Spirit Talker + Arcane Enlightenment = doesn't work?


Rules Questions


I was looking at a Shaman thread about the illogical missing spells from the spell list and several people talked about using Spirit Talker to get any Arcane spell you want but as far as I can see this doesn't really work.

Spirit Talker

Spoiler:
Benefit: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex.

Arcane Enlightenment Hex

Spoiler:
Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Situation 1) You choose your spells for the day.
Then later you activate Spirit Talker and gain the Arcane Enlightenment Hex and add several Arcane spells to your spell list.
But because you have chosen your spells for the day so you can't actually memorise them.

Situation 2) You activate Spirit Talker and gain Arcane Enlightenment Hex for 1 hour.
You then choose your spells for the day including several Arcane spells that are on your spell list due to Arcane Enlightenment.
The hour ends and Arcane Enlightenment goes away.
The Arcane spells you memorised are no longer on your spell list so you can't cast them.

Is there something I'm missing here?


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Divine Magic wrote:

Spell Selection and Preparation

A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.

Leave open spell slots.

Spirit Talker -> Arcane Enlightenment
Prepare the chosen spell slots in 15 minutes.
Cast them within the remaining 45 minutes.

Obviously this works best with long duration buffs and down time spells.


Do you lose the prepared spell slots though?

The Waves spirit's Fluid magic Hex specifies that slots become unprepared once you lose the hex but Arcane Enlightenment does not.

Fluid Magic (Su):
The shaman’s magic is not constrained by the reservoirs of magic that hold others back. She is able to prepare her spirit magic spells in her regular spell slots. If the shaman changes her wandering spirit, any prepared spirit magic spell belonging to that spirit becomes an open spell slot.

Also it does not appear that you need to have a spell on your list to be able to cast it, for a prepared caster you merely need to have it prepared.

Magic wrote:


Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.

First you must choose which spell to cast. If you're a cleric, druid, experienced paladin, experienced ranger, or wizard, you select from among spells prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells).

Grand Lodge

You don't officially lose them, but you can't cast them once they stop being on your class spell list.

Here's the FAQ.
The important sentence:

The spell slots of a class can only be used to cast spells that appear on the spell list of that class.

So once you lose the ability that added them to your class spell list, you can't cast them. Arguably, Fluid Magic doesn't work because of this FAQ because it doesn't add the spells to your spell list, but it seems pretty clear that it's supposed to work.

But preparing for 15 minutes and casting work well. I've made good use of this with Darkvision(Communal) on my Unsworn Shaman.


Thank you.
Saves me asking my GM for something I really thought I shouldn't be able to do. :-)

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