Derro

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Happler wrote:

Nothing states that it has to be a cut diamond. Only diamond that be worth the set value.

Things like this always get weird when you start to ask value to whom? A large uncut diamond would be worth a great deal to a gem cutter (who can cut it to their own desire). But that is a level of economics that almost no RPG gets into. Gold is always worth "x" per ounce, never changing by location, time, etc..

Which is why the simplest solution is to have one PC pay the other 20,000 for one of the smaller diamonds, raising it's value to 20k prior to casting the spell.


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Well, it's been fun and informative to watch the batting back and forth of the little details.

For one thing, it's taught me that Explosive Runes and similar spells clearly need some house ruling.

Not because that would change the outcome of the conflict, but to prevent argument and confusion in games where PC's might try to overproduce free magical traps.

The fact of the matter is the hypothetical wizard, as many posters have explained, would only stand so much of a chance as the GM decided to allow.

Here's one silly, but entirely RAW legal example:

1) Cthluhu awakens, already briefed on any major foes or obstacles by the dreams of his worshipers.
2) Before he sits up to get breakfast he Wishes for all copies, clones, simulacrums and such of said wizard to be permanently stripped of any magical powers, reverting said wizard(s) into a powerless commoner(s).
3) This is an extraordinary use of Wish, so the GM must approve this use.
4) GM approves the Wish and applies it's effects.


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FLite wrote:
Anzyr seems to just be assuming that his character can do whatever he wants, and because the system does not have a rule "If you aquire more than 1,000,000 gp, there is a 20% chance each week that someone will attempt to rob you" that there is no chance that he will be robbed because the system doesn't say it can happen.

Amusingly in Conan d20 they have this "High Living" wealth rule:

Page 122 wrote:
Every week, all characters will spend a minimum of 50% of their current wealth on high living, if that wealth is currently over 50 silver pieces.


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Anzyr wrote:

Step 1: Wizard becomes aware of Cthulhu rising from the depths and must prevent it from reaching the kingdom and driving everyone mad.

Step 2: Plane Shift off Greater Demiplane (being mean I could Astral Project then do this).
Step 3. Teleport Closer to Cthulhu's approach, but not close enough to trigger combat.
Step 4. Summon Monster IX for a Nalfeshnee.
Step 5. Cast Heroism on it and order it to drop it's True Seeing.
Step 6. Approach until initiative is triggered.
Step 7. You win initiative (guaranteed).
Step 8. Order Nalfeshnee to ready an action to greater dispel when it sees the runes by Cthulhu.
Step 9. Use Staff of the Master to Quicken Time Stop. Fly into range and toss out the individual runes (think it as "making it rain"). Move out of range.
Step 10. Normal Time resumes. Nalfeshnees ready action triggers. Greater Dispel is guaranteed to fail against the runes setting them all off.
Step 11. Watch the Fireworks.

I can go into more detail as needed.

Up until now I'd just assumed Anzyr had this down tight, but after reading this plan, man is it full of big holes.

What if at step 2, your Greater Demiplane has an ambush waiting for YOU?

Also, what if around step 6, Cthulhu or a minion detects you and gets off a surprise attack? With, heaven forbid, a Greater Dispel of it's own? You can't win initiative if it's never rolled.

Around step 9, what if Cthulhu is accompanied by a cloud of acid, or flames, burning up the papers as they fall?

Sure, the plan might work perfectly, but more than likely, a single stumble and it's all for naught.


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The more I think on it the more I'm inclined to say that any spell with a default duration of 'permanent until discharged' should be limited to only one at a time.

You cast the spell a second time, you are considered to have dismissed the first spell.


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One problem with the Explosive Runes spell is that it violates the games own rules for magical traps. It has no expensive material component, yet it creates a magical trap that would normally cost 1,400 gp for the spell alone.

A simple fix would be to limit the spell's duration to one day. So that if you wanted a permanent trap, you'd have to use the regular trap rules.

This would at least limit stockpiles of Explosive Runes to the caster's available spell slots or impose a gold piece cost if they wanted a lasting supply.

This issue was brought to my attention when it was illustrated how a cache of prepared Explosive Runes could one-shot anything, including Cthulhu!


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One problem with the Explosive Runes spell is that it violates the games own rules for magical traps. It has no expensive material component, yet it creates a magical trap that would normally cost 1,400 gp for the spell alone.

A simple fix would be to limit the spells duration to one day. So that if you wanted a permanent trap, you'd have to use the regular trap rules.


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FLite wrote:
By the way, am I the only one who thinks casting divination spells on Cthulhu (or any great old one) should be grounds for an insanity / fear effect?

Not only that, but to understand the answer you would have to voluntarily fail the saving throw, since only the insane would understand it.


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EvilPaladin wrote:
Stockpiling Explosive Runes is something I have been wanting to start since I first read the spell, and have been told is commonplace for non-PFS wizards IRL.

This makes it pretty clear that the new version of the Explosive Runes spells opens an exploit.

Definitely something a reasonable DM would have to adjust. Stretching this fairly low level special purpose spell into an "I Win" button would seriously detract from enjoyable play.

Literally every single person of power or means would have a pocket nuke if this silliness was allowed.


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Scavion wrote:
Flavor text is not rules text. As "being composed of fire" is simply the description entry it has no effect mechanically on anything.

This is the classic divide between gamist and simulationist. Gamists say if it's not printed exactly in the rules, it's irrelevant.

Simulationists say if the rules fail to cover something, adjust them to fit or make new ones as needed.

Each game group has to decide if they are playing something more like a board game or more like a fantasy world simulation.


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I think this thread deserves to be enshrined as one of the great troll threads of the year. It sucks you in and just won't let go.

Having said that, I'm still firmly in the 'It's an Illusion' camp. Especially since N N 959 and Dimminsy went the extra mile and laid it all out plain and clear.

Also I'm betting this thread gets 'no answer required':

Ravingdork wrote:

Is the effect produced by the Sleeves of Many Garments an illusion effect? Or a transmutation effect? Is it capable of granting a mechanical benefit such as protecting a person from swarms as a swarm suit, or from the cold as a cold weather outfit; or is it only meant to disguise (and if so, what mechanical advantages does that grant)?

This thread is primarily for clean, organized FAQing of the question. Please go to this thread for related discussion.

Since the magic type is clearly listed as Illusion. You may need to word the question differently Ravingdork. Still, I FAQ'ed it anyway.


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I think Reach Spell would allow you to target your familiar at ranges greater than touch, but only your Familiar (or Animal Companion). The moment you aimed at something else you'd lose the special touch range effect of Share Spells.