Pizza Lord's page

RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter, 9 Season Marathon Voter. 3,225 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 3,225 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

324. Symbol of Popping and Locking
Enchantment (mind-affecting, compulsion)
Level Bard 2, Sorcerer/Wizard 2, Witch 2
Components V, S, M (thieves' tools worth at least 30 gp)
Saving Throw Will negates Spell Resistance Yes

As symbol of death except affected creatures are compelled to open locks until they've unlocked one lock per two caster levels or there are no more locks in the area they haven't opened. Typically placed near multiple locked doors, boxes, or even padlocks scattered on the floor, affected targets move to the nearest lock and use Disable Device (even untrained, full-round) to attempt to unlock it. Affected targets have a +5 competence bonus to such checks. This increases by +1 per caster level above 5th. Creatures receive a +1 bonus for every attempt to pick the same lock. (This is to slightly counterbalance the extra locks a high-level caster can force.) This symbol has no effects on creatures without limbs to manipulate or open a lock, creatures without free hands will stow or drop objects to do so.

Space Saving notes:
--------------------------------------------------------
Creatures may use keys, their own tools, or even spells and magic items such as knock or a chime of opening to open locks, but cannot otherwise try and damage or destroy locks. Otherwise a quasi-real lockpick appears in their hands while they work. Once a lock is picked, the target immediately relocks it as a free action and is no longer compelled to open that lock (though other targets in the area may be).

If there are not enough valid locks for all affected creatures to try and open that round, the creatures without a lock receive a new saving throw to end the compulsion, as can targets in physical danger from surroundings or threatened by hostile creatures, but they may be affected again if the symbol is still active and they remain in the area.

Locks or locked objects must be visible when the creature is affected. Closing their eyes, losing sight of them, or becoming blind doesn't matter afterwards, they try and find the locks as best they can). Locks are chosen based on proximity, and a creature can choose a locked object they own (but it has to be locked at the time), but are otherwise randomly chosen.

Affected targets are never compelled to open locks that are already open and unlocked, that cannot be picked, such as puzzle locks or knots, a trapped lock (even a harmless or phantom trap), or illusory or unreal locks (painting of a locked door or a mimic). They are not alerted to this or why, those locks or objects just are not randomly chosen or compelled to be opened. Traps on locked objects, in front of locked objects, or on the way to such objects are not exempted, though they are saved against or can be avoided if detected, as long as interacting with the lock doesn't cause or trigger direct harm. Creatures are not required to open an unlocked object, and normally cannot since they relock it as a free action, only the lock itself.
--------------------------------------------------------


Special Bards may expend twice the normal amount of bardic performance uses to link one bardic performance effect to this spell. If it can only affect limited creatures, it affects those closest to the symbol first. Any skill or Performance checks required are assumed to use Take 10 (even if not normally allowed) at the bard's skill modifier (not including ability bonuses) at the time of casting. This must be an audible effect and will be repeated while the symbol is active. It is a [sonic] affect and may have others (such as [language-dependent] or [compulsion] or [death]). The symbol functions in place of the bard for purposes of visual effects or seeing them. Additionally, a bard can replace the normal somatic components of the spell by popping and locking for one minute with a successful DC 20 Perform (Dance) check. If successful, they add +2 to the total of any Perform checks made by the symbol. A failed attempt applies –2.


Goth Guru wrote:
Pizza Lord wrote:

323. Symbol of Toe Popping

Level cleric/oracle 3; sorcerer/wizard 3; witch 3; Domain rune 3
...
I would make it a spell level higher. Is the somatic component Poping and locking for bards?

Certainly balance it as you feel. My off-the-cuff level balancing was eyeballing it with Rune domain, where 3rd level is glyph of warding and 4th is explosive runes. Obviously this can do more damage, and in a bigger area, but it can be completely negated with save. Creatures can also take steps to end it (dispel or other methods) or leave the area (granted, possibly at half speed). It also can't really kill someone even with bleed. And while most PCs will have toes, that is an extra 1 damage per round from bleed, most will not have claws on their feet for the extra effect, so it might get an animal companion to have a penalty to attack for a bit.


