Bonus Spells Pathfinder calculation
How does Pathfinder calculate bonus spells? Spellcasters receive bonus spell slots in Pathfinder for high casting abilities with most in-game effects of abilities. The modifier for the appropriate ability determines these bonuses
- Intelligence for assassins, beguilers, monster hunters, war mages, and wizards.
- Wisdom for 5e blackguards, clerics, druids, paladins, rangers, and voodan.
- Charisma for bards, hex blades, and sorcerers.
The caster necessity has spell slots of that level underclass level to receive a bonus spell slot of a proffered level. For this purpose, they are having “0” spell slots counts (but owning “-” spell slots does not).
As a customary rule, the number of Pathfinder bonus spell slots of a given level is (modifier − spell level)/4 + 1, rounded down. There are never bonus spell slots for cantrips (level 0 spells).
Wizard ability modifier
Someone gets one bonus spell per day of any level equal to or less than his Intelligence. A +4 bonus, for instance, gives a bonus fourth, third, second, and first-level spell.
Then use that modifier minus four, and do it again. For instance, a wizard with a +6 modifier gains one bonus spell for each spell level from one to six. Then you get that same modifier, 6, and subtract 4, leaving you with a +2 modifier. The +2 gives the wizard a bonus second and first level spell.
( ( Int – Spell Level ) / 4 ) + 0.5 = Bonus spells
For that to work, you always need to round to the nearest whole number.
It is critical to note that you don’t gain the bonus spells until you are of a high enough level to cast that spell.
So as a 1st level sorcerer, you would get your two first-level bonus spells. Once you arrive at level 4, and thus the ability to cast 2nd level spells, you might then gain your level 2 bonus spell.
Abilities and Spellcasters
The ability to govern bonus spells depends on your character’s type of spellcaster:
- Intelligence for wizards
- Wisdom for clerics, druids, and rangers
- Charisma for bards, paladins, and sorcerers
In addition to spawning a high ability score, a spellcaster should be of a high sufficient class level to cast spells of a given spell level. Observe the class descriptions in Classes for details.
Ability Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | –5 | Can’t cast Spells tied to the ability | |||||||||
2–3 | –4 | Can’t cast Spells tied to the ability | |||||||||
4–5 | –3 | Can’t cast Spells tied to the ability | |||||||||
6–7 | –2 | Can’t cast Spells tied to the ability | |||||||||
8–9 | –1 | Can’t cast Spells tied to the ability | |||||||||
10–11 | 0 | — | — | — | — | — | — | — | — | — | — |
12–13 | 1 | — | 1 | — | — | — | — | — | — | — | — |
14–15 | 2 | — | 1 | 1 | — | — | — | — | — | — | — |
16–17 | 3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
18–19 | 4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
20–21 | 5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
22–23 | 6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
24–25 | 7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
26–27 | 8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
28–29 | 9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30–31 | 10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32–33 | 11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34–35 | 12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36–37 | 13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38–39 | 14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40–41 | 15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42–43 | 16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44–45 | 17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
The Abilities
Strength (Str)
Strength measures muscle and physical power. This ability is essential for those who engage in hand-to-hand (or “melee”) combat, such as fighters, monks, paladins, and some rangers. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures (such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks. You apply your character’s Strength modifier to:
Melee attack rolls
Damage rolls when using melee weapons, composite bows, or thrown weapons.
- Athletics skill checks.
- The carrying capacity 5e.
Strength checks (for busting down doors and the like).
Exceptions: Off-hand attacks receive only half the character’s Strength bonus, while two-handed attacks receive 1.5 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.
Dexterity (Dex)
Dexterity measures agility, reflexes, and balance. That ability is the most significant one for rogues, but it’s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow. A character with a Dexterity score of 0 cannot move and is effectively immobile (but not unconscious). You apply your character’s Dexterity modifier to:
- Ranged attack rolls 5e and many ranged spell attacks like a scorching ray of searing light.
- Melee attack rolls if combined with the Weapon Finesse feat and weapon with the Finesse Wielding trait.
- Melee damage rolls if the character has the Rogue Finesse Training feature or Fencing Grace feat.
- Armor Class (AC), provided that the character can react to the attack.
- Reflex saving throws for avoiding fireballs and other attacks that you can escape by moving swiftly.
Mobility, Trickery, and Stealth skill checks
Constitution (Con)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is essential for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead. You apply your character’s Constitution modifier to:
Hitpoints gained per level 5e.
Fortitude saving throws for holding poison, disease, and similar threats.
Suppose a character’s Constitution score changes sufficient to alter their Constitution modifier 5e. Its hit points also increase or decrease accordingly.
