
venkelos2015 |
So, I will be running a little game soon, and have an interesting bunch of players/characters. One of them, a monk, wants to spend their starting money on getting a spell permaneced on him, where everyone else is buying weapons, armor, and whatnot. I think it'll be Magic Fang, but I'm not sure. Whether letting the monk become a walking flurry of Holy Avenger is a great idea, or not, is not the big issue; what I'm looking for is how much should my NPC wizard charge to perform the service? I'm not in front of my book, at present, but Permanency is a rather up there spell, and a special one, too. What might be a good going rate for it? Thanks all, and please have a good one?

shadowkras |

The material cost to cast a permanent magic fang is 2500 gp.
As for spellcasting services, it costs Caster level × spell level × 10 gp. Being a 7th level spell, Permanency would cost 910 gp and require a 13th level wizard available on your settlement (not that common).
You would have to find someone to cast the Magic Fang spell though (druid 1, ranger 1, summoner 1, etc) Which would cost another 10 gp.
So, at least 3410 gp for permanency and 10 gp for magic fang.

Claxon |
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Permanency is a 5th level spell. But it's sorcerer/wizard only, though I think a cleric with the right domain can grab it. Which means minimum caster level 9. Shadowkras' values are off.
The other complication is that magic fang is ranger, druid, summoner only (people who can't cast permanency).
Which means a wand or scroll and UMD will be required.

Nox Aeterna |

Permanency is a 5th level spell. But it's sorcerer/wizard only, though I think a cleric with the right domain can grab it. Which means minimum caster level 9. Shadowkras' values are off.
The other complication is that magic fang is ranger druid only.
Which means a wand or scroll and UMD will be required.
Wouldnt it be easier to just have 2 casters instead of one?
I thought one could just buff and then someone could make said buff permanent.

Jeraa |

Claxon wrote:Permanency is a 5th level spell. But it's sorcerer/wizard only, though I think a cleric with the right domain can grab it. Which means minimum caster level 9. Shadowkras' values are off.
The other complication is that magic fang is ranger druid only.
Which means a wand or scroll and UMD will be required.
Wouldnt it be easier to just have 2 casters instead of one?
I thought one could just buff and then someone could make said buff permanent.
A strict reading of the spell indicates that both the base spell and the permanency must be cast by the same person.
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.

DM_Blake |

Nox Aeterna wrote:Claxon wrote:Permanency is a 5th level spell. But it's sorcerer/wizard only, though I think a cleric with the right domain can grab it. Which means minimum caster level 9. Shadowkras' values are off.
The other complication is that magic fang is ranger druid only.
Which means a wand or scroll and UMD will be required.
Wouldnt it be easier to just have 2 casters instead of one?
I thought one could just buff and then someone could make said buff permanent.
A strict reading of the spell indicates that both the base spell and the permanency must be cast by the same person.
Quote:This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.
Strictly speaking, it doesn't say who casts the Permanency spell.
So if we want to read it pedantically, YOU must cast the Magic Fang and then follow it with the Permanency spell cast by anyone who can cast it.
And for the purpose of reading it that way, "YOU" is defined as the druid who casts the Magic Fang on the OP's monk, and then it is followed by the Permanency cast by a friendly local wizard (for a fee, no doubt).

venkelos2015 |
Thank you, everyone. For the purposes of the act, I might just have him buy a scroll of Magic Fang, and have the shop-wizard plot device it that he transfers the magic to the monk, or something, and then does permanency; on the whole, it isn't going to hurt my feelings if I cheat this one thing, and it never comes up, again. I suppose he just wants to be cool, like the rest, who will have magic gear, trinkets, and stuff. I think Monks are often that enough, without gear, but I'm open to allowing it, this time, as a test. Knowing how much they'd need to pay the wizard, to figure it out of the starting gold, was the biggie. Again, thanks everyone for helping me out. ;)
I think the end plan will involve paying a wizard x gp to have the power of a potion of +5 greater magic fang made permanent on him and then he'll wrap up with an amulet of mighty fist containing the holy enchantment. I'm going to peruse books later tonight, and make sure I'm not doing something dumb, but it's a 9th level game, and I surmise the wizard, the magus, and the rogue, and the ranger will try for their own silliness, so we'll see.

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This works, and saves some gold on an amulet, but he would be better off getting an amulet of mighty fists in the long run. Getting hit by a dispel effect will effectively sunder his weapon permanently with no way to cast mending, wasting all the gold spent on casting the spell and paying for permanency.

