法术和魔法 (Spells and Magic)
Abilities that work “as a spell”: How do I calculate
the DC of an ability that says it works as or like a particular
spell?
Some
abilities that work as a spell tell you what their DC is, like the bard's
fascinate performance. An ability that doesn't tell you anything about its DC
has a DC of 10 + the spell level + the key spellcasting ability score of the
class that granted it (or Charisma otherwise). In the case of a spell with
multiple spell levels, use the spell level from the class that granted the
ability if that class has the spell on its spell list, and otherwise use the
spell level that's most appropriate (usually sorcerer/wizard for an arcane
ability, cleric for a divine ability, and psychic for a psychic
ability).
Arcane Bond: Can you identify an item that is the
subject of an arcane bond from a wizard with detect magic or a similar affect,
even if the item contains no other enchantments?
Since
the arcane bond class feature, when tied to an item, grants a wizard the ability
to cast any one spell, it is safe to assume that it does radiate magic when it
is the subject of detect magic. The aura power would be directly related to the
highest level spell it could be used to cast, but there would be no school
associated with the item unless it was further enchanted.
Arcane Trickster: How does the Surprise Spells class
feature work with spells like magic missile and
fireball?
The
Surprise Spells class feature allows the Arcane Trickster to add his sneak
attack dice to spells that deal damage that target flat-footed foes. This damage
is only applied once per spell. In the case of fireball this means it affects
all targets in the area, with each getting a save to halve the damage (including
the sneak attack damage). In the case of magic missile, the extra damage is only
added once to one missile, chosen by the caster when the spell is
cast.
Amulet of Mighty Fists: If a creature with multiple
natural attacks (such as bite/claw/claw) wears an amulet with the speed
property, does it get one extra attack with each of its natural
weapons?
No...
mainly because that combination is way too good for monsters with multiple
attacks, and gets better the more natural attacks a monster has. Doubling a
creature's attacks per round is really powerful, even for 80,000 gp (the price
of a +4 amulet).
Awaken: Does changing the creature's type to "magical
beast" affect its HD type, BAB, or other features? What about its 2 additional
HD? How does training to wear barding relate to armor
proficiency?
Only
the animal's type changes to "magical beast"--it doesn't gain all the
mathematical benefits for this type change (think of it as a "quick rules"
version of adding a template to a creature).
The
2 HD it gains are d8s, just like its other animal HD.
An
animal trained to wear barding can continue to do so without penalty once it is
awakened. Once it's awakened, it can either spend a feat on armor proficiency or
take class levels in a class that grants armor proficiency, just like any
intelligent creature.
Big creatures and centered effects: If a Large or
larger creature has up an effect “centered on you,” does that mean that
sometimes the emanation doesn't even affect the creature's entire space, let
alone anything else?
No,
when such a creature uses an emanation or burst with the text “centered on you,”
treat the creature's entire space as the spell's point of origin, and measure
the spell's area or effect from the edges of the creature's space. For instance,
an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond
her 30x30 foot space, for a total of a 50 foot diameter.
Charm Person: How does the "try to issue orders"
aspect of this spell work?
The
spell makes the target your friend. It will treat you kindly (although maybe not
your allies) and will generally help you as long as your interests align. This
is mostly in the purview of the GM.
If
you ask the creature to do something that it would not normally do (in relation
to your friendship), that is when the opposed Charisma check comes into
play.
For
example, if you use charm person to befriend an orc, the orc might share his
grog with you and talk with you about the upcoming raid on a nearby settlement.
If you asked him to help you fight some skeletons, he might very well lend a
hand. If you asked him to help you till a field, however, you might need to make
that check to convince him to do it.
This
answer originally appeared in the 9/11/12 Paizo blog.
Contact Other Plane: Can you Take 10 on the
Intelligence check for this spell?
Having
your Int and Cha blasted down to 8 by an extraplanar entity is a significant and
distracting threat, therefore you can't Take 10 on that check.
Darkness: Can adding additional sunrods to the area of
the spell increase the light level?
No,
sunrods can never increase the light level of an area of darkness because they
are not magical sources of light. In such an area, it automatically defaults to
the ambient natural light level (the light level from natural sources, such as
the sun, moon, and stars—not torches, campfires, light spells, and so on), and
then reduces it one step.