Intelligence (Int)
Intelligence defines how well your character learns and reasons. The ability is important for wizards because it influences their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Each creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is unconscious. Some animals do not control an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks. You utilize your character’s Intelligence modifier to:
The number of skill points earned at each level. Note: Intelligence-related skill progression is a half average level in Pathfinder: Kingmaker due to fewer skills achieved than the tabletop game.
Knowledge (Arcana) & Knowledge (World) skill checks
Wizards, Magi 5e, and Alchemists gain bonus spells based on their Intelligence score. The minimum Intelligence score needed to cast a wizard, magus, or alchemist spell is 10 + the spell’s level.
Wisdom (Wis)
Wisdom represents a character’s willpower, common sense, awareness, and intuition. Wisdom is the most crucial ability for clerics, druids, and inquisitors, and it is also vital for monks and rangers. Suppose you want your character to have acute senses. You may put a high score in Wisdom. Each creature has a Wisdom score. A character with a Wisdom score of 0 is ineffective of rational thought and is unconscious. You utilize your character’s Wisdom modifier to:
Will saving throws (for negating the effects of charm person and other spells).
Lore (Nature), Lore (Religion), and Perception skill checks
Clerics, druids, inquisitors, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast these classes’ spells is 10 + the spell’s level.
Charisma (Cha)
Charisma tests a character’s personality, personal attraction, ability to lead, and appearance. It is the essential ability for paladins, sorcerers, and bards. It is also vital for clerics since it influences their ability to channel energy. For undead creatures, Charisma is a test of their unnatural “lifeforce.” Every beast has a Charisma score. A character with a Charisma score of 0 cannot use himself in any way and is unconscious. You utilize your character’s Charisma modifier to:
Checks that represent attempts to persuade others
Channel energy DCs for clerics and paladins trying to harm undead foes.
Persuasion and Use Magic Device skill checks
Bards, paladins, and sorcerers achieve several Pathfinder bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell’s level.
Ability Modifiers
An ability modifier 5e is a number representing how much an ability score affects the game. Often, that involves adding the modifier to a die roll, such as an attack roll, saving throw, or skill check. A positive modifier is called a bonus, and a negative modifier is called a penalty.
The modifier for a given ability is +1 for every 2 points above 10. It is in that ability score (or -1 for every 2 points below 11). Mathematically, the modifier is (score − 10) / 2, rounded down. For example, an ability score of 14 corresponds to an ability modifier of +2, while nine corresponds to -1.
Modifiers are modified retroactively by level if their pertinent ability scores are altered.
Summary of Pathfinder bonus spells
Permanent Bonuses: Ability bonuses with a duration greater than one day improve the relevant ability score after 24 hours. Modify all skills and statistics linked to that ability. That might cause you to gain skill points, hit points, and other bonuses. These bonuses should be recorded separately in case they are removed.
Ability Drain: Ability drain reduces the relevant ability score. Modify all skills and statistics related to that ability. That might produce you to lose skill points, hit points, and other bonuses.
You only get the bonus spells in Pathfinder if your class level grants you access to those spell levels. You can’t yet use them for lower-level spells. Look at page 16, Abilities and Spellcasters section: “In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. “
For illustration, a 1st-level wizard with 18 Intelligence has (according to table 1–3: Ability Modifiers and Bonus Spells) 1 bonus spell at spell levels 1, 2, and 3. However, he may only use the 1st-level bonus spell because, as a 1st-level wizard, he only has entrees to 1st-level spells (his class-based number of 2nd- and 3rd-level spells per day are “—,” meaning “no access to spells of this level”). As soon as he becomes a 3rd-level wizard, he obtains access to his 2nd-level spell slots and can use that bonus 2nd-level spell slot from his high Intelligence, and likewise for 3rd-level spells and bonus spells at wizard level 5.
Getting extra bonus spells in Pathfinder
You can get extra bonus spells if you have an item that increases the ability score that dictates your spellcasting. To get the additional bonus spell in pathfinder, you must wear the item while resting to regain spells and all through your initial daily preparations for spellcasting. (Even characters who do not prepare spells need to consider a little while at the beginning of the day; see Daily Readying of attacks under the Sorcerers and bards section of Chapter 10 in the Player’s Handbook.) Suppose you miss the item. You immediately lose the bonus spell slots the item gave you, starting with any uncast spells you have of the appropriate levels. Ignore the columns for higher-level spells on table 1–3: Ability Modifiers and Bonus Spells until your class gives access to those spell levels. That is all about Bonus Spells Pathfinder.
