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I'd like to create a mythic greater artifact that can cast the Permanency spell (limited times per day, up to 3 max with a maximum of 9 total spell levels per day) but can burn Mythic power instead of diamond dust, how many mythic points per 1,000gp would you recommend ? At most I'd want it that at tier 10 (23 mythic points, draining everything) would allow for permanency for spells with a cost of 22,500gp but spells such as Lost Locale (cost 90,000gp) or Yellow Sign (40,000gp) are beyond it's capability except under special circumstances or coming up with the full cost in diamond dust. Also the desired spell to be made permanent, must be supplied separately.
Anyone run a low level adventure where one of the characters is actually a high level adventurer on vacation or hiding out so has to keep a tight leash on his/her abilities so as not to make it too apparent that almost nothing is actually a challenge (or brushing his teeth with magic which blinds the low level wizard who happened to be using detect magic at that moment) How well did it work out and did the other characters ever find out?
Looking to add the Element Infused Template from Planes of Power to a human (air/fire), and was wondering if there were any charts or sources for visible signs that the character is different than a normal human. Potential abilities that will be selected will be Damage reduction (x2)
What's the benefit of the second use (2 mythic power) of the legendary item ability Rejuvenating over the 8th tier base ability Unstoppable? "Unstoppable (Ex)
"Rejuvenating
A legendary item must be a minor or major artifact to have this ability."
Is there any magic items or spells that can increase the accuracy of where you end up when using Plane Shift either by spell or magic items that function the same way? I think it was in 3e there was a magic item that acted as a beacon that allowed you to plane shift to it with perfect accuracy but I don't recall the source or whether anything was ever made for pathfinder that functions the same.
What spells are best for repairing and upgrading large fortifications? There's some obvious ones like Wall of Stone, Looking for; any repair spells like Make Whole but not restricted by weight or size. any spells for moving large buildings long distance. Long term heating in cold climate, current ideas are multiple Campfire Beads, or a Mallet of Building and just creating the fence posts in a modified hearth
Looking into building a kineticist (no multiclass) that has many protections against energy drain (protections focused against shadows and vampires). So far i'm thinking Force Ward for an Aether kineticist
For permanent magic items:
Is there any other potential options worth checking out ?
Can the spell Illusory Wall in front of a Prismatic Sphere conceal it ? Also has there been any examples of what can be done with Illusory wall in regards to decoration ? such as could I make one that's used as a floor look like it has tracks through it or if a wall can it have an illusory painting hanging up ? Any special tricks anyone else can recommend for use with this spell ?
Looking for some ideas for a minor god that is CN and that has the following domains and subdomains; Chaos
One possible idea is for one whose main focus is seeking and restoring ruined/lost castles. I know it's not the best fit, so was looking for better options. |