Hogeyhead |

It depends on what level he starts at, and how much gold he starts with whether or not this is a good idea, but it -can- be absolutely fantastic.
Because it will be done before the game starts it really doesn't matter how he gets it done, it just gets done and he fills in the details.
What I would do instead is permanency one time greater magic fang.
Lets say in his back story he does a favor for a 20th level druid, who in exchange grants him a small boon, he casts greater magic fang on him. (4x20x10=800gp reduced from starting gold because he still needs to pay with starting gold) he see's an opportunity here and he rushes to the nearest town before 20 hours has passed (the duration of the spell) he finds a wizard who can cast permanency and he has about 30 minutes to spare. He pays the wizard to permanency the spell (5x9x10=450+7500=7950) and the spell is permenant. Now he has +5 to all of his attacks as he can flurry with just one limb doing all of his attacks) This all costs less than 10000gp (it costs in fact 8750gp)
And now profit: well now he has a neck slot that he can play around with. He could equip an amulet of natural armor, but barkskin covers that. Why not an amulet of mighty fists with abilities on it? Just one or two won't be super expensive and he can wait till after character creation to get it done if he only has say 10000gp to start.
Now yes it can be disspelled. This is true. However the cl of greater magic fang is 20, which means dc 31 to dispel. How often to casters actually cast dispel magic on you? How often do they hit that number on their checks until say level 13-14?
Eventually it may get dispelled, but he will profit heavily till then. I would think of it as a consumable that lasts probably better than 10 levels, and gives +5 to attack and damage. Pretty good deal.

DM_Blake |

Now he has +5 to all of his attacks as he can flurry with just one limb doing all of his attacks) This all costs less than 10000gp (it costs in fact 8750gp)
I don't think you're pricing that right.
The rules for pricing magical items say that the first thing you should do is compare what you're making to existing items and price it accordingly. I don't know if there is RAW that says tattoos work this way or not, but anything else is crazy-time. I mean, would you let a fighter buy a +5 magic weapon for 8,750gp?
Of course not. You'd make him pay 50,000gp for it like he's supposed to. But you're letting this guy get his tattoo that does the same thing for about 1/6 the price of that sword?
Not how pricing should work.
Sure, the tattoo can be dispelled, so maybe it should be cheaper. But the sword can be stolen or sundered, both of which could mean losing it forever, so I think it's a fair comparison. Same price.
I don't use Tattoos so I'm not sure if the pricing guide really applies to them in the RAW or not, but if not, I'm almost absolutely certain it should.

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Eventually it may get dispelled, but he will profit heavily till then. I would think of it as a consumable that lasts probably better than 10 levels, and gives +5 to attack and damage. Pretty good deal.
Except that the Dispel is targeting 'Permanency', which is CL9 so it has a FAR more likely chance to go down. It's still a good deal imo, how often do players get targeted with Dispels and for the extra, relatively small, expenditure of the Counterspells ring he can make it incredibly unlikely to get dispelled.
Hogeyhead wrote:Now he has +5 to all of his attacks as he can flurry with just one limb doing all of his attacks) This all costs less than 10000gp (it costs in fact 8750gp)I don't think you're pricing that right.
The rules for pricing magical items say that the first thing you should do is compare what you're making to existing items and price it accordingly. I don't know if there is RAW that says tattoos work this way or not, but anything else is crazy-time. I mean, would you let a fighter buy a +5 magic weapon for 8,750gp?
I'm not sure where the tattoo comes in? But if he is simply getting a CL20 Greater Magic Fang cast on him and Permanency on it, then the costing is pretty accurate, you're paying for spellcasting services which have set prices in the rules. Is it op? Very probably, other classes can't emulate getting such a powerful bonus anywhere near the same level, however is it RAW, yep.
Personally I'd suggest limiting him to a caster who can do a +3 Greater Magic Fang or such, he still gets a good buff but it's more in line with the weapons others will have and doesn't have to explain why 20th level casters are messing around make a few hundred gold coins when they have vastly more important matters to attend to.

