You know what, you guys are right. Balance wise you shouldn't get to use the symbol spells offensively.
Since my last post, I was thinking that it this was going to be an awfully convenient spell. Its cheap; cheaper than its equivalent magic item. It would have a better spell DC than a magic item. And it wouldn't need an item creation feat; just the spell itself and the spell permanency.
I don't know. The spell does not mention that it can be used that way, so I'm inclined to say no.
However, I do know that there are spells that can be placed on creatures. Typically, the spell wears off in a month though.
I suppose you could have it as a tattoo instead though. Those things last.
The permanency spell can render certain spells permanent. The cost is usually 2500 gp per spell level. It also requires a caster level of at least 8 + spell level. 0th level spells count as level 1 spells for this effect. Many symbol spells are listed as examples.
I suppose the surface could be a piece of paper, stone tablet, or something else. Buy it a cover and you're set. That way you don't need to wear a glove all the time.
My reading is the magic item allows you cast 1 spell per level per day in a dead magic zone. These are counted towards your daily limit.
Any spells beyond that will make you fatigued, or exhausted if you were fatigued at the time of casting. If exhausted, you can't cast spells using this magic item. In addition, you need to make a concentration check or the extra spells fizzles.
Nothing in the description says the spells cast using this magic item are modified. So I assume that a fireball or haste will work normally under these circumstances.
It should be noted that this magic item is moderately expensive, so the character would be mid to high level to be able afford this item.
Well, the desired spell could be a mix of augury (cleric 2) and scrying (wizard 4). Augury can predict good or bad things half an hour into the future. Scrying can find someone anywhere, even other planes, and spy on them. So maybe the spell you are looking to create could be 5th level.
Scrying can be used to get you a destination good enough that you can use teleport to reach. Seen once is on target if you roll 1-76 on a d100. So maybe this new spell can do the same, and let you try to teleport to someone monitored by this spell.
Perhaps the spell can track the well being of 1 creature per caster level. A duration of 24 hours is a good minimum I think.
Well, I'm going to think it over if there is anything I want to add, remove, or change.
Is this is a demi-plane you create for yourself? Using create demiplane spell?
I'd probably be fine with a house sized to suburb sized demi-plane. A house would serve my needs, but a garden would be nice. Pool, hot tub, personal theater, and other nice things.
I don't think you can mine or extract resources from demi-planes that you make yourself.
Boomerang Nebula wrote:
For some reason I thought Iron Golems contained fire elementals. I’m not sure if that is a carry over from D&D or I just made it up.
Iron Golems are healed by fire. Maybe thats why you thought it had a fire elemental.
Anyways, I don't like that bit of lore that makes golem making require earth elementals. Feels like you are enslaving them. I don't suppose there are alternatives?
Well, I would house rule it if the character in question could show that they've put in the effort to learn it. Arcane discoveries are a product of academics and research, so if a character wanted to learn the trick they will either need to do their own research or find a wizard willing to train them. There after they can use a feat to learn the discovery.
My first thought was to price it as a potion/oil. 9 * 17 * 50 gp = 7,650 gp. The spell also needs a diamond worth 25,000 gp, so the total comes to 32,650 gp.
*Note that you can't make a potion/oil of a spell higher than 3rd level.
A problem one should keep in mind is that you can't make such an oil of life at any time you want. You need a philosopher's stone to make one. A philosopher's stone is a minor artifact and thus has no market price. Logically, an oil of life is also an artifact because it has an artifact as an ingredient, and thus should have no market price.
Another thing one should keep in mind that an oil of life mimics the effects of a spell that a 17th level cleric can cast. True Resurrection. The market price for such is spell would be 26,530 gp (1,530 gp for the spell + 25000 gp for the material component).
Another thought is the artifact could be used to transmute metals instead of making an oil of life. In which case the philosopher's stone could be worth as much as 25000 gp or 50000 gp depending what kind of transmutation you perform. Making an oil of life makes you lose out on that boon.
I don't think the kind of cure potion matters. The description say it can be mixed with *any* cure potion to create an oil of life.
Well what I'm getting at is you cant just buy ship upgrades from what I'm looking at, theres just crafting requirements so if I assume the gold requirement is 1/3 the normal cost as per normal crafting rules then I can safely assume that if they higher an npc to make the upgrades for them then I could just triple the cost that's listed in the requirements right?