323. Symbol of Toe Popping
Evocation
Level cleric/oracle 3; sorcerer/wizard 3; witch 3; Domain rune 3
Components V,S, M (bag of caltrops worth at least 1 gp)
Saving Throw Fortitude negates; Spell Resistance Yes

As symbol of death except affected creatures take 10 force damage to their feet every round they remain in the area. A successful Fortitude save negates the damage. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has dealt 10 damage per caster level to creatures. Creatures nearest the symbol save first, Creatures without feet or smaller than Tiny are unaffected by this symbol and do not trigger it. Undead and Constructs are not immune to this spell's damage but may be immune to some of its other effects (GM's call, see below).

Creatures taking damage have their speed reduced by half for all movement involving their feet (which can include Climbing or Swimming). A charging or running creature taking this damage immediately stops. Additionally, creatures with toes (GM's determination) have them mangled, gaining bleed 1 and a –2 penalty to attacks and damage (minimum 1) for claw attacks (including rake or rend attacks) using their legs and feet. This does not apply to hooves, trample, slams, kicks, or claws on hands or upper limbs. The penalty to movement and claw attacks remains for 24 hours or until all the spell's damage is healed (the bleed can be treated normally). A creature cannot be reduced below 1 hit point by the symbol's damage and the bleed damage ends if they fall unconscious. Despite the name, toes are not removed, popped, or blown off, only mangled, and do not require regeneration, only normal healing.


Web

Quote:
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack.

Pretty much Perception DC 20 when you're right up on it and about to walk into it. Someone stopping and scanning an area likely has modifiers for distance and lighting.


If it isn't written in the ability (or somewhere in that section), then it's probably safe that the GM can tell you (the player) that they made the save or possibly just what the result was, which is usually a fair determination since most miss chances are 20% or 50% or you can guess if an 8 or a 19 on a save is high enough.

Space Saver:
------------------------------------------
This is usually for cases where they don't want the character, rather than the player, acting like they know a creature passed a save without having an ability to know (ie. a targeted spell with no visible effects usually alerts the caster.), but in the case of a creature swinging at you in the darkness or shadows, maybe the creature has an ability that reduces the percentage miss chance and your PC has no way to know that (maybe they have darkvision and don't require a roll). In that case they can say "45%" and you can try and guess "Well, it's a 50% miss chance in the dark... but what if he has low-light and to him I'm only in the shadows." and you have to guess whether he missed and you can save the use, or call for a reroll just in case.

There are many similar abilities that will state whether they must be used before a roll is made, after a roll is made but before seeing/learning the results (in which case the GM should tell you the die result or some will roll in front of you) and you just have to see the number and guess whether it is high or low enough, not knowing their actual save bonus that will be added).

Since this doesn't say, it's logical to conclude that you can use it after hearing the result (or seeing the result, ie. the creature hits you in darkness). That means you will probably have to pay attention and call out, because not every GM is going to remember you have it, and certainly will be annoyed if you act like they should be keeping track of your abilities and uses and require them to constantly have to ask after every (applicable) roll if you're going to use it (they certainly can, if they remember and think you forgot or it's really important to save your or the party, but they don't have to).

Your character does have to know (or reasonably guess) when the creature is rolling, this is easy if you're standing in shadows and darkness and they attack you, or you're the one casting an illusion or necromancy spell on them, but otherwise how can you know if they even rolled or whether they're seeing or interacting with an illusion or necromancy effect in an area.
----------------------------------------------------


Just be polite but assertive in such scenes and say, "I have the Whispered Shadows ability that lets me force a reroll on concealment miss chances and some saving throws," early on, and call out, "Can I force a reroll on that?" when you think it would work and do it before the GM starts going into the results of the die roll or gets more than three sentences in.


