Can you extend a spell affected by enduring blessing mythic abilitiy?


Rules Questions


Want to know so that i can make a brown fur arcanist who can give +12 enhancement bonus to all in the party permanently


How are you extending it?

Enduring Blessing has a fixed duration of 24 hours. That is going to override most other thing that extends duration. So, the feat extend spells would do nothing.

Scarab Sages

Enduring Blessing only works on one spell and on one person/weapon at a time.

For example: I took Enduring Blessing twice so I can cast Align Weapon on the party Barbarian's great axe (so it can get through some alignment-based DR) and make it last for 24 hours. If I cast another spell using Enduring Blessing of someone else or someone else's weapon, the Align Weapon spell that I cast on the Barbarian's great axe ends.

Also, it cannot "permanentize" anything. The best it can do is if you take it twice, is make a single 1 minute per level spell last for 24 hours. If you take it once, it can only make a 10 minute per level spells last for 24 hours.

Permanency (a 5th level spell) is the only thing that I know of that can make spells permanent...and only certain spells listed in its description at that.


Wait it only works on one spell and one person at a time? Isnt it just that one person can only benefit from one effect affected by enduring blessing at one time? So i can cast say fox cunning on one guy and heroism on another guy.

"A creature can’t be subject to more than one spell affected by this ability at a time"

It doesnt say a caster can only cast one enduring blessing, its that one creature can only have one blessing up at a time


Follow up question then, say i cast fox cunning on a wizard for a +12 enhancement bonus, what will be affected by the enhancement? Is it just dcs and skills and all that? Cause i wanted to extend it beyond 24 hours so they can gain spells from it


Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

Actually, you can use Enduring Blessing on more than one spell. Each creature can only have a single spell modified by Enduring Blessing at a time. Nothing prevents you from using it on multiple targets as long as each target only has a single spell with Enduring Blessing, but each enduring blessing requires its own spell even if the spell normally affects multiple targets.

RAW Enduring Blessing states it has to be used on a willing target. That could be interrupted that it can only be cast on a sentient creature. Align Weapon targets a weapon or group of weapons. If the weapon is intelligent, it could be considered willing, but otherwise is not a valid target. Personally, I would not have a problem with allowing Enduring Blessing to work with Align Weapon, but that would be a house rule.


Ah ok, phew i was pretty worried there as that would have meant i wasted a mythic path ability.

Is there any way i can use this to give the spellcasters more spells? The martials are pretty easy since i can use mighty strength for the barb and fighter and eagles grace for the archer. But would casting this buff everyday at dawn be enough to grant the spellcasters more spells per day? I know short buffs dont give spells but to me casting it everyday might be enough to make this an exception.

The Exchange

Bonuses are considered "temporary" if they last 24 hours or less. That does not increase spells per day. Even if you cast it every day, the "source" of the bonus (the individual casting of the spell) doesn't last more than 24 hours.

CRB page 555 wrote:

Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.

Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.

Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.

Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.


Fox’s Cunning gives you a +4 bonus not a +12. Powerful Change increases that to +6 (+8 at 20th level). So, the most it can boost is +8 at 20th level. In pathfinder the specific overrules the general. Since the description of the spell explicitly states it does not grant extra spells or skill ranks. Even if you manage to make the spell permanent it will not grant extra spells or skill ranks. It would boost the bonus from INT based skills like spellcraft but it would not grant any extra skill ranks for any skill.


Ah i see, so unless i can extend the duration it will be a temp buff. Sad but a +6 to dcs is still pretty ok.

Is there any way to increase the duration?


I took variant wizard levels and arcane discovery idealise to boost it further to 12

The Exchange

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Maniacwyrm wrote:

Ah i see, so unless i can extend the duration it will be a temp buff. Sad but a +6 to dcs is still pretty ok.

Is there any way to increase the duration?

You are an arcanist, yes? The Spell Tinkerer exploit can increase the remaining duration by 50%. You can't use it on a given spell more than once, so for practical purposes you'd have to cast each spell (and immediately tinker it) every 12 hours to make sure there's always at least one casting that has been in effect longer than 24 hours. That gets expensive in terms of spell slots and arcane reservoir points.


Expense isnt a problem at mythic levels with 1 MP and 1 hour allowing me to regenerate all my spells and consume spell being a thing.

I just realised as a half elf with access to paragons call and idealise and the powerful change i can use paragons surge to give a +10 to int and unlike foxs cunning once i do spell tinkerer it is in effect a permanent +10 bonus to int right?

So they will get the extra spell slots?


Even if you extend it past 24 hours it will not grant spell slot or skill ranks. As I pointed out earlier the description of the spells explicitly says it does not grant spell slots or skill ranks. Having the bonus be considered permanent does not alter that. This is a clear case of the explicit overruling the general.


