Hard Question for Arcane Casters


Pathfinder First Edition General Discussion

Liberty's Edge

Without taking a Level dip into another class, how would you as a Sorcerer add spells like Create water, and Create Food and Water to your spell known List?

:3 I got half an answer to this, mostly to add Create Water would be a trait, but what about adding other spells without level dips into other classes?


Look here.

Liberty's Edge

Derklord wrote:
Look here.

Several close answers, and they certainly had my trait one for gaining a o level spell to an arcane casters Known list. But not seeing any feats for a Sorcerer or Wizard that will grant them divine spells of choice. (lots of visa versa, Clerics gaining arcane spells)


Create Water and Create Food and Water are fairly basic creation feats that aren't greatly dissimilar to what a sorcerer or wizard does anyway with things like Fabricate, and wouldn't look silly on the S/W spell list. Though CFW might look better as a distinct Transmutation version: similar effect, different spell. So as a GM, I'd simply allow it with some spell research. Spells like Cure X Wounds and Remove Disease are a different matter, and are kept off the S/W list for a reason.

"Research" is IMHO more appropriate for a wizard than a sorcerer, so you might want to come up with a more character-appropriate dressing for the same mechanics.

Though why a sorcerer would want to clutter up his limited spells known with either of them is beyond me. If you just want to be able to cast them off scrolls and wands, see Research above.

Liberty's Edge

Mudfoot wrote:

Create Water and Create Food and Water are fairly basic creation feats that aren't greatly dissimilar to what a sorcerer or wizard does anyway with things like Fabricate, and wouldn't look silly on the S/W spell list. Though CFW might look better as a distinct Transmutation version: similar effect, different spell. So as a GM, I'd simply allow it with some spell research. Spells like Cure X Wounds and Remove Disease are a different matter, and are kept off the S/W list for a reason.

"Research" is IMHO more appropriate for a wizard than a sorcerer, so you might want to come up with a more character-appropriate dressing for the same mechanics.

Though why a sorcerer would want to clutter up his limited spells known with either of them is beyond me. If you just want to be able to cast them off scrolls and wands, see Research above.

true enough, But mostly it was the mental exercise that I find amusing.

There was the 3.5 feat from the Complete Divine for example that would add spells to the spells known for any arcane class. You had to have 4 Ranks In Knowledge Religion & Spellcraft as well a devotion to a deity. The effect would grant one spells from a single domain, and would grant you a Max level from the domain equal to your wisdom score Minus 10 (Like a regular caster) You wouldn't gain the Domains Special abilities just the spells, sadly each could only be cast once per day (On the plus side they don't count against your normal daily casts) and it caps with the casters spell levels (So if you can only cast 1st level spells when you take it, you only get the 1st level spell, but as you level you gain the others as you gain access to spell levels)

With the Conversion rules to Pathfinder each of the skills would only require 1 Rank in Both KS- Religion & Spellcraft. So if you worshipped the correct deity you could add the Healing Domain to a Sorcerer as an example for a Build.

I was when I writing this trying to create the Best Water Elemental Sorcerer (as such I used the spells I was thinking at the time to add) But in general I was thinking of any for the thought exercise. So there was no wrong or right answer.

But you are right, there are work arounds for spells. Such as using Creation Spells and having Profession Cook to create food would work just fine. [Creation Wizards having the easiest time with it]


Wizards can do it with a discovery, but short of pulling out a limited wish sorcs look to be out of luck.


For Create Water at least I think there is a Feat that gives you a Druid Orison.

EDIT: Found it - Nature Magic (Advanced Class Guide) lets you get 1 Druid Orision as a Spell like ability 1/day


Two world magic

https://www.d20pfsrd.com/traits/magic-traits/two-world-magic/

Gets you Create Water


That mini-guide does list the trick I'm about to talk about. A sorcerer can use a Ring of Spell Knowledge to cast any 0-3rd level spell, and any Sorcerer spell up to 4th level. Create Food and Water is a 3rd level spell that doesn't exist on the Sorcerer's spell list, so it costs an extra level. You need the type 4 ring to 'learn' this, and as a sorcerer you cast it as a 4th level spell.

Also a cracked orange ioun stone could have create water.

BTW: casting either of these spells would count as casting arcane spells since a sorcerer is casting them from his spell list and they don't explicitly say they are divine or psychic. Who casts the spell determines what type of magic is used, not what caster lists it is found on.

It would be easier to use items that cast the spells rather than casting them yourself. Though it could be more expensive, the items would be a bit more common.


Rings of spell knowledge need to encounter an arcane version of create food and water first. And to my knowledge there isn't one.