I'm not sure what you are doing. You're dividing the market price by 3 to get the price of raw materials, but then you are multiplying the raw materials by 3... to get the market price? No, you already know the market price. You get the price of raw materials from the market price, not the other way around.
Look. Your average NPC craftsman will craft an item for the market price. You shouldn't need to do any fancy math for that.
To get the time required however, you first need to get the market price of the item in sp. Then get the skill of the crafter, add 10 to that (you should be taking 10 when crafting otherwise you risk wasting time and money), and multiply it by the craft DC. That is the progress the crafter can make in a week. Then divide the market price (in sp) by the progress per week to determine the number of weeks required to craft the item you want crafted.
If you are still having trouble, it'd be helpful to show us an example of one of these upgrades. If you don't have a link, then a book name and page number could be used instead.
The market price is what you pay to buy something. If something is already made, you can just buy it. You just have to find the item in question.
If you are crafting it yourself, you pay 1/3 the price in raw materials. The downside to crafting yourself is it takes time to craft, time you don't spend adventuring. Adventuring tends to make more money than honest work. While crafting, you have to spend money on living expenses while you make your items.
If you commission someone else to craft something for you, then you will pay market price for the item and have to wait for the person to craft it. If its expensive, you may have to pay up front. The 2/3rds of the market price that isn't spent on raw materials go to profits, business expenses, and costs of living for the person making the item.
Spells like Fabricate and magic items like Amazing Tools of Manufacture can radically speed up the rate you craft things. You might need it. Trying to craft something like adamantine full plate armor in the normal way will take nearly a decade.
You ask tricky questions. I've read and reread the permanency spell and it does not mention how it would work in your examples. Here are my rulings instead.
1) I would rule that permanent spells remain permanent, but don't work when the thing affected becomes an invalid target, and will resume working when the thing becomes a valid target once more. To use your example, if a corpse is raised, then killed, it will become invisible once more.
2) I would also rule that magic items don't work when the thing it affects becomes invalid target. To use your example, I would have the stone falls off the construct as it is an invalid target for the stone to be attached to.
When you think about it, more than half of all magic item *are* for wizards and clerics, or any 9/9 caster. These are scrolls, potions, wands, and staves. Practically, they are for allowing casters to cast more spells.
Yeah, I know. It doesn't feel the same as more wondrous magic items for spell casters unfortunately.
I'm not really sure what you are asking.
Well, if you got rid of this silly thing called arcane spell failure, you could add the fighter and other armored classes to your list of options.
Melee combatants and arcane spell casters tend to favor different ability scores. Melee favors a balanced mix of str, dex, and con. Monk adds wis to that list. Arcane spell casters favors maxing out either int or cha. Arcanist can get some benefit if you balance both int and cha. My point is you've picked class combinations that have opposite demands for ability scores.
I have noticed that the class combination you have selected will give you d10 hp, good attack bonus, and all good saves. You're not the only one who has considered these kinds of gestalts.
Potions and oils come in 1 oz. doses. This is a small vial of liquid.
The spell "Tears to Wine", affects (1 cubic foot/2) of liquid per level, which is nearly a factor of 500 times bigger than an 1 oz. So a 15th caster level tears to wine spell is going to affect a lot of liquid.
The OP says that they saw a character is running around with a potion of this.
I think it's ridiculous but I want to know if there is any rules about Magic Oil's influence on liquid.
Umm... Go for it? Check with your GM first. This spell can affect a lot of creatures at once so its going to be a big deal. Though, I'm not sure what kind skills you plan to use with it. There would be enough liquid for a metaphorical peasant army, but many of the skills affected either require ranks to attempt (like know skills or spellcraft) or take longer to complete than a few hours (such as craft skills).
Kinda hard to answer the questions when the original post was deleted.
Gestalt rules dictate that you may only take a level in 1 prestige class at a time, so, for instance, you couldn't take a level in arcane archer and arcane trickster at the same time. However, the gestalt rules did mention you could take a prestige class that used both level slots, and gain powers and abilities to match. Unfortunately, the rules never gave examples for dual slot prestige classes, so this would be home brew territory.
An alternative is to ask the GM to make a house rule that allows you to take 2 prestige classes per level.
Here are a few that come to mind. I'll look for more later.
Boots of the Earth - A pricey substitute for a wand of CLW. Is much cheaper than a ring of regeneration though. I like many magic items that give fast healing.