Darkness: Can a nonmagical light source increase the
light level within the area of darkness if the light source is outside the
spell's area?
No.
Nonmagical light sources do not increase the light level within the spell's
area, regardless of whether the light source is in the area or outside the
area.
Darkness: Can I see light sources through an area of
darkness?
No.
If a darkness spell reduces the light in the area to actual darkness (or
supernatural darkness, if using a more powerful spell), you can't see through
the darkness into what is beyond it.
Defending Weapon Property: Do I have to make attack
rolls with the weapon to gain its AC bonus?
Yes.
Merely holding a defending weapon is not sufficient. Unless otherwise specified,
you have to use a magic item in the manner it is designed (use a weapon to make
attacks, wear a shield on your arm so you can defend with it, and so on) to gain
its benefits.
Therefore,
if you don't make an attack roll with a defending weapon on your turn, you don't
gain its defensive benefit.
Likewise,
while you can give a shield the defending property (after you've given it a +1
enhancement bonus to attacks, of course), you wouldn't get the AC bonus from the
defending property unless you used the shield to make a shield bash that
round--unless you're using the shield as a weapon (to make a shield bash), the
defending weapon property has no effect.
Dimension Door: If the caster brings other creatures
with him when he casts the spell, are the passengers unable to take any other
actions until their next turn, or is that just for the
caster?
That
restriction only applies to the caster.
Dispelling: If I use a "diametrically opposed" spell
to counter or dispel another spell (bless vs. bane, haste vs. slow, and so on),
does my spell have any effect other than dispelling?
It
depends on whether you are using the spell as a counterspell or as a
dispel.
If
used as a counterspell, your spell has no effect other than to counter the
target spell. If used as a dispel, there may be "spillover" from your spell or
the target spell, depending on whether you affect more or fewer targets than the
opponent's spell.
Counterspell
Example: You are a 5th-level wizard, your opponent is a 6th-level sorcerer. On
your turn, you ready an action to counterspell. The sorcerer begins to cast
slow. You succeed at the Spellcraft check to identify the spell and cast haste
as a counterspell against it. Your haste counters the slow, and neither spell
has any effect.
Dispel
Example: You are a 5th-level wizard, your opponent is a 6th-level sorcerer. On
her turn, the sorcerer casts slow and targets 6 of your allies; all 6 of them
fail their saves and are slowed. On your turn, you cast haste and target 5 of
your allies; this automatically dispels (no caster level check needed) the slow
spell on those allies, leaving them without the effect of slow or haste (your
6th ally is still affected by slow). Note that this does not merely suppress the
slow effect for the duration of your haste—the effect is completely dispelled on
those 5 allies. Note that it doesn't matter if the target would normally get a
saving throw or spell resistance to negate or avoid the spell used to dispel
(such as casting slow to dispel an already-caste haste); to speed up gameplay
and prevent lopsided applications of this sort of dispelling, the "diametrically
opposed" spell automatically dispels its opposite, regardless of the desires of
the creature affected by the opposite.
Update
5 June 2013: FAQ clarified as to the difference between using an opposed spell
to counterspell and using it as a dispel.
Update
6 June 2013: Additional text added to dispel example about saving throws and
spell resistance.
Fabricate: Can I use this to make a masterwork item or
an item with a special material?
Yes
and yes. In effect, the spell is only saving you time compared to crafting the
item nonmagically; you still must provide the raw materials (which costs you 1/3
of the item's price).
The
spell doesn't require a Craft check if you're making an item that doesn't
require a high degree of craftsmanship, such as a desk, door, club, outfit, or
simple kind of armor.
Creating
a desk with a secret compartment, a door that matches a wall when it is closed
(i.e., a secret door), or a masterwork item count as items with a "high degree
of craftsmanship," so you must succed at a appropriate Craft check against the
DC to craft these sorts of items with the spell. In general, any item that has a
Craft DC of 15 or higher requires you to succeed at a Craft check to fabricate
the item.
If
you want to create (for example) a mithral chain shirt, you need to provide the
mithral and other materials needed for the chain shirt (costing 1/3 of the
item's price). Because mithral items are always masterwork, you would have to
succeed at a Craft check to successfully create the item.
