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deuxhero
2013-08-08, 12:08 AM
First guide. A quick list of everything that lets you cast spells from another class's list.

This list will not cover Bloodlines/Domains/Patrons/whatever, because they are a core part of the class and require no system mastery to know about, same with archetypes that just replace some of the spells from these (if there is ever a way to get an EXTRA one of these, or get one from another class though, I’ll add it as well as any "power" these give that allows for off-list spells).

Note: FAQ says that adding spells known without also adding them to your class list (unless it's a class feature) does nothing and targeted Improved Eldritch Heritage. Only other thing hit by this is Cracked Orange Prisim and only for spontaneous casters.

ITEMS
Cracked Orange Prism
Cost: 1000 GP
Spells given: Any level-0 spell
Usable by: Any (Prepared casters get it prepared for free) Any prepared (The FAQ says nothing about spells prepared)
Source: Seeker of Secrets
Notes: A Wayfinder (500 GP, also from SoS) lets you keep it in your pocket and not orbiting your head saying “sunder me”, and the implantation rules (also SoS I think) let you implant it in your body (but it takes charisma for you and someone with heal and know arcana) and not orbiting your head saying "sunder me".

Ring of Spell Knowledge
Cost: 1,500 gp (Type I), 6,000 gp (Type II), 13,500 gp (Type III), 24,000 gp (Type IV)
Spells given: Any (spells not on your list are considered one level higher)
Usable by: Arcane Spontaneous
Source: Ultimate Equipment
Notes: Requires DC20 spellcraft to make the ring "learn" a spell, and you can replace the spell with another spell. Text is unclear if someone else can do this check for you.

Runes of The Crone's Coven/Runes of the Old Faith
Cost: 16,000 gp
Spell given: Any Witch or Druid spell (respectively), considered one level higher with double casting time
Usable by: Skald
Source: Advanced Class Guide
Notes: 1/day and based on Spell Kenning


Traits
Two-World Magic
Requirements: Possible fluff
Spells given: Any level-0 spell
Usable by: Any
Source: Sargava, the Lost Colony
Notes: Can be used to qualify for Arcane Trickster

Feats
Improved Eldritch Heritage (Arcane)
Requirements: Skill Focus (Any Knowledge), Eldritch Heritage (Arcane), Charisma 15, level 11
Spells Given: Any Wizard/Sorcerer of a level up to the highest spell level you are capable of casting at level 11, 15 and 19.
Usable by: Any spontaneous (Sorcerer doesn’t gain foreign spells)
Source: Ultimate Magic (Arcane Bloodline is core rulebook)
Notes: You can get higher level spells by taking this feat at a higher level while still getting all 3 bonus spells (the mechanics are hard to explain, but it’s easy to understand if you look at the text). Unlike most items on this list, this one was NOT intentional (but Arcane is the "default" bloodline, so there’s no excuse for missing it when testing Eldritch Heritage). This has been killed in an FAQ

Unsanctioned Knowledge
Requirements: Int 13, able to cast first level Paladin spells
Spells given: 1 spell of each level from the Bard, Cleric, Inquisitor or Oracle (While only 4 unique spells and only 2 you can use without an Oracle dip, the 2 you do get aren't bad choices) list.
Usable by: Paladin
Source: Ultimate Magic

Sahir-Afiyun
Requirements: 2nd level spells, Spell Focus: Enchantment OR Necromancy, drug user
Spells given: Various, including a bunch of unique ones
Usable by: All (Fluff can be a pain for Paladins)
Source: Dark Markets, A Guide to Katapesh
Notes: Some of the "normal" spells added have an extra 15GP material component. 3.5 Paizo material. Only adds them to your list, getting them in your spell book/known is your responsibility.

Shade of the Uskwood
Requirements: Neutral evil, patron: Zon-Kuthon (oddly doesn't require being a druid)
Spells given: Lots from every spell level, mostly [cold] or Necromancy themed.
Usable by: Druid
Source: The Inner Sea World Guide
Notes: Removes [fire] spells from ALL lists and blocks wildshaping into [fire] creatures. Benefits are lost if a special unholy symbol is destroyed, but doesn't need to be used so just bury it somewhere.

Dreamed Secrets
Requirements: : Ability to cast divine spells, caster level 7th, worshiper of a Great Old One or Outer God.
Spells given: Any 2 wizard spells under the max level you can cast (!)
Usable by: Any divine caster
Source: Inner Sea Gods
Notes: Need to pass a DC20 will save or take 1d2 wisdom damage and stopped from casting, though keeping the spell. Even if you ARE evil, the worship requirement may be hazardous to your health.

