Quinn

KarmicPlaneswalker's page

16 posts. No reviews. No lists. No wishlists.




In a recent session at our table, the topic of item creation came up again and it was pointed out that certain classes possess features that allow them to emulate item creation feats with varying degrees of effectiveness.

Alchemists receive Swift Alchemy at 3rd level. Tattooed sorcerers receive Create Spell Tattoo at 7th level, etc.

While many of these point out they cannot replicate spells that need costly material components (or consume them on use), by RAW, do these class features completely ignore the base game mechanics that require price and material costs? Or are they still subject to those restrictions like the abilities they are emulating?

Does an alchemist not have to pay to make a flask of acid?
Can a tattooed sorcerer bypass needing to pay 4x the scroll cost when they create a spell tattoo?

Or are these abilities designed solely to save time, by skipping conventional crafting durations and reduce them to a standard action for the sake of expediency?


Spells like Remove Fear and Unbreakable Heart suppress fear effects for their duration. Does it matter if said effects were caused by non-magical means, items, supernatural abilities, etc?

Also, would the level of fear matter? Or do the remedy spells not care, as long as whatever they're curing has the fear descriptor?


This is a multi-part question, as I'm still learning the ins & outs on crafting to help my party.

If you craft a magical item and increase its caster level, does this also increase the cost from the listed price? If so, by how much? If it is a magical item that casts a spell, does raising the CL increase the spell's DC and/or duration?

Example A (Benefits):
If you craft a Profane Seal Signet at caster level 12, does this gives it the full benefit of the Wrath spell and the Improved Critical feat?

If crafting at CL12, does this increase the Signet's price? Or will it remain a constant 1,500gp?

Example B (Duration):
A Ring of Invisibility starts at CL3. If you crafted it at CL10, would that mean each use of the ring's Invisibilty lasts for 10 minutes? As opposed to 3 minutes from the base ring at CL3?

And again, does raising the item's level increase the price? Or will it remain 10,000gp to craft?

Example C (Save DC & Damage):
If you craft a pair of Vampiric Gloves at CL20, does the DC to resist its Bleed spell increase? Also, does its Vampiric Touch apply the full 10d8 damage from being at max level?

Does raising the item's caster level increase its price? Or is it always 9,000gp?


For spells with instantaneous duration such as Stone Discus and Iron Stake, is it possible to retrieve the conjured projectiles and reuse them with the same effect as their initial casting?

Or are these meant to be one-and-done spells that create lingering items after their first use?