As
with the normal crafting rules, if you fail this check by 4 or less, you fail to
create the item but do not ruin your materials (and could cast the spell again
using those materials). If you fail by 5 or more, you ruin half the raw
materials and have to pay half the original raw material cost again.
Ghost Sound: Can this create intelligible
speech?
Making
something that sounds like speech, and actually making intelligible speech are
two different things. Ghost sound can sound like people talking, but anyone
listening can't make out what the "people" are saying. After all, it is a
cantrip, and shouldn't be as good as ventriloquism (which is a higher-level
spell).
Grease: If an opponent casts this spell on my item,
and I succed at my initial save, what happens?
The
spell description says "an object wielded or employed by a creature requires its
bearer to make a Reflex saving throw to avoid the effect," so succeeding at your
save means you avoid the effect—the spell is negated and there is no grease on
your item.
Haste: Haste says a hasted creature can make an
additional attack during a full attack with a natural or manufactured weapon,
but what about other sorts of attacks like unarmed
strikes?New!
Unarmed
strikes and other attacks that work via full attacks (such as mystic bolts,
kinetic blade, and flame blade) all allow an extra attack with haste. However,
single attacks such as incorporeal touch attacks or melee touch spells delivered
round by round after holding the charge do not.
Invisibility: Can you see yourself when you're
invisible?
The
spell doesn't say one way or the other.
Because
being invisible doesn't give you penalties on actions that require you to be
able to see exactly what you're doing (such as picking a lock), you can assume
that you can at least see yourself well enough to perform such actions without
penalty. Whether this means you can see yourself as if you were not invisible,
can see yourself as a ghostly image, or some other description is up to the GM,
so long as the description doesn't hinder your own actions.
Invisibility Purge: Does this work on creatures that
are naturally invisible?
In
general, yes--nothing in the spell description says it only works on spells or
other magical sources of invisibility.
However,
note that the invisible stalker's natural invisibility specifically says that it
is not subject to invisibility purge. Thus, will-o'-wisps and pixies become
visible, but invisible stalkers do not.
Items as Spells: Does using a potion, scroll, staff,
or wand count as "casting a spell" for purposes of feats and special abilities
like Augment Summoning, Spell Focus, an evoker's ability to do extra damage with
evocation spells, bloodline abilities, and so on?
No.
Unless they specifically state otherwise, feats and abilities that modify spells
you cast only affect actual spellcasting, not using magic items that emulate
spellcasting or work like spellcasting.
Light and Darkness: I am confused by light and
darkness. Someone please help!
Check
out the extended FAQ about Light and Darkness here.
Mirror Image: Can I use magic missile to destroy one
or more images from a mirror image spell?
No.
Magic missile targets a creature and does not require an attack roll, so it
bypasses all the images and always hits the real creature.
New Spells Known: If I gain the ability to add a spell
that is not on my spell list to my list of spells known, without adding it to my
spell list, can I cast it?
No.
Adding a spell to your list of spells known does not add it to the spell list of
that class unless they are added by a class feature of that same class. For
example, sorcerers add their bloodline spells to their sorcerer spell list and
oracles add their mystery spells to their oracle spell list. The spell slots of
a class can only be used to cast spells that appear on the spell list of that
class.
Positive and Negative Energy: These two terms show up
in a variety of abilities, but they have no definition outside those abilities,
and the abilities aren't always consistent. How do positive and negative energy
work?
Positive
and negative energy are two damage types, though despite their name, they are
usually not included on the list of energy types you can choose with spells like
resist energy or feats like Elemental Spell. You'll sometimes come across both
the phrasing “deals X damage; this is a negative energy effect” and the phrasing
“deals X negative energy damage”; these two are functionally
equivalent.
Positive
energy often heals living creatures, though not always (for instance channeled
positive energy to harm undead or the life blast spell). It often harms undead
creatures, though not always (for instance channeled positive energy to heal
living creatures). Individual effects will tell you whether they heal living (if
they mention healing without specifying what they heal, they always mean only
living creatures), harm undead, or both. Positive energy never heals or harms
creatures or objects that are neither living nor undead (such as constructs),
and it never directly damages the living or heals undead, barring some special
effect that explicitly changes this like a dhampir's negative energy affinity.
These rules extend to the fast healing from positive-energy attuned planes as
well (though overhealing on a major positive-energy attuned plane can be
dangerous as well); only living creatures gain fast healing on such a
plane.
