Superstition Barbarian spells


Rules Discussion

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Aw3som3-117 wrote:
Isn't that kind of a self-referential statement, though?

There's a non-written rule in the game: Descriptive text is mechanically irrelevant.

Tame is an excellent example to illustrate this rule: The descriptive text is extremely clear (you approach the target), easily applicable (it has a 10 ft. range so you can only move 5 ft. towards the target) and there's no contradiction with the mechanical part of the text.
Still, I won't apply it, I'm pretty sure you won't apply it and I'm also pretty sure Gortle won't apply it. Because we know about this non-written rule.

Players regularly trip themselves on descriptive text, mainly because it's hard to always be sure that a piece of text is either descriptive or mechanical. And it generates debates like this one, where players start arguing about what is descriptive and what is mechanical. I don't know why Paizo isn't more clear about it, as it generates a lot of mess in the rules.


I hadn't really considered it but specifically "casting spells" isn't mentioned in the anathema just "accepting their effects" so no spells on yourself but anything else seems like fair game. If it was intended that you aren't allowed to cast at all, it would have said so.


I'm about to play a superstition barbarian in an upcoming campaign, and here's what my research shows:

Advanced Player's Guide pg. 108 2.0 wrote:

Anathema

Willingly accepting the effects of magic spells (including from scrolls, wands, and the like), even from your allies, is anathema to your instinct. You can still drink potions and invest and activate most magic items you find, though items that cast spells are subject to the same restrictions as all other spells. If an ally insists on using magic on you despite your unwillingness, and you have no reason to believe they will stop, continuing to travel with that ally of your own free will counts as willingly accepting their spells (as do similar circumstances) and thus is also anathema to your instinct.
Superstitious Resilience (Instinct Ability)

Further, the intent to be restrictive is expressly stated in the preceding paragraph:

Advanced Player's Guide pg. 108 2.0 wrote:
A deep distrust of magic drives you to forgo and counter the metaphysical nonsense of spellcasters. Whether you're a member of a superstitious family or culture that distrusts magic, a warrior in constant battle against wizards and witches, a survivor of a magical accident that instilled an intense aversion in your mind and body, or a scion of a bloodline known for its magic resistance, your rage is inimical to magic. This makes you an excellent mage hunter but slow to trust practitioners of magical arts. Your extremely restrictive anathema grants you powers beyond those of other instincts.

Emphasis (and victory) is mine. ;D

I don't see how that isn't clear, but play at your table however you want.

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