Solar Bloodline: Searing Light


Rules Questions


The Solar Bloodline is listed as gaining Searing Light at 3rd level--

This is usually a 3rd level spell. What spell level does this Bloodline sorcerer learn it as at 3rd level for the bloodline spell?


It’s usually 3rd level for things like clerics. The intention would be for it to count as a 1st level sorcerer spell.


Seems like the sort of thing that should be explained if that's the case, since it breaks the usual mold for the ability.


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Getting spells at unusual levels happens a lot in bloodlines and patrons and the such.


Nathanael Love wrote:
Seems like the sort of thing that should be explained if that's the case
Luckily for us, it has been explained. Here is the relevant FAQ:
FAQ wrote:

Sorcerer: Is the aquatic sorcerer bloodline (page 136) supposed to get geyser as a bonus spell at sorcerer level 9, even though that’s normally a 5th-level sorcerer/wizard spell and unavailable to sorcerers before caster level 10?

Yes, and the sorcerer learns it as a 4th-level spell. Note that geyser is also a 4th-level druid spell (available at character level 7), so the aquatic sorcerer gaining it at character level 9 as a 4th-level arcane spell isn’t too powerful.


This is one of the reasons I think the Solar Bloodline is so good. Love it! No one else gets Searing Light as a 1st level spell! So cool.


I'm missing something. What's so great about that spell? It's pretty good against undead and has a decent range, but in general, it seems less useful than magic missile.


Melkiador wrote:
I'm missing something. What's so great about that spell? It's pretty good against undead and has a decent range, but in general, it seems less useful than magic missile.

Higher damage than magic missile (on even levels), and while it may require a ranged touch attack, it still is a touch attack so it's pretty easy to land.


I don't know of an explicit rule stated that bonus spells are acquired as the highest level spell the sorcerer can cast at the time, but that seems to be the intent. I'd certainly expect such a bonus spell to be castable at the time of acquisition at a minimum, so yes, searing light would be a 1st-level spell for a solar bloodline sorcerer.


I've requested a FAQ for various bonus spells before, but it's a surprisingly thorny problem. Consider the odd cases, like archetypes that change the levels at which you gain bonus spells. Or oracle FCBs that can drastically change the level at which a curse gives you bonus spells.


When this originally came out, the author (Jessica Price) did verify it would be a 1st level spell, just like every other 1st bloodline spell acquired at 3rd level. No need for an FAQ. Just look in the Product Discussion thread for Qadira, Jewel of the East from the Campaign Setting line. One of the best books from that line. In fact, I think it is THE best.


willuwontu wrote:
Melkiador wrote:
I'm missing something. What's so great about that spell? It's pretty good against undead and has a decent range, but in general, it seems less useful than magic missile.
Higher damage than magic missile (on even levels), and while it may require a ranged touch attack, it still is a touch attack so it's pretty easy to land.

In addition, when you get this at 3rd level, it does 2d8 (1d8/2 caster levels) to a target. If undead, it does 3d6 (1d6/caster level) and those undead vulnerable to bright light 3d8 (1d8/caster level). It will get to 5d8, 10d6, 10d8. As the only character to get this as a 1st level spell, sounds better than Magic Missile to me. Intensified, it would be a 2nd level spell. Nice.


Magic missile scales up at the same levels. At 3rd level Magic Missile also increases to 2d4+2 for an average 7 damage. Searing light would do 2d8 for an average of 9 damage. So, a pretty small difference. Meanwhile, magic missile doesn't have to roll an attack to hit the target, so it's super reliable.

I'm not saying Searing Light is terrible. Against undead it's pretty good. But it doesn't seem like a big deal to get it at level 1. Maybe if you knew you were playing in an undead heavy campaign, it'd really shine.


Fourshadow wrote:
In addition, when you get this at 3rd level, it does 2d8 (1d8/2 caster levels) to a target. If undead, it does 3d6 (1d6/caster level) and those undead vulnerable to bright light 3d8 (1d8/caster level). It will get to 5d8, 10d6, 10d8. As the only character to get this as a 1st level spell, sounds better than Magic Missile to me. Intensified, it would be a 2nd level spell. Nice.

Nope. Searing Light is 1d8/2 levels, which means you don't get that second die until level 4. Remember to round down.

/cevah


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Cevah wrote:
Fourshadow wrote:
In addition, when you get this at 3rd level, it does 2d8 (1d8/2 caster levels) to a target. If undead, it does 3d6 (1d6/caster level) and those undead vulnerable to bright light 3d8 (1d8/caster level). It will get to 5d8, 10d6, 10d8. As the only character to get this as a 1st level spell, sounds better than Magic Missile to me. Intensified, it would be a 2nd level spell. Nice.

Nope. Searing Light is 1d8/2 levels, which means you don't get that second die until level 4. Remember to round down.

/cevah

But it's a 1st level spell...that you're getting at 3rd level. Shouldn't that bump it? Or that would only be for undead? Hmmmm....


Fourshadow wrote:
But it's a 1st level spell...that you're getting at 3rd level. Shouldn't that bump it? Or that would only be for undead? Hmmmm....

I'm not sure what you meant. Your caster level is your caster level. The level of the spell is only relevant for DCs. Though the assumption would be for the spell to be treated as a 1st level spell in all ways for the sorcerer.


The primary benefits you get for getting the spell as a 1st-level spell is being able to cast it sooner and more often. The damage it deals at a given caster level doesn't change.


Cevah wrote:
Fourshadow wrote:
In addition, when you get this at 3rd level, it does 2d8 (1d8/2 caster levels) to a target. If undead, it does 3d6 (1d6/caster level) and those undead vulnerable to bright light 3d8 (1d8/caster level). It will get to 5d8, 10d6, 10d8. As the only character to get this as a 1st level spell, sounds better than Magic Missile to me. Intensified, it would be a 2nd level spell. Nice.

Nope. Searing Light is 1d8/2 levels, which means you don't get that second die until level 4. Remember to round down.

/cevah

It may also mean it doesn’t even deal damage to normal creatures until level 2.


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Melkiador wrote:
Cevah wrote:
Fourshadow wrote:
In addition, when you get this at 3rd level, it does 2d8 (1d8/2 caster levels) to a target. If undead, it does 3d6 (1d6/caster level) and those undead vulnerable to bright light 3d8 (1d8/caster level). It will get to 5d8, 10d6, 10d8. As the only character to get this as a 1st level spell, sounds better than Magic Missile to me. Intensified, it would be a 2nd level spell. Nice.

Nope. Searing Light is 1d8/2 levels, which means you don't get that second die until level 4. Remember to round down.

/cevah

It may also mean it doesn’t even deal damage to normal creatures until level 2.

Which isn't a problem because Solar Bloodline doesn't give you the spell until your caster level is 3rd.


Unless you make a scroll/wand with it at default minimum caster level. :-)

/cevah

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