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I like Prestidigitation, I think it's the most awesome cantrip in the game.
Unfortunately druids can't get it, so I'm looking for a way to get it anyway :)
I came up with a few ways that might work, but want to ask you if you have any other ideas (I got no UMD so wands, scrolls etc don't work):
a) "Magical Talent" trait (or 1 or 2 others that do the same), 1/day as SLA
b) "Two World Magic" trait, lets me add the spell to my own spelllist and prepare it like a druid orison
c) Multiclassing obviously, but I'd rather not do that.
d) Get a magic item, either continously or 3/day or something
Speaking of magic items, I see it correctly, that when I build say an orb that I have to hold and that casts Prestidigitation on a command word, it would cost double?
But if I would add it to for example my Cloak of Resistance +1, I just pay a 50% markup on it, while the Resistance (as the most expensive one) stays the same?
Any more ideas how I can get it? Whatever you can think off really.

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Two-World Magic
Interesting. Thank you for the info. If you can explain why your character should have access to this, and your GM will let you have it-- seems the way to go. I'm in a game that isn't actually set in Golarion, but uses Golarion's Gods and many of the traits-- I'm going to ask my GM if I can change out my 'Magical Talent' trait for this one, because something along those lines would be more suited to my character (on an Oracle, btw).
I love having 'prestidigitation' in game-- not so much for any mechanical effects, as for all the role-playing uses for my characters who like their "creature comforts".

terraleon |

Couldn't you just...research it, as per the rules?
A divine spellcaster can also research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless she decides to share it with others.
And looking at the arcane section about two pages back, it looks like it would cost you 500gp to research and some checks. Additionally, you want an existing spell, so it's not like it needs to be playtested for balance.
Soooo, given the option of a feat, a trait, a racial choice, an item...I'd opt for a week of research and the sack of loot from the last group of monsters you killed. I haven't even done the math for the item yet, and I know it's a better deal to research it because the spell can't be taken from you.
I think the lack of effectively established guidelines for creating spells (other than wordcasting) deters most folks from this choice. It's the order of the day for Ars Magica, and so I just don't think otherwise. "I need a spell to do X. Doesn't exist? Oh, ok, well, what's it close to? Then I'll start there, build a target spell and run that by the GM." We had a game with a lot of yuan-ti and ended up creating a detect reptile spell to catch them in hiding. Worked pretty well.
If you're willing to invest the resources, a toy like that is fun.
EDIT: Hell, even better bet, RP bartering with an elder to spend the time researching it for him, and then he pays for it, he saves the time, and you both get the spell.
-Ben.

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Wow you're right, I never even thought about researching my own spell, I've never done that.
Will have to run that by my GM, lets see how he likes it :)
I'm not quite sure on the process here though, it says 1000 per spell level, so i guess 500 for a cantrip, but is that per research attempt, meaning if you fail your knowledge or spellcraft check, then the money is wasted, or do you only pay it once once you succeed? Because failing on my spellcraft might actually be a possibility (I don't really have it super-high yet)
The magic item to have it constantly active would cost 500 gp if you craft it yourself, but has the advantage that it doesn't take up a spell slot. Needs the feat though, but that's useful for other things too.

terraleon |

I'm not quite sure on the process here though, it says 1000 per spell level, so i guess 500 for a cantrip,
Which is about what it is for the item, so that seems based in existing mechanics, and should be ok for most folks.
but is that per research attempt, meaning if you fail your knowledge or spellcraft check, then the money is wasted, or do you only pay it once once you succeed? Because failing on my spellcraft might actually be a possibility (I don't really have it super-high yet)
Personally, I can't see it being that high, since you're studying a known effect. I'd offer a baseline of DC 15 + Spell level, with 3 checks per week and no more than one failure per week.
EDIT: I'd also think you could be assisted in these checks, indicating better research tomes (circumstance bonuses of +1-3), quality components (maybe +1 per 1/2 cost spent?), a specially prepared laboratory or research space (+1 to 3, based on the magical nature of the place related to the spell) and dedicated research assistants (aid another bonus of +2). All of these things could also be entertaining story options as you seek out a library and lab, convince the assistants, acquire the components, which should entice a GM.
The magic item to have it constantly active would cost 500 gp if you craft it yourself, but has the advantage that it doesn't take up a spell slot. Needs the feat though, but that's useful for other things too.
But to craft it, you'd need to know the spell, find an item you could use with the effect, or get someone to help for the duration of the crafting.
Good luck. It is a poorly defined portion of the rules, and always has been-- there was a Dragon article about it forever ago (like '98ish?) but no one has really touched it since. (At least not that I can recall.) The closest is really ZSP's Incantations in Theory and Practice.
-Ben.