Bonus Spells Pathfinder calculation
How does Pathfinder calculate bonus spells? Spellcasters receive bonus spell slots in Pathfinder for high casting abilities with most in-game effects of abilities. The modifier for the appropriate ability determines these bonuses
- Intelligence for assassins, beguilers, monster hunters, war mages, and wizards.
- Wisdom for 5e blackguards, clerics, druids, paladins, rangers, and voodan.
- Charisma for bards, hex blades, and sorcerers.
The caster necessity has spell slots of that level underclass level to receive a bonus spell slot of a proffered level. For this purpose, they are having “0” spell slots counts (but owning “-” spell slots does not).
As a customary rule, the number of Pathfinder bonus spell slots of a given level is (modifier − spell level)/4 + 1, rounded down. There are never bonus spell slots for cantrips (level 0 spells).
Wizard ability modifier
Someone gets one bonus spell per day of any level equal to or less than his Intelligence. A +4 bonus, for instance, gives a bonus fourth, third, second, and first-level spell.
Then use that modifier minus four, and do it again. For instance, a wizard with a +6 modifier gains one bonus spell for each spell level from one to six. Then you get that same modifier, 6, and subtract 4, leaving you with a +2 modifier. The +2 gives the wizard a bonus second and first level spell.
( ( Int – Spell Level ) / 4 ) + 0.5 = Bonus spells
For that to work, you always need to round to the nearest whole number.
It is critical to note that you don’t gain the bonus spells until you are of a high enough level to cast that spell.
So as a 1st level sorcerer, you would get your two first-level bonus spells. Once you arrive at level 4, and thus the ability to cast 2nd level spells, you might then gain your level 2 bonus spell.
Abilities and Spellcasters
The ability to govern bonus spells depends on your character’s type of spellcaster:
- Intelligence for wizards
- Wisdom for clerics, druids, and rangers
- Charisma for bards, paladins, and sorcerers
In addition to spawning a high ability score, a spellcaster should be of a high sufficient class level to cast spells of a given spell level. Observe the class descriptions in Classes for details.
Ability Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | –5 | Can’t cast Spells tied to the ability | |||||||||
2–3 | –4 | Can’t cast Spells tied to the ability | |||||||||
4–5 | –3 | Can’t cast Spells tied to the ability | |||||||||
6–7 | –2 | Can’t cast Spells tied to the ability | |||||||||
8–9 | –1 | Can’t cast Spells tied to the ability | |||||||||
10–11 | 0 | — | — | — | — | — | — | — | — | — | — |
12–13 | 1 | — | 1 | — | — | — | — | — | — | — | — |
14–15 | 2 | — | 1 | 1 | — | — | — | — | — | — | — |
16–17 | 3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
18–19 | 4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
20–21 | 5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
22–23 | 6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
24–25 | 7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
26–27 | 8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
28–29 | 9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30–31 | 10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32–33 | 11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34–35 | 12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36–37 | 13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38–39 | 14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40–41 | 15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42–43 | 16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44–45 | 17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
The Abilities
Strength (Str)
Strength measures muscle and physical power. This ability is essential for those who engage in hand-to-hand (or “melee”) combat, such as fighters, monks, paladins, and some rangers. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures (such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks. You apply your character’s Strength modifier to:
Melee attack rolls
Damage rolls when using melee weapons, composite bows, or thrown weapons.
- Athletics skill checks.
- The carrying capacity 5e.
Strength checks (for busting down doors and the like).
Exceptions: Off-hand attacks receive only half the character’s Strength bonus, while two-handed attacks receive 1.5 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.
Dexterity (Dex)
Dexterity measures agility, reflexes, and balance. That ability is the most significant one for rogues, but it’s also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow. A character with a Dexterity score of 0 cannot move and is effectively immobile (but not unconscious). You apply your character’s Dexterity modifier to:
- Ranged attack rolls 5e and many ranged spell attacks like a scorching ray of searing light.
- Melee attack rolls if combined with the Weapon Finesse feat and weapon with the Finesse Wielding trait.
- Melee damage rolls if the character has the Rogue Finesse Training feature or Fencing Grace feat.
- Armor Class (AC), provided that the character can react to the attack.
- Reflex saving throws for avoiding fireballs and other attacks that you can escape by moving swiftly.
Mobility, Trickery, and Stealth skill checks
Constitution (Con)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is essential for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead. You apply your character’s Constitution modifier to:
Hitpoints gained per level 5e.
Fortitude saving throws for holding poison, disease, and similar threats.
Suppose a character’s Constitution score changes sufficient to alter their Constitution modifier 5e. Its hit points also increase or decrease accordingly.
