Blood Money tweak


Homebrew and House Rules


I have read about the problems with Blood Money and don't want to rehash those here. Instead, I would like to get people's opinion of possible abuses of Blood Money if the text of the spell were changed to include (changes in italics):

When you cast another spell in that same round with a casting time of one standard action...

...plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). A character can create a component worth up to 100gp/level.


You can still literally print money by using it with Fabricate.

The biggest way to level it out would be to somehow force the player to use their own baseline ability scores, without items/spells/etc.


Doesn't Fabricate have a minimum casting time of 1 round?


It doesn't specifically say so, though clarifying what percentage of a round is a standard action is a mess.

On the flip side, this ruins using the spell for things like restoration (takes 3 rounds) or raise dead (takes a full minute). I mean, the measure of blood money comes down to whether or not you think it's an okay spell. Either it is, and you can use it for whatever and have a gentleman's agreement to not create a gold farm or it isn't.

I mean, with all the methods of magical gold farming out there, blood money doesn't seem like a major shift in the paradigm.


boring7 wrote:

It doesn't specifically say so, though clarifying what percentage of a round is a standard action is a mess.

That's easily fixed with a house rule making Fabricate's minimum casting time 1 round. :)


If you really, really want to. Then the wizard just goes back to Wall of Stone -> Expensive artistic statues or copse of trees -> big ol' longboat. May not be as fast as literally conjuring up gold from nothing, but money is money and you can always magic your way into cash. Even if all you do is blood money -> Masterwork transformation.

And I maintain there are some RAI spells out there that should work with blood money but take a full round or more to cast. Permanency, any of the witch healing spells, scrying, glyph of warding, sepia snake sigil, Fire trap, and more.

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