That was for foxs cunning now i changed spells to paragons surge:

For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell. The first time each day that you cast this spell, you must select a feat and make all the associated choices that come with it. Once that choice is made, it is set for the day and additional castings must make the exact same decisions.

Doesnt say anything about not granting skill ranks or spells, tho its a +10 bonus instead of a +12


Are you a half elf? That spell only works for a half elf and has a range of personal. Since the duration is 1 minute per level it requires you to have taken Enduring Blessing twice. The only way to do that is if your path is hierophant or took dual path and chose it as one of them.

I don’t have the details of your build but from the sound of it, it is not well optimized. You are spending a lot of resources to get what you want, and one dispel magic can bring it all down.


I am mainly because half elves can choose human or elf arcanist FCB which is pretty good.

At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures.

I can share such spell. Its what brown fur transmuter is known for

It may sound weird but honestly everything i brought up was things that my build had originally. I havent changed it in the slightest. I originally took dual path archmage and hierophant because obvious enduring blessing is what a brown fur transmuter buffer would be aiming for. I took it twice because all my spells are buffs which could benefit from this.

Also what do you mean i am spending a lot of resources? Do you mean arcane reservoir points? Cause as explained earlier i have 15 Mp of which 1 can refill my entire spell per day which i can farm for arcane reservoir points. I have paragons surge, all the animal +4 spells, form of the dragon, form of the fey, monstrous physique etc spell equipped at all times. I am also fairly certain this is basically one of best buffer builds because of BFT and Idealise anyway. Also pretty sure every guide i read so far said paragons surge is a must have because of the feat

Anyway does it work or not? If it doesnt i can stick with my original plan of heroism or angelic aspect or form of the fey. This is merely the most direct way i can boost my spellcasters by targetting their primary stat int

The Exchange

Maniacwyrm wrote:

Expense isnt a problem at mythic levels with 1 MP and 1 hour allowing me to regenerate all my spells and consume spell being a thing.

I just realised as a half elf with access to paragons call and idealise and the powerful change i can use paragons surge to give a +10 to int and unlike foxs cunning once i do spell tinkerer it is in effect a permanent +10 bonus to int right?

So they will get the extra spell slots?

Maniacwyrm wrote:
Anyway does it work or not? If it doesnt i can stick with my original plan of heroism or angelic aspect or form of the fey. This is merely the most direct way i can boost my spellcasters by targetting their primary stat int

It works, subject to a lot of caveats. First, it only works on other half-elves. Brown-fur transmuters can make personal transmutations into touch, but that doesn't get rid of the other limitation of (half-elf only). Secondly, it's an enhancement bonus so it wouldn't stack with any other enhancement bonuses (like a headband of vast intelligence).

Third, it's still not permanent. You need to cast it every 12 hours. Actually probably more like every 8 or 9, because if you missed casting at exactly 12 hours then when the 24 hour+ casting expired the bonus would become temporary for at least a short time, knocking down the spells per day until another casting hits 24 hours AND the caster rests to regain slots. That's where the "resources" bit comes in. If you're casting this every 8 hours, you are spending three spell slots and 9 arcane reservoir points (powerful change, share transmutation, and spell tinker 3 times per day each) per target.

So you can do it, but is it really worth it for the +4 INT over the caster getting a headband +6? (Bearing in mind that your build's max bonus is +6 until 20th level.)


Actually, I think Heroism might actually be better as a long-term buff especially if you have mythic heroism. +4 to all attacks, saves, skills and damage rolls is hard to beat at least for the martial classes. The bonus might be smaller for attack and damage, but it applies to all attacks. That way if your melee focused character has to switch to a ranged weapon, they still get the bonus. Having the bonus apply to all saves and skills is also very good. I have both an archeologist bard and an inquisitor written up that use this.

If you can renew your spells with a mythic point don’t worry about spell slots. Boosting the DC of your saves is going to be more useful.

By resources I mean that you spent a mythic feat and two path abilities to be able to do this. You also gave up half your normal feats for the ability to take Arcane Discoveries when an arcanist can already do that by taking the exploit Arcane Discovery (from Arcane Anthology).

I assume you have the Shapeshifting Mastery as a path ability. This is going to turn you into an absolute beast. You add half your tier to your caster level for spells of the polymorph sub school and use your caster level instead of your BAB for natural attacks that rely on your new form. Since you add your ½ your tier to the caster level you can actually get a higher bonus to hit than a full BAB class. At 20th level tier 10 your bonus to attack is 25.


Shape shifting mastery really is powerful for this. As an arcanist you can use Potent Magic to increase the caster level by 2. And you can take the mythic feat mythic paragon to count as 2 tiers higher for effects like this.


While mythic paragon will work like you suggest keep in mind the bonus is only half your caster level. Spending a mythic feat for an extra +1 bonus is a bad use of resources.

Potent magic on the other hand would be worth it. That is something any Arcanist should be taking as soon as they can. The extra 2 DC on your spells is well worth it.


