly the right costly material component, and can use items of roughly the same physical value instead (in case availability is a concern)

Cons:
-Vulnerable to fear effects (though most psychic casters have a workaround). Cannot cast S component spells under such an effect.
-Vulnerable to spell disruption. Concentration checks have +10 to the DC of V component spells unless you spend a move action to center your thoughts for that round.
-A lot of feats, prestige classes, and the like, weren't written to take psychic magic into account, so you don't qualify for as much.

Note that a lot of psychic spells have either S or V components, not both. I believe somebody on these forums was compiling a nice list of spells with only one component, as well.


Lausth wrote:
Can you guys tell me what psychic casting does better or differently then arcane other than less components and easy casting disruptivness(pls change this pazio).

The point is not to be better, but to be different. Other compoents and easy casting IS the point of psychic magic.

Psychic magic is meant to a compoenet of campaigns that feature horror as an overriding element.


Lausth wrote:
so arcane and divine > psychic right?
Lausth wrote:
Can you guys tell me what psychic casting does better or differently then arcane other than less components and easy casting disruptivness(pls change this pazio).

No one type of magic is inherently superior to the other types.

Arcane, Divine, and Psychic all have their benefits and drawbacks.

Psychic magic is only easily disrupted by things that cause non-harmless emotional effects, which is primarily shaken that you need to worry about. However most classes also include some sort of spell or ability that allows you to get over this problem. There are also spells that just don't have emotion components that you can still cast.

Dark Archive

Thanks guys and gals.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

First, no where in the rules or in the FAQ does it specify VISUAL manifestions, merely obersaveble manifestations. It could just as easily be a growing hum of power around the caster, or the smell of ozone.

Whatever form it takes, it is obvious that the caster is using magic to fire off a spell (though without Spellcraft, knowing what spell is being cast is another matter).

Second, except for spells that can be cast as a swift action, the act of spellcasting generally provokes, whether or not the spellcaster has any observable components or manifestations. This is not because you see that a spell is being cast, but because you observe that the spellcaster has suddenly dropped his guard.

I hope that helps.


Pro: can cast in armor without arcane spell failure.

Sovereign Court

Texas Snyper wrote:
Pro: can cast in armor without arcane spell failure.

You still take the ACP penalty to your initiative (and probably reflex saves if i remember right), but it's good enough to run around in mithral chain shirt and heavy shield w/o sacrificing feats.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

ACP doesn't apply to your Initiative checks, just Strength and Dexterity-based skills--and also your attack rolls if you are non-proficient.

EDIT: Ah, I see that it says ability and skill checks if non-proficient. I'm still not sure that Initiative qualifies, and Reflex saves certainly don't.

Sovereign Court

"An initiative check is a Dexterity check."
"Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks."

Pretty sure this came up before on these boards and most people agreed ACP murders initiative if you're not proficient with the armor, since I'd say it's pretty clear initiative is a Dex based ability check.

The major weakness of psychic is that intimidate/shaken destroys you, and that's a pretty common condition even if your will is decent-high.


Ravingdork wrote:

First, no where in the rules or in the FAQ does it specify VISUAL manifestions, merely obersaveble manifestations. It could just as easily be a growing hum of power around the caster, or the smell of ozone.

I've always imagined RavingDork sparking like a mad Son of Ether when he casts his spells. The only thing his avatar is lacking in are the black ether goggles.


Avenger wrote:


The major weakness of psychic is that intimidate/shaken destroys you, and that's a pretty common condition even if your will is decent-high.

Nope. It limits you, but it doesn't have to destroy you.

The Exchange Owner - D20 Hobbies

Ravingdork wrote:
I'm still not sure that Initiative qualifies, and Reflex saves certainly don't.

It was made clear it is when there was a thread debating if Circlet of Persuasion helps your Initiative checks when you have Cha to Init. The official word at the time is yes, because it's an ability check.

Sovereign Court

Plausible Pseudonym wrote:
Avenger wrote:


The major weakness of psychic is that intimidate/shaken destroys you, and that's a pretty common condition even if your will is decent-high.
Nope. It limits you, but it doesn't have to destroy you.

That's fair. However, considering the limited number of spells known by psychics(and psychic bloodline sorcerers), combined with the fact that there are actually very few 'top' spells on that list up until dimension door/intellect fortress, it's still a pretty severe drawback.

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