Class Features
Arcane Archivist
Class: Oracle (Lore Mystery, Revelation)
Spells given: Any Wizard/Sorcerer spell (uses slot one level higher)
Source: Advanced Player’s Guide
Notes: Requires the spell be in a spellbook AND it erases it when you’ve used it. Terrible even with a Blessed Book to remove the wealth burn. Avoid it.

Greater Spell Access
Class: Magus
Spells given: 2 Wizard spells of each level

Spell Blending
Class: Magus (Arcana)
Spells given: 1 Wizard/Sorc spell, or 2 wizard/sorc spell if less than your highest level spell
Source: Ultimate Magic
Notes: can be taken multiple times.

Arcane Enlightenment
Class: Shaman (Lore spirit) Oracle (Spirit Guide archetype only)
Spells given: 1 Wizard/Sorc spell per charisma (even though Shaman is a wisdom based class...) bonus
Source: Advanced Class Guide
Notes: Requires a minimum intelligence modifier of 10+spell level to cast. Oracle with Spirit Guide actually "takes" this hex daily and can change her added spells each time, but it might not do anything as it says "list of shaman spells she can prepare" which Spirit Guide doesn't fully overwrite.

Prestige Classes
Pathfinder Savant
Requirements: Magical Aptitude, any one item creation feat, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Use Magic Device 5 ranks and the ability to cast 2nd level spells.
Casting Progression: All but 1st level
Spells given: Any (foreign spells are considered one level higher) at each Prc level beyond the first
Usable by: Any (see notes)
Source: Seeker of Secrets
Notes: The ruling that Wizards and other spellbook casters don’t add new spells to their spell book when advancing in prestige classes makes it almost impossible to get any divine only spells as spells known for a spellbook caster short of taking more levels in the base class.

Magaambyan Arcanist
Requirements: Any good alignment, Scholar, Spell Mastery, Spellcraft 5 ranks, Knowledge (Arcana) 5 ranks, Knowledge (Nature) 5 ranks, ability to prepare third level spells.
Casting Progression: 10/10 (Starting at second level, [evil] spells require two slots to prepare)
Spells given: Any Druid spell 2 levels below your highest level spell at each level (uses normal slot). At 9th level, all Good Domain spells are given.
Usable by: Arcane prepared*
Source: Paths of Prestige
Notes: Unlike the above, this adds the new spells to your spellbook automaticly. Until Spell Mastery is fixed, you need to dip in Wizard to qualify for it and this class by RAW, despite it making provisions for Witches who entered the class. If you can convince the GM to allow a subdomain, the 9th level ability vastly improves.

Agent of the Grave
Requirements: Any Evil, Knowlege (Arcana) and Knowledge (Religion) 5 ranks, cast Animate Dead, fluff.
Casting Progression: 4/5 (lose first)
Spells Given: Number of necromancy spells of any level (even ones you can't cast yet) equal to intelligence modifier at level 5
Usable by: Any capable of casting Animate Dead.
Source: Carrion Crown (Broken Moon)
Note: Like Pathfinder Savant, spellbook casters need to take levels in their base class to get the new spells. Luckily this ability comes at the last level of the prestige class.

Veiled Illusionist
Requirements: Spell Focus (Illusion), Bluff and Disguise 5 ranks, Knowledge (Arcana) 2 ranks. Able to cast 3 illusion spells, one of which must be at least second level.
Casting Progression: 10/10
Spells Given: Illusion spell from Sorc/Wizard list at every class level.
Usable by: Any (though pointless for Sorc/Wizard)
Source: Paths of Prestige

Harrower
Requirements: Non-true neutral alignment, Knowledge (Arcana or Religon) 5 ranks, Preform 5 ranks, Third Level spells, own a particular 100 GP mundane item.
Casting Progresssion: 10/10
Spells given: Harrowing (just the one)
Source: The Inner Sea World Guide

Natural Alchemist
Requirements: Brew Potion, 5 ranks each in Craft Alchemy, know: nature, profession herbalist and spellcraft and 2nd level arcane spells
Casting Progression: 10/10
Spells Given: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds and Breath of Life. These can only be cast spontaneously by using 2 slots as a full round action.
Usable by: Any Arcane
Source: People of the Sands

Soul Warden
Requirements: Any non-evil, Knowledge: Religion 5 ranks, can cast command undead OR consecrate
Casting Progression: 10/10
Spells Given: Bunch, mostly anti-undead stuff but some nice gems that don't need to be used against them.
Usable by: Any (Non Sorc/Wiz, Cleric, or Inqusitor needs something else from the guide
Source: Undead Slayers Handbook
Notes: Requires expending from a 3+charisma/day pool to cast these spontaneously till 1 level after you can access each new spell