Negative
energy works just as described above for positive energy, reversing living
creatures and undead in all cases (it often heals undead, it often harms living
creatures, if it mentions damage without specifying what it damages, it always
means only living creatures, and so on).
Preparing Spells in Open Slots: The Magic chapter says
a wizard can leave spell slots open and prepare spells in them later. Can any
other class do this?
That
text was written when wizard was the only class that prepares arcane spells.
This option is also available to magus and witch characters (both of which are
classes that prepare arcane spells).
Prestige Classes and Spellcasters: Does a wizard (or
other character that uses a spellbook), receive bonus spells to add to his
spellbook when he gains a level in a prestige class that grants an increase to
spellcasting?
No.
The increase to his spellcasting level does not grant any other benefits, except
for spells per day, spells known (for spontaneous casters), and an increase to
his overall caster level. He must spend time and gold to add new spells to his
spellbook.
Protection From Evil: Does the "protection against
possession and mental control" aspect work against non-evil controlling spells
and effects?
No.
The spell says "This second effect only functions against spells and effects
created by evil creatures or objects." So if a chaotic neutral enemy casts charm
person on you, protection from evil doesn't have any effect because neither the
spell nor the caster is evil.
Protection From Evil: Does this work against all charm
and compulsion effects? Or just against charm and compulsion effects where the
caster is able to exercise control over the target, such as charm person,
command, and dominate person (and thus not effects like sleep or confusion, as
the caster does not have ongoing influence or puppet-like control of the
target)?
The
latter interpretation is correct: protection from evil only works on charm and
compulsion effects where the caster is able to exercise control over the target,
such as command, charm person, and dominate person; it doesn't work on sleep or
confusion. (Sleep is a border case for this issue, but the designers feel that
"this spell overrides your brain's sleep centers" is different enough than "this
spell overrides your resistance to commands from others.")
Ray: Do rays count as weapons for the purpose of
spells and effects that affect weapons?
Yes.
(See also this FAQ item for a similar question about rays and weapon
feats.)
For
example, a bard's inspire courage says it affects "weapon damage rolls," which
is worded that way so don't try to add the bonus to a spell like fireball.
However, rays are treated as weapons, whether they're from spells, a monster
ability, a class ability, or some other source, so the inspire courage bonus
applies to ray attack rolls and ray damage rolls.
The
same rule applies to weapon-like spells such as flame blade, mage's sword, and
spiritual weapon--effects that affect weapons work on these spells.
Scrolls: If I fail my caster level check to activate a
scroll, but don't have a mishap, is the scroll used
up?
No.
Update:
Page 490—In the Activation section, in the first paragraph after the bullet
points, add the following sentence: “If the caster level check fails but no
mishap occurs, the scroll is not expended.”
Shocking Grasp: Do I get the +3 on the attack roll if
I'm delivering the spell with something other than a touch attack, such as a
natural weapon?
Yes.
The +3 bonus is not dependent on using a melee touch attack to deliver the jolt.
For example, a magus using spellstrike to deliver shocking grasp through his
weapon would get the +3 bonus on the attack roll.
Spell-Like Abilities and Item Crafting: Can I use a
spell-like ability for an item's spell requirement?
Yes.
Core Rulebook page 461, Requirements section, paragraph 2 says, "A spell
prerequisite may be provided by a character who has prepared the spell (or who
knows the spell, in the case of a sorcerer or bard), or through the use of a
spell completion or spell trigger magic item or a spell-like ability that
produces the desired spell effect."
For
example, a demon with the Craft Magic Arms and Armor feat and who has fireball
as a spell-like ability can craft a +1 flaming sword, which has fireball as a
prerequisite.
Spell-Like Abilities as Spells: Does a creature with a
spell-like ability count as having that spell on its spell list for the purpose
of activating spell completion or spell trigger items?
No.
A spell-like ability is not a spell, having a spell-like ability is not part of
a class's spell list, and therefore doesn't give the creature the ability to
activate spell completion or spell trigger items.
Spell-Like Abilities, Casting, and Prerequisites: Does
a creature with a spell-like ability count as being able to cast that spell for
the purpose of prerequisites or requirements?