Mythic paragon is good for lots of other options too though. For instance, enduring armor gets +2 ac from it.


If you have a lot of tier based abilities it can be very useful, but on this build I am not sure it would be useful. Don’t forget the character already took dual path to gain access to Enduring Blessing. He also took Enduring Blessing twice to be able to use it on 1 minute per level spells. With the emphasis on raising his INT I am also assuming the character took Enhanced Ability (INT), Shapeshifting Mastery is another path ability that fits the build. Shapeshifting Mastery opens up Multimorph which is useful path ability for the character.

He will want a decent number of mythic spells so taking Mythic Spell lore a few times is going to be a good choice. That is a lot of mythic path abilities and feats to be taking. Unless the character is extremely high tier, he may not have the mythic feat to spare for Mythic Paragon. That would be best taken after some of the other feats.

Scarab Sages

Mysterious Stranger wrote:

Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

Actually, you can use Enduring Blessing on more than one spell. Each creature can only have a single spell modified by Enduring Blessing at a time. Nothing prevents you from using it on multiple targets as long as each target only has a single spell with Enduring Blessing, but each enduring blessing requires its own spell even if the spell normally affects multiple targets.

Ah, yes. Thanks for the correction.

It's been a while since I played in a Mythic game.

Liberty's Edge

Enduring Blessing wrote:
Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
Extend wrote:

Extend Spell (Metamagic) You can make your spells last twice as long.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

I think there is a problem with the order of the operations.

When you cast a spell using the Extend Spell Metamagic the duration that is extended is that of the spell. Then you apply Enduring Blessing.
Not the other way around.

So applying the Extend Spell Metamagic doesn't multiply the Enduring Blessing effect. Enduring Blessing substitutes the spell duration with its effect, regardless of whether the spell duration is extended or not.

What you are trying to extend is the SU effect of Enduring Blessing, not the spell duration, and Extend can't do that.


Extend spell would not work because you have to cast the spell with the metamagic feat for it to work. That means the feat is applied first. Enduring blessing sets the spell to a fixed time (24 hours). RAW if you use Enduring blessing with a spell that has a longer duration its duration is still set to 24 hours.

Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending 1 point from her arcane reservoir. To use this ability, she must be adjacent to the spell effect (or the effect's target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.

The Arcanist Exploit Spell Tinker on the other hand looks like it will work. Spell Tinker works on an existing spell. Since Enduring Blessing is used when the spell is cast the duration for the spell would be 24 hours. Spell Tinker can be used on any spell as long as the duration has not expired. I don’t see anything that would prevent an Arcanist with Spell Tinker form increasing the remaining duration of a spell that was affected by Enduring Blessing.

One thing this does bring up. If a spells duration is increased past 24 hour but still expires, is it still considered a permanent increase once the duration is less than 24 hours? The rules do not specify if it is only the staring duration or the current duration.

Scarab Sages

Mysterious Stranger wrote:

Extend spell would not work because you have to cast the spell with the metamagic feat for it to work. That means the feat is applied first. Enduring blessing sets the spell to a fixed time (24 hours). RAW if you use Enduring blessing with a spell that has a longer duration its duration is still set to 24 hours.

Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending 1 point from her arcane reservoir. To use this ability, she must be adjacent to the spell effect (or the effect's target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.

The Arcanist Exploit Spell Tinker on the other hand looks like it will work. Spell Tinker works on an existing spell. Since Enduring Blessing is used when the spell is cast the duration for the spell would be 24 hours. Spell Tinker can be used on any spell as long as the duration has not expired. I don’t see anything that would prevent an Arcanist with Spell Tinker form increasing the remaining duration of a spell that was affected by Enduring Blessing.

One thing this does bring up. If a spells duration is increased past 24 hour but still expires, is it still considered a permanent increase once the duration is less than 24 hours? The rules do not specify if it is only the staring duration or the current duration.

Question: Would you say the Spell Tinkerer exploit could affect the duration of a Mythic spell such as Teraform?

The Exchange

Arkat wrote:
Question: Would you say the Spell Tinkerer exploit could affect the duration of a Mythic spell such as Teraform?

Sure. Terraform is not an instantaneous or permanent spell.


Mythic spells are still spells, so can be affected by anything that affects a normal spell unless something in the mythic spells says otherwise. If normal modifiers did not work on mythic spells, that would weaken them considerable. If spell focus and spell penetration and their greater versions did not work mythic spells could end up weaker than normal spells. If those normal feats work on mythic spells, why should anything else be different?

A normal Dispel Magic can still dispel a mythic spell.

Scarab Sages

Thank you.

Terraformed lands that have a 1 mile radius and last 30 months sound pretty awesome.

That makes my plan for "fixing" the Wounded Lands in Sarkoris a bit easier to accomplish.

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