Exalted
Requirements: Deific Obedience, Skill Focus (Knowledge [religion]), Diplomacy 5 ranks, Knowledge (religion) 5 ranks, third level divine spells, must worship only patron and alignment must be same as patron deities
Casting Progression: 10/10 (no domain progression)
Spells Given: Any domain your god gives
Usable by: Any Divine (inquisitor might not work)
Source: Inner Sea Gods
Notes: Only way to get extra domains in PF (outside of Hellknight and Razmiran Priest, which explicitly doesn't give spells), can get domains as a class that doesn't normally have them.

Daivrat
Requirements: Knowledge (arcana) 7 ranks, Knowledge (planes) 7 ranks, Spellcraft 5 ranks, Spell Focus (conjuration), know an elemental language, non-evil.
Casting Progression: 9/10 (lose 1st)
Spells given: Any, chosen daily (on-list spells count as 1 level higher, off list spells count as 2 levels higher), once at spell/slot preperation, limited spell levels by class level
Usable by: Any Arcane (Divine qualifies, but can't be progressed)
Source: Qadira, Gateway to the East

Razmirian Preist
Requirements: Non-good, Bluff 5 ranks, Use Magic Device 5 ranks. False Casting (which needs Magical Aptitude, Bluff 1 rank and Sleight of Hand 1 rank.), 3rd level Arcane casting and genuine faith in an evil crazy guy's divinity
Casting Progression: 7/10 (1, 5, 9 lost)
Spells given: 1:Cure Light Wounds, Bless (as 2nd level) 5: Cure Moderate Wounds, Spiritual Weapon (as 3rd) 9: Cure Serious Wounds, Prayer (as 4th)
Usable by: Any Arcane (prepared needs levels in the base class to learn the new spells)
Notes: Cure spells are only 10 mins of temporary HP.

Dawnflower Dissident
Requirements: Worship Sarenrae, Dervish Dance, Weapon Finesse, Bluff 5 ranks, Disguise 5 ranks, Knowledge (religion) 5 ranks, Sleight of Hand 5 ranks, able to cast Daylight as a divine spell
Casting Progression: 10/10 any
Spells given: illusion of calm (1st), rope trick (2nd), nondetection (3rd), detect scrying (4th), mage’s private sanctum (5th), veil (6th), mage’s magnificent mansion (7th), screen (8th), and communal mind blank (9th), all added at the first level in the class.
Usable by: Any (if you can figure out how to cast a third level divine spell as an arcane caster, the progression is type agnostic)
Notes: Double duration if used on Sarenrae worshipers. Has the old "worship" instead of "patron" problem there and requirements.
Archetypes
Magician
Class: Bard
Spells Given: Any Arcane spell of a level he can cast at 2nd level and every four levels after that

Watersinger
Class: Bard
Spells Given: create water, hydraulic push, slipstream, aqueous orb, hydraulic torrent, water walk, fluid form, ride the waves, control water, communal water walk, vortex, seamantle. Most at a reduced level.
Source: Advanced Race Guide
Notes: Undine only, Once again, races that count as human can enter via Racial Heritage.

Dirge Bard
Class: Bard
Spells Given: Any arcane necromancy at 2nd level and every four levels thereafter.
Source: Ultimate Magic
Notes: Can give spells known for levels you can't cast yet.

Ancient Lorekeeper
Class: Oracle
Spells Given: Any Wizard spell under the max level you can cast (replaces Mystery bonus spells)
Source: Advanced Race Guide
Notes: Elf only. Can be entered by Half-Elfs or Humans/Half-Orcs/Scion of Humanity Aasimar with the Racial Heritage feat

Various
Class: Alchemist
Spells Given: Various
Notes: About one third to one half of the Alchemist archetypes give you some unique formulas (which aren’t technically spells, but are close enough for this guide). Too many to list on their own.

Oath archetypes
Class: Paladin
Spells given: Various
Source: Ultimate Magic
Notes: All the Oath of X archetypes add spells to your list. Too many to list on their own.

Sacred Servant
Class: Paladin
Spell given: 1st-4th level spells from a domain given by your deity
Source: Advanced Player's Guide
Notes: Domain slots, so one/day without shenanigans. If you can somehow get beyond 4th level "Paladin spells" you would gain a domain slot/spell for that level. This archetype is REALLY good.

