So I understand that until you get your first magical staff. you make do with the makeshift one you created.
Questions:
- Do you have to have to expend a spell slot in order to cast cantrips from the makeshift staff? The linked rule says you don’t have to expend any charges, which seems to imply that the staff must have a charge in order to cast any cantrips.
- I assume that once you add the cantrip and 1st-level spell to the staff they can never be changed. The text on page 142 of the APG doesn’t say that you can, but I’m new so don’t know if there’s some other text elsewhere that allows this.
- If true, and considering that these spells can never be changed, I’m thinking of Shield and Mage Armor as my spells. However reading through spells True Strike also seems to be a good option. Although not sure how good that would be for my Illusionist specialist (with Enchantment as other spells I’m focusing on). Thoughts?
Thanks in advance for any guidance you may have!
Befuddle has a Duration listed on the spell of 1 round! So next turn, when your turn starts, it would go away.
Thank you for that link! However in that link/description I’m still a bit confused by:
So in the case of befuddle, since the clumsy and stupefied conditions don’t give a duration, they’re with the creature until removed in some other manner?
Compare that with Painful Vibrations:
So in those examples it would seem that sickened is with the creature until they retch a successful Fortitude save, or otherwise have the condition removed. But deafened is for the listed duration, and will eventually clear on its own?
If I’m understanding that correctly then thank you for your guidance! This is such an amazing game.
So with befuddle, because the spell itself notes a duration (this being one round) the spell only lasts until the start of your next turn.
I like painful vibrations as an example, because its a “damage spell” without being a basic save, although it functions very similarly to one.
You’ll note that different from Befuddle’s spell entry, Painful Vibrations has no noted duration, because it is instantaneous. Your conditions that could be applied based on their save results have a specific duration in this case however, because they are separate from the damage done by the spell (which happens and ends during the spell cast). So in the case of painful vibrations, you cast it and they critically fail, you roll your damage, they become sickened 2 until they spend an action to retch (or some other mechanic to rid themselves of a point or two of sickened) and are deafened for 1 minute.
Where the same cast of befuddle still, no matter how badly they flub the save is still a 1 round duration no matter what. That said, despite it’s short duration, it is extremely potent as a spell. Especially for it’s cost when put on a staff. You, in that round, can capitalize on it much less than your allies can offensively, but it is also a great defense against a caster - though they typically have better will saves. Even if they get a success they are casting at a lower DC, lower spell attack and have a chance to just completely waste the spell they were casting.
EDIT: For an example of a longer-lasting Befuddle-like spell, look at Touch of Idiocy.
Thank you! So to solidify this in my bean, I mean brain, with befuddle if they critically fail their save they’re clumsy 3, stupefied 3, and confused only until the start of my next turn? Or is the 1 round until the start of their next turn? Then all conditions cease to affect the target.
Damn, ToI is brutal! Thanks.
Success, Failure or Critical Failure those conditions from Befuddle last until the start of your turn, not the enemies turn.
Thanks!