Buy a wand.


avr wrote:
Rings of spell knowledge need to encounter an arcane version of create food and water first. And to my knowledge there isn't one.

you could Leadership for an arcane Loremaster with Secret of Magical Discipline, and then get it in the Ring. A bit circuitous, but im not seeing a simpler approach.


Michael Talley 759 wrote:
There was the 3.5 feat from the Complete Divine for example that would add spells to the spells known for any arcane class. You had to have 4 Ranks In Knowledge Religion & Spellcraft as well a devotion to a deity. The effect would grant one spells from a single domain, and would grant you a Max level from the domain equal to your wisdom score Minus 10 (Like a regular caster) You wouldn't gain the Domains Special abilities just the spells, sadly each could only be cast once per day (On the plus side they don't count against your normal daily casts) and it caps with the casters spell levels (So if you can only cast 1st level spells when you take it, you only get the 1st level spell, but as you level you gain the others as you gain access to spell levels)

FWIW this ability does exist in pathfinder. The exalted prestige class does the exact same thing at 5th level.

Also, the Deific Obedience feat grants you a SLA based on the deity you choose. So, depending on the spell you're after this could work. For example Cayden Cailean has create food and water 1/day as an option for Deific Obedience (Exalted).

edit: sadly one of the pre-reqs for the the class is the ability to cast a 3rd level divine spell meaning it's not something a sorcerer would be able to take without shenanigans or DM approval.


avr wrote:
Rings of spell knowledge need to encounter an arcane version of create food and water first. And to my knowledge there isn't one.

Skald via Spell Kenning, Silksworn Occultist, or Faith Singer Bard with the Family subdomain can do that.


A Spell Sage could also cast an arcane version of any bard, cleric or druid spell.

Liberty's Edge

Have to admit the rings of spell Knowledge are an amusing way to gain the spells for certain.

and I had completely forgotten about the Deific Obedience Feat, it is fairly close to the Arcane Disciple feat in that aspect as well to me.

These are amusing ways to create a 'Holy' Sorcerer or Wizard

Jon Brazer Enterprises

PFRPGrognard wrote:
Buy a wand.

This and crack out UMD.


Michael Talley 759 wrote:

Have to admit the rings of spell Knowledge are an amusing way to gain the spells for certain.

and I had completely forgotten about the Deific Obedience Feat, it is fairly close to the Arcane Disciple feat in that aspect as well to me.

These are amusing ways to create a 'Holy' Sorcerer or Wizard

Since the spell-like ability access is the first boon, you'd need to be level 12 in order to get it; for create food and water, you'd need to turn to our boy Cayden Cailean.

Liberty's Edge

So without too many shenanigan's One could build a Holy Sorcerer of Gozreh perhaps this way for a Desert Campaign.

(Both Feats are found in the Advanced Class Guide, my thanks for Greylurker for getting me to look into that book {I constantly forget about it since I rarely use it, and as I looked at Nature's Magic, I also Found Believer's Boon)

Human feat - Nature Magic (Constant Know Direction, and create water 1/dy)
1st Level Feat- Believer's Boon (1/DY- use the first level ability of the weather Domain ability)

Which requires a minimum wisdom score of 13

1 Rank in Knowledge Nature

and at least be one step away from a Neutral Alignment

and to add to the Holy effect (Faith Trait) - Sacred Touch, which allows them to stabilize on touch for free.

Effectively creating a "holy" Sorcerer at level one pretty effectively, and without having done anything too Crazy with the rules.

It also grants him a single Divine spell that the character can cast, so technically as they level up could jump into a prestige class with a limitation such as being able to cast Divine Spells. Sadly not a specific divine spell level.

So continuing with the mental exercise, what to do for higher levels to keep the feel of a "holy" Sorcerer and Desert Guide?

Liberty's Edge

Sandslice wrote:
Michael Talley 759 wrote:

Have to admit the rings of spell Knowledge are an amusing way to gain the spells for certain.

and I had completely forgotten about the Deific Obedience Feat, it is fairly close to the Arcane Disciple feat in that aspect as well to me.

These are amusing ways to create a 'Holy' Sorcerer or Wizard

Since the spell-like ability access is the first boon, you'd need to be level 12 in order to get it; for create food and water, you'd need to turn to our boy Cayden Cailean.

true enough, and it would be possible to start them off as easily at level one with the concept above. Just change out which Domain power to one of Cayden's Domains and then the alignment has to be one step away from Cayden's.

:D


Michael Talley 759 wrote:
Without taking a Level dip into another class, how would you as a Sorcerer add spells like Create water, and Create Food and Water to your spell known List?