Wild Caller
Class: Summoner
Spells Given: Summon Nature’s Ally Line (loss Summon Monster)
Source: Advanced Race Guide
Notes: Half-Elf only. As with Ancient Lorekeeper, Racial Heritage opens it to any race that counts as human.

First Worlder
Class: Summoner
Spells Given: Summon Nature's Ally line
Source: Inner Sea Magic
Notes: Unless you are using your Eidolon as a skill bot, avoid this at all costs.

Irmathi Irregular (d20pfsrd name: Woodland Skirmisher)
Class: Ranger
Spells given: 1 druid spell/day (you can prepare it multiple times)
Source: Inner Sea Magic

Various
Class: Druid
Spells Given: Various
Notes: Lots of druid archetypes "trade" nature's bond for non-standard domains which can give lots of new spell options. Too many to list on their own.

Hexcrafter
Class: Magus
Spells Given: All [curse] spells
Source: Ultimate Magic
Notes: Most of these are on multiple lists and the archetype doesn't say which spell level you get these (in-fact it doesn't say when you get any of the spells it gives) at. [curse] was retroactively added to a bunch of spells, so check carefully.

Corpse Hunter
Class: Ranger
Spells Given: 1st—bless water, detect undead, hide from undead, sanctify corpse, 2nd— halt undead, 3rd—speak with dead, 4th—searing light.
Source: Undead Slayer's Handbook

Spirit Guide
Class: Oracle
Spells Given: Shaman spirit bonus spells, changed daily.
Source: Advanced Class Guide

Goliath Druid
Class: Druid
Spells Given: Enlarge Person (Self or animal companion only. Other spells can be converted to it spontaneously)
Source: Giant Hunter's Handbook


Alternate Racial Traits
Mystic Past Life
Race: Samsarans
Source: Advanced Race Guide
Spells Given: 1+your key ability score bonus spells from a class list of the same type (Arcane/Divine) to the spellcasting class you take at level 1.
Notes: One of the few, if not the only thing, based on your ability score modifier that is non-retroactive in PF.
Spells
Shadow X/Shades line
Shadow Conjuration and Shadow Evocation let you duplicate spells from the Sorcerer/Wizard list, which is great for any Bard, Darkness domain cleric, Shadow Witch or anyone who got these spells from something else in this guide (Shadow Conjuration is a great choice for anything in this guide that allows you to take). Unlike 3.5, Shades no longer require the spell mimicked be on the Sorcerer/Wizard list nor even arcane and is useful even to them.

Wish Line/Miracle
Can duplicate lower leveled spells from other lists. Generally not the best use of these spells

Mythic
Arcane/Divine Knowledge
Add 3 level 1 spells Arcane/Divine spells from the Wizard/Sorcerer or Bard/Cleric or Druid list and you can take it a second time to level 2 spells and and third to get level 3 ones. Requires Mythic 6. Why Paizo thought this was worth printing when you can only get it when there are abilities that turn you into a literal god and give you SLAs of multiple levels, give you a major artifact, remove all negatives of the oracle curse, false focus on steroids, free metamagic, the ability to deny pretty much anything as an immediate action and more at the same or lower level. I'd question taking this even if the tier requirement was errataed. Oh and for some reason only specific classes can take it.
Misc
Deity
Source: Inner Sea Gods, various Adventure Paths
Most of the bigger deities have a handful of "bonus" spells open to their worshipers. While most of these are for divine casters, a handful grant special spells for arcane casters

Totem Guide animal companion archetype
Source: Animal Archive
Spells given: detect animals or plants (1st), augury (2nd), helping hand (3rd), divination (4th), commune with nature (5th), and find the path (6th).
Usable by: Any (see below)
Level: Effective druid level 3
Notes: Spontaneous only. Any class can get an Animal Companion (with this archetype) at character level - 3 through the Animal Ally feat, which requires just level 4 and the +2/+2 feat "Nature Soul" which has no requirements.

Spell Research
Source: Ultimate Campaign
Spells given: Any (?)
Usable by: Any (?)
Notes: Part of a variant rule system, but the only part that actually needs that variant system is an optional method for making it easier by using variant specific resources.