Only
if the pre-requisite calls out the name of a spell explicitly. For instance, the
Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step
class feature or cast dimension door" as a prerequisite; a barghest has
dimension door as a spell-like ability, so the barghest meets the "able to cast
dimension door prerequisite for that feat. However, the barghest's dimension
door would not meet requirements such as "Ability to cast 4th level spells" or
"Ability to cast arcane spells".
Spell-Like Abilities: How do I know whether a
spell-like ability is arcane or divine?
The
universal monster rules for spell-like abilities states: "Some spell-like
abilities duplicate spells that work differently when cast by characters of
different classes. A monster's spell-like abilities are presumed to be the
sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard
spell, then default to cleric, druid, bard, paladin, and ranger, in that
order."
For
spell-like abilities gained from a creature's race or type (including PC races),
the same rule should apply: the creature's spell-like abilities are presumed to
be the sorcerer/wizard versions. If the spell in question is not a
sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger,
in that order.
For
spell-like abiities gained from a class, use the spell type (arcane or divine)
of that class to determine whether the spell-like ability is arcane or divine.
If the class doesn't cast spells, use the above rule for spell-like abilities
from race or type.
Edit
7/15/13: Wording changed match the precedent in the universal monster rules for
spell-like abilities.
Edit
9/23/13: Wording updated to clarify racial/type SLAs vs. class SLAs.
Spontaneous Casting and Multiple Classes: Can I
spontaneously cast spells from one of my classes using a different class's spell
slots?
No.
This is only possible if you have a class feature that explicitly allows it,
such as Combined Spells. This applies even if the two classes share a spell list
or if one of the classes allows you to spontaneously convert that class's spell
slots into certain spells on that class's spell list, such as cleric and
druid.
Touch Spells: Does wearing a gauntlet, cestus, or
similar glove-like weapon count as "touching anything" for the purpose of
accidentally discharging a held touch spell?
No.
Touch Spells: If a spell allows multiple touches, are
you considered to be holding the charge until all charges are
expended?
Yes.
Touch Spells: In the Magic and Combat chapters, it
says that I can touch a single ally as a standard action or up to six allies as
a full-round action and that I can combine delivering a touch spell with a
natural attack or unarmed strike. But what if I just want to deliver the touch
spell to an enemy? It just says I can do it “round after
round.”New!
Making
a touch attack against an enemy by touching it, beyond the free action to do so
as part of casting the spell, is a standard action. It can't be used with a full
attack.
True Seeing: Does this spell protect you from
phantasmal killer?
Yes.
True seeing lets you "see all things as they actually are." Because phantasmal
killer is an illusion (phantasm) spell and creates an image directly in the
target's mind, a target with true seeing would (mentally) see the image and
(physically) see that there is nothing really there, and would therefore
immediately recognize that the mental image is actually unreal. Because
phantasmal killer says the target "gets a Will save to recognize the image as
unreal," the creature with true seeing automatically succeeds at that saving
throw (no roll needed), and therefore never has to deal with the Fort-save
aspect of phantasmal killer.
What exactly do I identify when I'm using Spellcraft
to identify a spell? Is it the components, since spell-like abilities, for
instance, don't have any? If I can only identify components, would that mean
that I can't take an attack of opportunity against someone using a spell-like
ability (or spell with no verbal, somatic, or material components) or ready an
action to shoot an arrow to disrupt a spell-like ability? If there's something
else, how do I know what it is?
Although
this isn't directly stated in the Core Rulebook, many elements of the game
system work assuming that all spells have their own manifestations, regardless
of whether or not they also produce an obvious visual effect, like fireball. You
can see some examples to give you ideas of how to describe a spell's
manifestation in various pieces of art from Pathfinder products, but ultimately,
the choice is up to your group, or perhaps even to the aesthetics of an
individual spellcaster, to decide the exact details. Whatever the case, these
manifestations are obviously magic of some kind, even to the uninitiated; this
prevents spellcasters that use spell-like abilities, psychic magic, and the like
from running completely amok against non-spellcasters in a non-combat situation.
Special abilities exist (and more are likely to appear in Ultimate Intrigue)
that specifically facilitate a spellcaster using chicanery to misdirect people
from those manifestations and allow them to go unnoticed, but they will always
provide an onlooker some sort of chance to detect the ruse.