I would just get myself a Sustaining Spoon and a Decanter of Endless Water. Maybe a Lyre of Building and transform a field of wheat into loaves of bread, or flock of geese into stew.


Sandslice wrote:
Michael Talley 759 wrote:

Have to admit the rings of spell Knowledge are an amusing way to gain the spells for certain.

and I had completely forgotten about the Deific Obedience Feat, it is fairly close to the Arcane Disciple feat in that aspect as well to me.

These are amusing ways to create a 'Holy' Sorcerer or Wizard

Since the spell-like ability access is the first boon, you'd need to be level 12 in order to get it; for create food and water, you'd need to turn to our boy Cayden Cailean.

Rahu also offers it if you don't mind worshiping a LE demi-god. Unfortunately, demi-gods fall under the fiendish Obedience feat. So, while you could use it to qualify for Evangelist you wouldn't be able to pick up the 1st boon until 10th level.

Alternatively, you could just grab the feat Diverse Obedience which would not only let you grab the 1st boon at 10th level but it lets you cherry pick between the Evangelist, Exalted, and Sentinel abilities at higher levels.

Liberty's Edge

Scott Wilhelm wrote:
Michael Talley 759 wrote:
Without taking a Level dip into another class, how would you as a Sorcerer add spells like Create water, and Create Food and Water to your spell known List?
I would just get myself a Sustaining Spoon and a Decanter of Endless Water. Maybe a Lyre of Building and transform a field of wheat into loaves of bread, or flock of geese into stew.

Worth while answers, and certainly an option if a Game Master says your able to buy them, and an easy answer.

Now, say someone steals these items and your not within a City with access to buying them?

granted the same problem arises with Magic Dead areas, so of course one needs actual rations.

One could also Buy An Everful Mug {Cost:200GP, CL:3rd, Aura: Faint Conjuration} that on command 3 times per day creates water, Everlasting Rations {Cost: 350GP, CL: 5th, Aura: Faint Conjuration} Which at the beginning of each day creates a days worth of Rations for one person.

Liberty's Edge

From reading :3 It seems we've touched upon some of the best ways to add Cleric/Druid spells to an Arcane Casters Spell List.

Bard - Likely the easiest to create a Arcane Divine caster, as they have several of the Cure Spells and Remove Spells.

Sorcerer - Seem to have it pretty hard

Wizard - Easier than a Sorcerer with Discoveries and Specialization Schools.

Items are of course pretty Simple for a Arcane Healer

Antitoxin
Antiplague
Healer's Kit
Wand Of Detect Poison
Potions
-Cure Moderate Wounds
-Lesser Restoration
-Remove Blindness/Deafness
-Remove Curse
-Remove Paralysis

Brew Potion and Craft Wands follow the same rules as other magical Item creation feats, Higher Spellcraft DC by 5 to create Items of which you don't have the spell. Craft Alchemy for of course Alchemical cures.

It's exercises like these that help me with creating odd characters here the there either as Game master Myself for an odd NPC's here and there, or even as Player when I want to fill a nitch without giving up on a class I like to play.

In Giant Slayer I didn't do nearly this much thinking and I ended up sneaking around with the rogue most often and using my magic to spy vast distances, summon a secure shelter, Poison an Orc Army after posing as one of their own and later on, did it again to a Giant Army. Sadly the Game Master ended up moving so never got to finish the AP, it ended after book 4.


Actually, you can't make scrolls, potions, or wands for spells you don't know. You need to be able to cast the spells to craft those items. It is an exception to the raise craft DC to avoid prerequisite rule.

Quote:

The DC to create a magic

item increases by +5 for each prerequisite the caster does not
meet. The only exception to this is the requisite item creation
feat, which is mandatory. In addition, you cannot create spell-
trigger and spell-completion magic items without meeting
their spell prerequisites.

The FAQs added potions to that list.

Liberty's Edge

OmniMage wrote:

Actually, you can't make scrolls, potions, or wands for spells you don't know. You need to be able to cast the spells to craft those items. It is an exception to the raise craft DC to avoid prerequisite rule.

Quote:

The DC to create a magic

item increases by +5 for each prerequisite the caster does not
meet. The only exception to this is the requisite item creation
feat, which is mandatory. In addition, you cannot create spell-
trigger and spell-completion magic items without meeting
their spell prerequisites.
The FAQs added potions to that list.

Well in the Immortal words of most players "Well Crud"

(alright alright… the less Profane Players)


Michael Talley 759 wrote:
OmniMage wrote:

Actually, you can't make scrolls, potions, or wands for spells you don't know. You need to be able to cast the spells to craft those items. It is an exception to the raise craft DC to avoid prerequisite rule.