Honorable Mention
Razmiran Priest
This archetype gives you the ability to expend spell slots one level higher to avoid blowing charges on a magic item. While you don't actually "cast" the spell in question, it gives you access to ANY divine spell you want and can be further augmented by a handful of abilities that let you use your own CL and stats for magic items, essentially the 3.5 archivist except spontaneous. It's ridiculously good
Source: Inner Sea Magic

Paragon Surge
This half-elf only spell from ARG can be used by an Oracle with Eldritch Heritage (arcane) and allow you to gain Improved Eldritch Heritage temporarily, selecting any Sorcerer spells you want to know at the moment (as well as Expanded Arcana for spells from your own list) and cast them the next round. Half Elfs even get the requirement feat for EH for free! killed by FAQ

Spell-Capturing Gem
This 5000 GP one use item from Magical Marketplace "steals" spells its owner counterspells and lets you use them latter. This spell is explicitly cast by you, not the original caster, (although at minimum CL) which can make it useful for any spell you'll want to cast once and don't want to spend permanent resources on. Note: Unless you can find a metamagic to apply to it the obvious use, permanency, is stuck at CL9.

Icon of Aspects
From Tears at Bitter Manor this 5,500 GP item lets a cleric change her swap domain powers to a domain she doesn't have while keeping her bonus spells. At higher levels you can essentially combine a domain with good powers and a domain with good spells.

deuxhero
2013-08-08, 12:09 AM
Reserved. Tell me if I missed anything.

grarrrg
2013-08-08, 05:40 PM
Reserved. Tell me if I missed anything.

Agent of the Grave (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/agent-of-the-grave) (PrC)
At 5th level you can add INT-mod number of Necromancy spells to your list.
In fact the ability specifically calls out "necromancy spells that are not normally a part of his class’s spell list".

deuxhero
2013-08-08, 09:43 PM
Added. Thanks.

Erik Vale
2013-08-08, 10:00 PM
Collegiate Arcarnist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/magaambyan-arcanist) adds druid spells for arcane casters.

Also, for the Ioun stone note, in PF you can implant them, that way they are also non visible.

SRD:
Implanted Ioun Stones

Not all the secrets of the ioun stones lie with the Ancients. While the First Humans mastered the intrinsic powers of the stones, uncovering new attributes and binding them to devices, the Second Empire explored the interaction of ioun stones and the mind and body, and in time devised a means of implanting an ioun stone within the flesh. This process, originally believed to be irreversible, protected the ioun stone from harm and theft while still providing its full powers to the owner.

Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.

Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a –5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the owner’s skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the owner’s flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).

Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.

grarrrg
2013-08-08, 10:17 PM
Collegiate Arcarnist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/magaambyan-arcanist) adds druid spells for arcane casters.

He's already got it. It's the Magaambyan Arcanist. But because of copyright and such the SRD (which is NOT affiliated with Paizo) needed to change the name.
Check your link, the url contains "magaambyan-arcanist".

On a related note, Magaambyan Arcanist requires the Spell Mastery (http://www.d20pfsrd.com/feats/general-feats/spell-mastery---final) feat, which has "1st level Wizard" as a prerequisite.
And even the FAQ entry states that allowing it for other prepared arcane classes would only be a "house rule".
So there's that...

avr
2013-08-08, 10:25 PM
Veiled illusionist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/veiled-illusionist) is a PrC worth noting. 1 sorc/wiz illusion spell added to your spell list per level, no caster levels lost. Ideal for clerics of a trickster deity.

Dunno if it counts for your purposes but domain spells, witch patrons, oracle mysteries, sorcerer bloodlines and anything similar I've missed often add off-list spells.

deuxhero
2013-08-08, 11:54 PM
Those were the first thing mentioned...

Adding VI.

Hruken
2013-08-09, 12:11 AM
Hand of the Mage (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hand-of-the-mage) - at will mage hand

Apprentice's Cheating Gloves (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-apprentice-s-cheating) - at will mage hand and prestidigitation

More limited than other options, but worth noting.

Andvare
2013-08-09, 12:40 AM
Samsarans (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-samsaran)' alternate racial trait:


Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

avr
2013-08-09, 01:33 AM
Those were the first thing mentioned...

Adding VI.
Skimming text misses things, my apologies. It looks like Andvare made a similar mistake.

Weapons and armor with the spell storing property and rings of spell storing might qualify for this list.

Another item which may be of use - a cassock of the clergy (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cassock-of-the-clergy) seems to give a spontaneous divine caster any one orison without restrictions on the class list. Depend on how you read it.

Andvare
2013-08-09, 01:40 AM
Skimming text misses things, my apologies. It looks like Andvare made a similar mistake.


It is not a class feature, but a race feature.

avr
2013-08-09, 01:46 AM
And it's already listed under Alternate Racial Traits in the first post.

radionausea
2013-08-09, 03:40 AM
Paragon Surge whilst not technically giving you new spells allows you to choose Expanded Arcana or Improved Eldritch Bloodline (Arcane) as the bonus feat it grants and so is more flexible than taking either of those feats .