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Oh no, you don't have to know the spell to craft a wondrous item or a ring or such, you can ignore that requirement by upping the DC by 5. Only scrolls wands and potions actually need the spell.
I'm still wondering what happens if I fail the check. It says the week is wasted, but is the money also wasted?
So if I fail 5 times and then finally succeed, then sure it took me 6 weeks to learn the spell, but did it cost me 500 gp or 3000 gp?

terraleon |

Oh no, you don't have to know the spell to craft a wondrous item or a ring or such, you can ignore that requirement by upping the DC by 5. Only scrolls wands and potions actually need the spell.
Spotted it. It's hidden away at the beginning of 549. Well then, there you go.
I'm still wondering what happens if I fail the check. It says the week is wasted, but is the money also wasted?
So if I fail 5 times and then finally succeed, then sure it took me 6 weeks to learn the spell, but did it cost me 500 gp or 3000 gp?
The cruel and brutal might say "yes, the money is gone." I think I'd be disposed to allow another check after a week for half cost-- unless the previous check failed by more than 5, and then I'd have it demand full cost. Besides, if you'd invested (and were permitted to invest) in the benefits I suggested before, like the assistance, the lab, the materials, well, you'd have an extra +6 to the Spellcraft check, and that's fairly substantial.
EDIT: 1st level caster with an Int of 14 and a Spellcraft of +6 would need to roll a 3 or better if he'd acquired quality research tomes (+2), access to a sacred grove (+1), specially prepared components (+1), and experts in magic theory (ie-- low level magi?) who add their insights at the end of the week (+2 aid another), provide enough bonus to pass with a 3 or better. That's a risk I'd seriously consider.
This also helps explain why spellcasters wander, looking for good sites for components and tomes to aid them in their particular goals and research aims.
-Ben.

Bob_Loblaw |

Can't you just Take 10 on the check? I don't know what the DCs would be or how many checks since I'm not your GM.
If a player came to me I would require
1) Spellcraft: DC 10+ Spell level for spells already on the lists. +10 for brand new spells.
2a) Knowledge (arcane) or (religion): DC 10+ Spell level if the spell is on your spell list (use the appropriate skill check)
2b) If you are trying to convert a spell from divine to arcane or the reverse, then you need to make a check with the other skill but with an increase of 10 to the DC.
3) For every 1,000 gold you spend, you can gain a +1 bonus on your check. This must be paid for each check.
4) The initial cost is 1,000 gold per spell level (500 for a cantrip or orison) of the spell you are trying to add.
5) A spell converted from arcane to divine or from divine to arcane has a spell level increase of 1. Over time (decades or centuries) this would change to match the original spell level.
So converting prestidigitation from arcane to divine, using my rules, would run you 1,000 gold and be considered a 1st level druid spell. You would need to make a Spellcraft Check of 11. Then a Knowledge (arcane) to understand the original spell with a DC of 21. You can spend more gold to reduce these if you so choose.
Spells that add to your skill checks and Aid Another still work. I would cap out the Aid Another at 5 people, granting you a +10 bonus.

terraleon |

Can't you just Take 10 on the check? I don't know what the DCs would be or how many checks since I'm not your GM.
It would appear, reviewing the rules on take 10, that you could-- since you're in no danger. In which case, it makes forcing casters to make checks for spell creation trivial, depending on the required DC.
Why the distinction between Arcane and Divine, btw? Other than possibly the damage cap, what purpose does such an additional cost serve?
-Ben.

Bob_Loblaw |

If you are trying to learn something that is traditionally not part of your spell type, then it is a little harder. It's not much, just a little bit.
For me, it helps keep them separate. This way I don't have wizards learning and preparing Heal spells and seeing druids running around with Mnemonic Enhancers.
That's the only reason. It's a personal one and one that my players would go for. It may not be all that much of a problem in other games.