Quote:

The DC to create a magic

item increases by +5 for each prerequisite the caster does not
meet. The only exception to this is the requisite item creation
feat, which is mandatory. In addition, you cannot create spell-
trigger and spell-completion magic items without meeting
their spell prerequisites.
The FAQs added potions to that list.

Well in the Immortal words of most players "Well Crud"

(alright alright… the less Profane Players)

A Spell Sage Wizard could do it though. With Incredible Healer and Healer's Hands, they could make a decent healer with condition removal in downtime.


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A False Priest Sorcerer with the Empyreal Bloodline, Nature Magic, Believer's Boon, Incredible Healer, and Healer's Hands... might actually be overkill. I guess you could VMC Cleric since False Priest gives up the Empyreal Bloodline Channel Energy.

Liberty's Edge

1 person marked this as a favorite.
VoodistMonk wrote:
A False Priest Sorcerer with the Empyreal Bloodline, Nature Magic, Believer's Boon, Incredible Healer, and Healer's Hands... might actually be overkill. I guess you could VMC Cleric since False Priest gives up the Empyreal Bloodline Channel Energy.

That's a pretty impressive Divine Sorcerer build


Dale McCoy Jr wrote:
PFRPGrognard wrote:
Buy a wand.
This and crack out UMD.

If you also buy a Wand Key Ring, you get +10 insight bonus to the UMD check for wands of one spell.

/cevah

Shadow Lodge

You could also just use the spell research rules to make an arcane version of a spell. Baba Yaga has done it for almost every single divine spell as an example.


Dragonborn3 wrote:
You could also just use the spell research rules to make an arcane version of a spell. Baba Yaga has done it for almost every single divine spell as an example.

Baba yaga it's considered a witch and they cast arcane spell and some divine spell like a bard even if paizo don't show us what class she is but most of her family who rule iresen all are witches


Here's that False Priest Sorcerer VMC Cleric. You can be human for the bonus feat, maybe Nature Magic or Believer's Boon, since those feats probably aren't worth taking later on. Even with VMC, you still have open feats for Deific Obedience or Eldritch Heritage or whatever else you may desire.

False Priest Sorcerer VMC Cleric

1. Cantrips
1. Spells (Sorcerer)
1. Bloodline
... Empyreal
1. Bloodline Power
... Heavenly Fire
1(class): False Focus
1(level): Healer's Hands
1(VMC): Aura

2. --

3. Bloodline Power
... Celestial Resistance
3. Lay Healer
... Aid
3(VMC): Domain
...

4. --

5. Lay Healer
... Remove Disease
5(level): Incredible Healer

6. --

7. Bloodline Spell
... Magic Circle Against Evil
7(bloodline): Extend Spell
7(VMC): Channel 1D6

8. --

9. False Channel
9. Bloodline Spell
... Remove Curse
9(level):

10. --

11. Bloodline Spell
... Flame Strike
11(VMC): Improved Channel 4D6

12. --

13. Bloodline Spell
... Greater Dispel Magic
13(bloodline): Iron Will
13(level):

14. --

15. Bloodline Power
... Conviction
15. Bloodline Spell
... Banishment
15(VMC): Improved Domain
...

16. --

17. Bloodline Spell
... Sunburst
17(level):

18. --

19. Bloodline Spell
... Gate
19(bloodline): Dodge? Skill Focus?
19(VMC): Greater Channel 9D6

20. Bloodline Power
... Ascension

Shadow Lodge

Zepheri wrote:
Dragonborn3 wrote:
You could also just use the spell research rules to make an arcane version of a spell. Baba Yaga has done it for almost every single divine spell as an example.
Baba yaga it's considered a witch and they cast arcane spell and some divine spell like a bard even if paizo don't show us what class she is but most of her family who rule iresen all are witches

And that changes what I said how? She is an arcane caster thatbhas researched nearly all divine spells into arcane ones. The rules for this are in the Core Rulebook.

Also here is her stat block.


Quote:
Queen of Witches (Ex) As Queen of Witches, Baba Yaga knows all witch spells, as well as all sorcerer/wizard spells. Baba Yaga also has knowledge of many other spells that she has researched. Many of these are arcane versions of divine spells. In addition, Baba Yaga can create artifacts, and has done so to great extent, the greatest of which is the Dancing Hut of Baba Yaga.

That's the special ability of a creature that's basically a demigod. Honestly, she may be the strongest statted being in all of Pathfinder. It's a stretch to say that regular witches can do any of this stuff that she can do.

Shadow Lodge

"That she has researched."

Researching and Designing New Spells.

I fully feel it was put in an ability entry because if it wasn't someone would claim it was just flavor and doesn't count.

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