It's the most commonly used trick I've seen.

Does the Razmiran Priest archetype's 9th level ability to use their own spell slots to cast from divine spell completion/trigger items count?

deuxhero
2013-08-09, 10:10 AM
I was thinking of giving Razmiran Priest honorable mention, but I couldn't really think of anything else worthy of such.



Hand of the Mage (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hand-of-the-mage) - at will mage hand

Apprentice's Cheating Gloves (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-apprentice-s-cheating) - at will mage hand and prestidigitation

More limited than other options, but worth noting.

Magic items with at will spells are nice, but not really the focus of the guide.

Karoht
2013-08-26, 03:41 PM
Having played a Razmiran Priest Archetype Sorcerer with Paragon Surge, it was pretty awesome.

Cypher Mage Prestige Class gives you some ways to apply your caster level and casting stats and even casting feats to any scroll you cast from. However it is intellect based, so the Sage Archetype for Sorcerers (allows Int for casting instead of Cha) is definitely recommended.
Even if you aren't going to take Cypher Mage, take the feat Cypher Magic, which boosts your caster level by one any time you use a scroll.

While playing an Oracle and using Paragon Surge, if you take the Eldritch Heritage feat, you can Paragon Surge for Improved Eldritch Heritage. If your Bloodline is Arcane, you can grab any 3 Sorcerer spells you want. As a Standard or a Quicken if you really want. All for the low low price of a 3rd level spell slot, or a charge from a wand.


Lost of fun with those two "honorable mentions" :smallbiggrin:

deuxhero
2013-08-27, 12:26 AM
I wouldn't use Sage because it cuts into your UMD score, though I formed that opinion before Pragmatic Activator existed.

Karoht
2013-08-27, 09:40 AM
I wouldn't use Sage because it cuts into your UMD score, though I formed that opinion before Pragmatic Activator existed.Extra skill points from Int.
Also, Razmiran Priest gets bonuses to UMD. So does Arcane Savant (gets to take 10) and Cypher Mage if I remember correctly. You won't need UMD for any arcane objects, so the bonus for Divine item activation with UMD is perfect. Notice also that Razmiran Priest gets all divine, not just the Cleric list.
And eventually, the UMD DC will cap out, unless you are dealing with really specific items (IE-Alignment restricted, class restricted, stuff that shouldn't come up all that often). Remember, Razmiran Priest Archetype (AKA False Priest on pathfindersrd.com) is mostly going to deal with scrolls.

Between Razmiran Priest and Paragon Surge, I had everyone at my table convinced that I was a Cleric with an obscure set of domains. Good times that.

deuxhero
2013-08-28, 01:28 AM
Added Sahir-Afiyun (and have done a bunch of unmentioned stuff before the last update)

grarrrg
2014-04-16, 09:16 AM
Natural Alchemist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/natural-alchemist) gives Arcanes (and to a much lesser extent, Alchemists) the ability to Spontaneously cast Cure spellsExtracts, and Breath of Life.

deuxhero
2014-04-19, 07:29 AM
Oh right, I forgot about that class (partially on purpose I think...), but I'll add it because it only adds spells (Except Breath of Life, which you can't use 99% of the time because full round action+range...) to the mediocre (instead of horrible) arcane caster entry.

Also added the much less horrible Shade of the Woodlands after finding it during the downtime and just remembering about it.

Jack_Simth
2014-04-19, 09:01 AM
Shadow X/Shades line
Shadow Conjuration and Shadow Evocation let you duplicate spells from the Sorcerer/Wizard list, which is great for any Bard, Darkness domain cleric, Shadow Witch or anyone who got these spells from something else in this guide (Shadow Conjuration is a great choice for anything in this guide that allows you to take). Unlike 3.5, Shades no longer require the spell mimicked be on the Sorcerer/Wizard list nor even arcane and is useful even to them.
Oh. Hmm. Are Heal and Resurrection still Conjouration(Healing) in Pathfinder? Checking... yep. As is Restoration and it's Greater counterpart. So a high-level Sorcerer in Pathfinder can not only bring people back from the dead as a standard action, but can even get rid of the level loss the next round. Rather flexible spell, that. Of course, the percentage reality does beg a few questions... hopefully when you're using the spell for beneficial means, the target voluntarily gives up his save. Hmm. Does that mean that an opponent can, if they make a will save, have a 20% chance of treating the target as still dead?

grarrrg
2014-04-19, 09:40 AM
Oh right, I forgot about that class (partially on purpose I think...), but I'll add it because it only adds spells (Except Breath of Life, which you can't use 99% of the time because full round action+range...) to the mediocre (instead of horrible) arcane caster entry.

