Inspire Defense


Rules Discussion


In the composition cantrip it states it gives a resistance equal to half the spell's level to physical damage. So that tells me the spell scales like all other cantrips. So when I'm level 6 it'll resist 3 damage vs physical attacks? Is that right?


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No, it's half the spell's level not half your level. If you're level 6, the spell is heightened to level 3. Half that is one point of damage resistance.


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Blave wrote:
No, it's half the spell's level not half your level. If you're level 6, the spell is heightened to level 3. Half that is one point of damage resistance.

What I find funny about this is how the rounding rules come into play differently depending on whether your character level is odd or even.

At level 6, spell level is 6/2 = 3, and damage resitance is 3/2 (rounded down) = 1.

But once you reach level 7, spell level is 7/2 (rounded up) = 4, and damage resistance is 4/2 = 2 damage resistance.

I wonder why fractional advancement for proficiency was deemed too complicated when this passes muster? I doubt the OP is the only one confused by this.


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That's not strange at all. When you become level 7, your maximum spell level and the level of your cantrips goes to 4 and half of that happens to be 2.

They could (and probably should) just have said

Inspire Defense as it should have been written wrote:

You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance 1 to physical damage.

Heightened (+2) The physical resistance increases by 1.

It is weird that Inspire Defense doesn't use this normal spell format for heightening, but it really doesn't work differently from any other spell.

EDIT: Improved quote to make my point more clearly.


Blave wrote:

That's not strange at all. When you become level 7, your maximum spell level and the level of your cantrips goes to 4 and half of that happens to be 2.

They could (and probably should) just have said

Inspire Defense as it should have been written wrote:

You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance 1 to physical damage.

Heightened (+2) The physical resistance increases by 1.

It is weird that Inspire Defense doesn't use this normal spell format for heightening, but it really doesn't work differently from any other spell.

EDIT: Improved quote to make my point more clearly.

You started out by saying my criticism of the needlessly convoluted mechanism by which inspire defence functions wasn't apt, but then you went on to propose a much better mechanism that perfectly addresses my criticism. So thank you, I guess?

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