RegUS PatOff |
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IMO it is overpowered to allow a CL20 Greater Magic Fang + CL20 Permanency. However, if you allow it, the pricing rules are clear:
Spellcasting services, costs Caster level × spell level × 10 gp
GMF = 20 x 3 x 10 GP = 600 GP
Permanency = 20 x 5 x 10 GP = 1,000 GP
Material cost of Permanency of GMF = 7,500
Total 9,100 GP
This assumes he gets a boon from two 20th level NPCs. That's verging on mythic/superpowered plotlines. While it doesn't cost much, the general assumption is these guys are very hard to find. Once found, it's very hard to get their attention to cast such spells - they're focused on much bigger, more important things. So if the monk found them & the Mage & Druid agreed to cast, it's probably because they decided they needed the monk to do something for them (plot hook!).
If instead you did a couple of rolls & determined that he might have bumped into a couple of 12th level senior adventurers, then you're looking at similar gold (8,460 GP), but lower power level and lower obligations. And the spell is more at risk of a dispel. It's a permanent +3 versus +5 - but with a CL of 12 for dispel checks.
<Ninja'ed by Suthainn! That's what I get for starting to write, then stopping to answer a call>

choyer7 |
Huh, it sure seems like there should be some exponential price scaling for lvl 20 casters directly making spells for you. I mean they are not even making items, which means they are directly attending you. Its not like you are going to find a lvl 20 plane hopping archmage with a scroll of magic fang. More like the lvl 16 garden variety archmages at best.

venkelos2015 |
I think the plan I will go with is he can have the Amulet of Mighty Fists, and as it can have up to +5, I'll let him get the Holy he wants it to have, and up to +3 atk/dam enhancement. One item, both effects he wants, no dispelling the Permanency spell, and not quite the atk boost. I'm not a big fan of monks, personally, and I let him take the class somewhat begrudgingly. With the rest of the party, I don't need him having an additional +5 atk, on top of the good atk progression, and flurry. Here's hoping he'll agree (lots of choice ;) )
Thank you everyone for your input, and please have a good one?

Guru-Meditation |

Let him have the permanency Magic Fang.
But at analoguos to magic items, this pseudo-equipment is always done with the minimum possible Caster Level. So no "Well, i just walked over to the Wizard 20 who runs the cornerstore, is fully specced for UMD so he can use the Magic Fang scroll, to cast this stuff on me. Because Level 20 casters are basically everywhere, right?"
If you want special unique casters, you have to meet them in-game.
Also make your player aware of the risks this has over an Amulet of Mighty Fists. Its cheaper, but not upgradeable and riskier. Namely the risk of dispelling, and that it gets lost should he die and be revived.
P.S.
"You" always means the caster of the spell, thus the one who casts permanency needs to cast Magic Fang 1st. Which is possible via UMD (most likely), or multiclassing (very unlikely to find a Druid / high level Wizard combo)

Hogeyhead |

Hogeyhead wrote:Now he has +5 to all of his attacks as he can flurry with just one limb doing all of his attacks) This all costs less than 10000gp (it costs in fact 8750gp)I don't think you're pricing that right.
The rules for pricing magical items say that the first thing you should do is compare what you're making to existing items and price it accordingly. I don't know if there is RAW that says tattoos work this way or not, but anything else is crazy-time. I mean, would you let a fighter buy a +5 magic weapon for 8,750gp?
Of course not. You'd make him pay 50,000gp for it like he's supposed to. But you're letting this guy get his tattoo that does the same thing for about 1/6 the price of that sword?
Not how pricing should work.
Sure, the tattoo can be dispelled, so maybe it should be cheaper. But the sword can be stolen or sundered, both of which could mean losing it forever, so I think it's a fair comparison. Same price.
I don't use Tattoos so I'm not sure if the pricing guide really applies to them in the RAW or not, but if not, I'm almost absolutely certain it should.
A few things: while you are entitled to your opinion, the rules are very clear, that is how much it costs. Look up permanency and the cost associated with greater magic fang. Next look up spellcasting services. It's all there. Perfectly legit +5 at less than 10000.
Next it is not a magic tattoo it is a permanent spell. Perhaps this seems pedantic, but as far as the rules are concerned they could not be more different. A +5 magic tattoo doing this would not be dispellable permanently, and would cost 200,000. This is in my opinion far too much for what it is, just as the other option is far too little.
One final thing, there are a lot of things you aren't accounting for when comparing the sword and the spell. First the sword doesn't stop at +5 it can get additional abilities, the spell cannot. The sword cannot be permanently dispelled, and around level 11-12 this becomes a very real possibility for the spell. The sword bypasses most DR, the spell bypasses magic. The sword can be sold, whereas the spell's investment is out the window. The sword is relatively easily obtainable, the spell must be acquired at character creation, or at extreme difficulty, unless you are in a huge city and the GM hand waves the difficulty.
This isn't really game breaking and considering it has a shelf life I don't see why not let a martial character have a nice thing for once in the history of Pathfinder