It is quite meh, but it potentially has potential on an arcane caster. Maybe...
May want to add a small blurb "Alchemists can gain Breath of Life (but I'd advise you not to)".


Also added the much less horrible Shade of the Woodlands after finding it during the downtime and just remembering about it.

WOW that thing is kinda poorly written.
If it wasn't for the Flavor text and the "(not just your Druid spells)" I wouldn't even know it was 'Druids only'.
And how the Flavor mentions "carrying the creepy-doll with you", but, as pointed out, there is pretty much nothing stopping you from just digging a hole and hiding it somewhere.

On the bright side, there's now another way for Druids to enter the Agent of the Grave PrC.

deuxhero
2014-04-19, 06:07 PM
Well it says add the spells to your druid list, so that part is kinda clear...

And "another"? Are you referring to Mystic Past Life or did I miss something?

grarrrg
2014-04-19, 07:34 PM
And "another"? Are you referring to Mystic Past Life or did I miss something?

Blight Druid (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/blight-druid) archetype has access to the Death Domain, which gives Animate Dead as 3rd level spell.
Granted, 1/day Animate Dead doesn't scream "minion master", but it counts enough to get into Agent of the Grave.

And yeah, a bunch of the other stuff in the guide works too, but archetypes are pretty straight-forward.

deuxhero
2014-04-19, 09:34 PM
Forgot Druid archetypes gave you different domains. Suppose I'll that tidbit as it's getting it from another class.

Oneris
2014-05-20, 01:23 AM
Hexcrafter Magus (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/hexcrafter) gets all spells with the curse descriptor added to their magus spell list.

I believe you get 20 from the Core rulebook + APG + UM + UC alone, as well as all the [curse] spells from any other books, and any future spells as well.

deuxhero
2014-05-20, 01:37 AM
How could I have forgotten that! Thanks.

weckar
2014-06-18, 01:33 PM
Technically Sahir-Afiyun doesn't let you cast the spells, it just puts them on your spell list. You still need to spend spells known on them.

grarrrg
2014-06-18, 09:17 PM
Technically Sahir-Afiyun doesn't let you cast the spells, it just puts them on your spell list. You still need to spend spells known on them.

:smallannoyed: That is the pickiest of nits I have ever seen. Also, you may have missed it, but a good number of other things in this guide "only" add spells to your list.
"It only puts it on your Spell List, not your Known"...really? Is that really that much of a hurdle to overcome?
At the very least just having on your List lets you bypass the majority of UMD checks (if not all UMD checks) to use a Scroll of the spell.

deuxhero
2014-06-18, 10:43 PM
Added a note on that, as I noted a few other times when you had to get something as a spell known separately and I might as well.

Also added a pair of things from Undead Slayer's Handbook

grarrrg
2014-06-22, 09:52 PM
Kinda funny how the older something is the more likely you are to miss it...

Daivrat (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/daivrat#TOC-Spell-Fetch-su-) gains "Spell Fetch" at 2nd level.
They can get any 3rd level (or lower) spell 'temporarily' added to their Known/Spellbook (1/day, 10 minutes, gain access to spell for 24 hours).
If the spell is on your list, it counts as one level higher. Two levels higher if it is not on your list.
5th class level you can grab any 6th or lower, 8th class level any 8th or lower.
Earliest entry is level 8 (skills)

deuxhero
2014-06-23, 06:59 PM
Neat.

I'm actually pretty impressed that the knowledge ranks actually do match up to identifying the creatures you can identify in the description even for a 7 intelligence human sorcerer (and the 3 skills makes it take a lot of effort to enter as a 5 intelligence one).

Dalebert
2014-08-25, 01:45 PM
Cracked Orange Prism only appears to let you have an extra spell known or prepared of 0th level. It doesn't appear to give access to cross-list spells. Am I misunderstanding? I'm taking it to mean that spontaneous casters get one extra 0th level spell known and prepared casters can prepare one extra 0th level spell.

deuxhero
2014-08-25, 05:26 PM
It's a bit of a weird one. It's the only thing besides Eldritch Heritage that FAQ targeted.