Amazing Tools of Manufacture - Allows you to craft mundane items as though they were magic items. Good for quickly crafting expensive items adamantine swords but not so great for crafting cheap items. Requires more than a few ranks in a given craft skill to unlock unfortunately.
I side with the spell not being as powerful as teleport. I would reduce the spell level by 1 or 2 levels. Since this spell is improved version of phantom steed (3rd level spell), I would rate it as a level 4 spell.
I would have pegged a summon horse spell as a level 2 spell. However, phantom steed is a bit stronger than I would have expected of a 2nd level spell, having a top speed of up to 100 feet (speed is determined by caster level) and has a number of spell like effects (also depending on caster level).
Perhaps the spell could use a map as a focus. There after the carriage would know the local area as well as the map is accurate.
What is the speed of a phantom carriage? I suppose this is a tough question as the core rule book doesn't mention a speed for a normal carriage. Though you could do what Phantom Steed did and make the speed be determined by caster level.
Using the rules from ultimate combat, it seems that the speed of a carriage pulled by 2 horses would be 100 feet per round, and have an acceleration of 50 feet per round.
The entity gains certain powers according to caster level, just like a mount does in the phantom steed spell.
I would put this on its own line. I think this would be easy to miss otherwise.
The phantom carriage when given a destination will then travel by the easiest route available until ordered to stop or the duration expires, if no route exists even if this is due to a tree falling on the road it wont move.
I would change this so a phantom carriage does not know the conditions of the road and would thus travel as far as it can go until it encounters a problem. I'm sure some adventures riding in this carriage would appreciate being taken to the location of a fallen tree so they could move it themselves, instead of the carriage not moving at all.
Back in DND 3.5, adding a spell to a spell book costed 100 gp per page. Each spell level took up 1 page. A blessed book was a major discount over the normal method since the price was reduced to 12.5 gp per page (a number determined by dividing the price of the book by the number of pages). In Pathfinder, its only more cost effective if you are copying a 2nd level spell or higher, as the prices for copying spells is much lower.
I thought it would be useful to know it was a cost saving item back in the original rules. So if you wanted to make it true for all spells in Pathfinder, you might want to reduce the cost of the book to 10k (for copying level 1 spells at cost) or even 5k (for copying cantrips at cost).
If you wanted to go back even further to DND 3.0, then spells took up 2 pages per spell level (cantrips took up only 1), each page costed 100 gp, and the blessed book could accept 45 spells of any level and costed 9500 gp.
If you are into 3rd party products, there is a spell that protects undead from sunlight. The spell is called Daywalker, and it makes undead seem alive and and whole. It also negates some passive abilities such as frightful presence and light sensitivity (that would mess with appearing alive and normal). It can even create a corporeal body for incorporeal undead. Its a 5th level spell for wizards and clerics and lasts 24 hours. Its from the Book of Magic: Spell Codex Volume 1 by Jon Brazer Enterprises.
I does say that, but they're from 2 different paragraphs, which makes it feel like they're for 2 slightly different topics.
I don't blame you for some of the confusion. The book doesn't separate the material component cost from the base price or magic supplies. It doesn't come up much so I guess they forgot. It really should have been the following:
27,500 gp (+1): Material component 25,000 gp, base price 2500 gp, magic supplies 1250 gp
It may depend on whether the GM thinks the power fits. A vest may be a good fit for a defensive power like fire resistance, but eyeglasses would not be a good fit for something that increases strength.
The DM's guide for DND 3.5 did half a page write up on slot affinities on p 288. I don't think pathfinder 1E covered slot affinities though.
I've read nothing that says you can't figure out how to make certain magic items. You could invent the same item independently or make a copy of a magic item based upon description.
The magic item does not say you have to be a follower of the faith to make the magic item. The prerequisite are a magic item crafting feat and 2 spells. You can skip a prerequisite spell if you raise the final craft DC by 5, but you can't skip a crafting feat.
* Note you can't skip prerequisite spells for scrolls, potions, wands, or staves.
Have you tried Dungeon Alchemist? Its probably considerably more than what you are looking for (and pricier too).
I recommend it as it is easy to make different rooms the size you want (in 2 dimensions). Just grab the room tool and drag the area you want. It'll fill the area as needed (you can turn auto fill off). As I recall, making maps for multi floor dungeon was in the works.