Shaman Wandering Hex question


Rules Questions


From the Lore spirt

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.

Two questions regarding this.

1. The shaman picks this as his Wandering Hex for a day. When he first does this, he picks arcane spells that he can memorize. Lets say 3 days later, he's picked other wandering hexes in between, then picks this one again. Does he original list of arcane spells still apply? Or does he pick a brand new list of spells equal to charisma? Note that he has not leveled up between the first time he picked the hex and this latest time.
2. Same thing, picks this as Wandering hex, then next day, picks a new Wandering Hex. But he didn't use all the arcane spells from the previous day. Could he still cast them or does he need to have the Hex to actually cast the spells?


Oh, and while I doubt there's a hard and fast rule for these 2 questions, I'm really just looking to see what the community consensus is on these. Thanks!


You can pick new spells each day with the Arcane Enlightenment hex as a Wandering Hex.


The consensus on the boards seems to be that you get to select new spells every time you choose that hex. There's nothing specifically official about it, but the precedent is in the FAQ for paragon surge spell, which lets you choose a specific feat, which you are stuck with through the day.


Okay, so for #1, each time you get the hex, pick new spells.

What about #2, casting them when you DON'T have the Hex?


Typically when you lose a prerequisite ability, you lose the following abilities. So, my guess is that the slots are unusable until you get those spells back, or replace them with your daily spell prep.

But that question is more open to interpretation, so I'm sure you'll get a lot of table variation on that one.

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