As the FAQ is written, it gets rid of it for spontaneous casters (as knowing a spell without it on your class list does nothing) but keeps it for prepared casters (It adds it to your "spells prepared", which the FAQ doesn't touch on at all)

Darkholme
2014-09-25, 12:48 AM
Isn't the Spell Research mechanic (UC) (http://www.d20pfsrd.com/gamemastering/other-rules/downtime#TOC-Research-a-Spell) the easiest method to add off-list spells to your list? As a side-bonus, they don't take up slots known; you just have an additional spell-known.

Also, You should probably note that for Paragon Surge, the extra spells trick only works once per day. If you cast it again that same day, you get the same feat with all of the same selections you did the first time you cast it.

deuxhero
2014-10-12, 10:54 PM
I forgot to remove that when the FAQ hit, it just plain old doesn't work anymore.

Spell research is part of a variant rule set, but I'll mention it (and mention it in the dysfunctional rules collection thread, because it doesn't have the "Cantrips are level 1/2 for this" bit most things based on multiples of spell level do).

Raven777
2014-10-12, 11:13 PM
The 4th level Wizard/Sorcerer spell Monstrous Physique II (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i) allows one to hijack a Doppelganger's Mimicry ability (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/doppelganger), which is strictly better than the entire Use Magic Device skill. Just thought this would be useful information.

felinoel
2014-10-21, 03:30 PM
My DM hates it when people do stuff he doesn't understand but fits the rules, I guess that is what you get when your entire game system is built on not allowing DMs freedom to craft their own campaigns, but anyways this will be fun to mess with him with for my alchemist... hmmmm time to peruse and thanks for this list!

grarrrg
2014-10-21, 08:04 PM
this will be fun to mess with him with for my alchemist

Not to burst your bubble, but practically the entire list is worthless for Alchemists, as they are not actually "casters", and they do not count as 'arcane' nor as 'divine'. So...yeah...

Kitsuneymg
2014-10-28, 06:29 PM
The 4th level Wizard/Sorcerer spell Monstrous Physique II (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i) allows one to hijack a Doppelganger's Mimicry ability (http://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/doppelganger), which is strictly better than the entire Use Magic Device skill. Just thought this would be useful information.

Hate to rain on your parade


A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

Unless they've done stuff like the old 3.5 savage progression stuff, this is going to be 0 for PCs, so RAW you'll need to make Caster Level checks, as this ability explicitly sets your caster level to 0. So your 7th level wizard has to make check to cast mage armor from a scroll now. This also gets into the "CL 0 vs no CL" and paladins/rangers/bloodragers using scrolls before 4th level. Personally, I've never allowed that as, IMO, no CL/CL <1 means you aren't a caster regardless of having a list associated with you or not. Since I can't find an FaQ on either case, YMMV.

Raven777
2014-10-28, 08:40 PM
Awww, this looked too good to be true.

Erik Vale
2014-10-28, 08:51 PM
Hate to rain on your parade



Unless they've done stuff like the old 3.5 savage progression stuff, this is going to be 0 for PCs, so RAW you'll need to make Caster Level checks, as this ability explicitly sets your caster level to 0. So your 7th level wizard has to make check to cast mage armor from a scroll now. This also gets into the "CL 0 vs no CL" and paladins/rangers/bloodragers using scrolls before 4th level. Personally, I've never allowed that as, IMO, no CL/CL <1 means you aren't a caster regardless of having a list associated with you or not. Since I can't find an FaQ on either case, YMMV.

I'd like to point out that normal races do have RHD. 1. They then replace this with a NPC/PC class level.

Secret Wizard
2015-04-22, 02:16 PM
Nice guide! Missing the Dirge Bard tho.

Psyren
2015-04-22, 10:37 PM
Unless they've done stuff like the old 3.5 savage progression stuff, this is going to be 0 for PCs, so RAW you'll need to make Caster Level checks, as this ability explicitly sets your caster level to 0. So your 7th level wizard has to make check to cast mage armor from a scroll now. This also gets into the "CL 0 vs no CL" and paladins/rangers/bloodragers using scrolls before 4th level. Personally, I've never allowed that as, IMO, no CL/CL <1 means you aren't a caster regardless of having a list associated with you or not. Since I can't find an FaQ on either case, YMMV.

Even if you go with this reading, you only have to make CL checks for spell completion items, i.e. scrolls. Wands don't care what your caster level is, and staves don't care either unless it's higher than that of the stave itself, so you are free to use both of these without any checks.

deuxhero
2015-05-11, 10:59 PM
Nice guide! Missing the Dirge Bard tho.

So I have. Didn't notice that because it's buried in another ability.

Seth Phoenix
2020-05-11, 09:18 PM
Magaambyan Arcana, a human only trait allows access to a cleric or druid spell