Intelligence (Int)
Intelligence defines how well your character learns and reasons. The ability is important for wizards because it influences their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Each creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is unconscious. Some animals do not control an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks. You utilize your character’s Intelligence modifier to:
The number of skill points earned at each level. Note: Intelligence-related skill progression is a half average level in Pathfinder: Kingmaker due to fewer skills achieved than the tabletop game.
Knowledge (Arcana) & Knowledge (World) skill checks
Wizards, Magi 5e, and Alchemists gain bonus spells based on their Intelligence score. The minimum Intelligence score needed to cast a wizard, magus, or alchemist spell is 10 + the spell’s level.
Wisdom (Wis)
Wisdom represents a character’s willpower, common sense, awareness, and intuition. Wisdom is the most crucial ability for clerics, druids, and inquisitors, and it is also vital for monks and rangers. Suppose you want your character to have acute senses. You may put a high score in Wisdom. Each creature has a Wisdom score. A character with a Wisdom score of 0 is ineffective of rational thought and is unconscious. You utilize your character’s Wisdom modifier to:
Will saving throws (for negating the effects of charm person and other spells).
Lore (Nature), Lore (Religion), and Perception skill checks
Clerics, druids, inquisitors, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast these classes’ spells is 10 + the spell’s level.
Charisma (Cha)
Charisma tests a character’s personality, personal attraction, ability to lead, and appearance. It is the essential ability for paladins, sorcerers, and bards. It is also vital for clerics since it influences their ability to channel energy. For undead creatures, Charisma is a test of their unnatural “lifeforce.” Every beast has a Charisma score. A character with a Charisma score of 0 cannot use himself in any way and is unconscious. You utilize your character’s Charisma modifier to:
Checks that represent attempts to persuade others
Channel energy DCs for clerics and paladins trying to harm undead foes.
Persuasion and Use Magic Device skill checks
Bards, paladins, and sorcerers achieve several Pathfinder bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell’s level.
Ability Modifiers
An ability modifier 5e is a number representing how much an ability score affects the game. Often, that involves adding the modifier to a die roll, such as an attack roll, saving throw, or skill check. A positive modifier is called a bonus, and a negative modifier is called a penalty.
The modifier for a given ability is +1 for every 2 points above 10. It is in that ability score (or -1 for every 2 points below 11). Mathematically, the modifier is (score − 10) / 2, rounded down. For example, an ability score of 14 corresponds to an ability modifier of +2, while nine corresponds to -1.
Modifiers are modified retroactively by level if their pertinent ability scores are altered.
Summary of Pathfinder bonus spells
Permanent Bonuses: Ability bonuses with a duration greater than one day improve the relevant ability score after 24 hours. Modify all skills and statistics linked to that ability. That might cause you to gain skill points, hit points, and other bonuses. These bonuses should be recorded separately in case they are removed.
Ability Drain: Ability drain reduces the relevant ability score. Modify all skills and statistics related to that ability. That might produce you to lose skill points, hit points, and other bonuses.
You only get the bonus spells in Pathfinder if your class level grants you access to those spell levels. You can’t yet use them for lower-level spells. Look at page 16, Abilities and Spellcasters section: “In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. “
For illustration, a 1st-level wizard with 18 Intelligence has (according to table 1–3: Ability Modifiers and Bonus Spells) 1 bonus spell at spell levels 1, 2, and 3. However, he may only use the 1st-level bonus spell because, as a 1st-level wizard, he only has entrees to 1st-level spells (his class-based number of 2nd- and 3rd-level spells per day are “—,” meaning “no access to spells of this level”). As soon as he becomes a 3rd-level wizard, he obtains access to his 2nd-level spell slots and can use that bonus 2nd-level spell slot from his high Intelligence, and likewise for 3rd-level spells and bonus spells at wizard level 5.
Getting extra bonus spells in Pathfinder
You can get extra bonus spells if you have an item that increases the ability score that dictates your spellcasting. To get the additional bonus spell in pathfinder, you must wear the item while resting to regain spells and all through your initial daily preparations for spellcasting. (Even characters who do not prepare spells need to consider a little while at the beginning of the day; see Daily Readying of attacks under the Sorcerers and bards section of Chapter 10 in the Player’s Handbook.) Suppose you miss the item. You immediately lose the bonus spell slots the item gave you, starting with any uncast spells you have of the appropriate levels. Ignore the columns for higher-level spells on table 1–3: Ability Modifiers and Bonus Spells until your class gives access to those spell levels. That is all about Bonus Spells Pathfinder.