154. Staff of Make-Doo (property)— This cursed property can be found on almost any magical staff and very rarely even on a wand. When used, the staff, and the hand(s) of the wielder (though, this has no mechanical effects), are covered in an unpleasant, noisome substance indistinguishable from sewage waste.

Effects:
-------------------------------------
While the staff is coated, it is treated as if under a grease spell and having the stench quality (DC 10 + half staff's CL) until cleaned, which requires at least a gallon of water or dunking and one minute of cleaning or five minutes of cleaning if only wiping it off with cloth or other materials (which are probably in need of cleaning themselves afterwards). A simple dousing or application of create water or prestidigitation won't do it. Remove curse can remove the sewage coating from the staff. Creatures succeeding on their save are immune to that instance of stench, but not a separate reoccurrence from another use of the staff.

The wielder must make an additional Fortitude save when the curse triggers or be nauseated for one round per charge of the ability used, possibly at a penalty if sickened.
-------------------------------------


Diego Rossi wrote:

150. Staves of Make-Do

Is the description clear enough?
How it is meant to work is clear to me, but putting it in English (not my first language) wasn't easy.

My reading is that the staff casts spells with expensive components (in this case, diamonds), but they aren't used in the creation, they are required at the casting from the staff. If the staff user isn't holding the required value of diamond, it consumes twice the value in diamonds from their possession. If that isn't found, it doubles the requirement and consumes that much in other gemstones, etc. etc., expanding its search and doubling the cost each time, until it doesn't find enough... and consumes all the gems in 20 feet of the user for no effect.

I can definitely see this thing being hated by people around the user if they don't carry the requirements (and have them in hand).


Diego Rossi wrote:
150. Staves of Make-Do

151. Loud Sex Pistols— These cursed loudshot pistols appear and function normally. The first time a loud sex pistol's wielder activates it or uses it as a melee weapon (even improvised), they become cursed and its appearance changes to be covered with symbols of chaos and anarchy (as well as the letters 'U.K.') in addition to the musical motifs. Until they receive a remove curse, the following properties apply even if not currently wielded unless stated otherwise:

Thingies! Bad Thingies!:
-----------------------------------
Rotten and Vicious– The user gains the Stench ability (DC 15). They cannot suppress it, but if the pistol is out of their possession for 24 hours (and they've bathed), this ends, but returns immediately if a cursed user picks it back up. While exuding this stench, the wielder treats the pistol as having the vicious property when used in melee (to pistol-whip or as an improvised weapon).
Pretty Vacant– The wielder has a +2 bonus to Charisma-based checks except against those affected by their stench and a –2 penalty to Intelligence and Wisdom-based checks.
No Feelings– The wielder does not benefit from morale bonuses (penalties apply) unless drunk or under the influence of alcohol.
Problems– The misfire chance for all allies' firearms (including the wielder) within 30 feet of them increases by 1 (this can be reduced to 0 by other effects).
------------------------------------------

152. Dire Straits Jacket— This +1 balanced armored coat turns into a constricting, but protective straitjacket when the wearer is in dire straits. The jacket can be freely removed while in coat form.

Curse:

Dire Straits– When the wearer is physically struck by a dire creature, when they receive 50% or more of their hit points in damage from a single attack, or when they receive a critical hit, the jacket turns into a straitjacket and binds their arms to their body. Further such attacks while already bound do not stack or overlap during this time. Items held in their hands or otherwise bound to their arms, such as shields, drop.

While constrained, armor check penalties are doubled and they cannot use their hands effectively. The wearer gains DR 5/bludgeoning and half of any physical damage taken is converted to non-lethal as the padded jacket cushions blows. A DC 30 Escape Artist check can allow them to slip free, with the coat resuming its normal form and dropping to the ground. Others can use Aid Another to assist or they can attempt to undue the complicated buckles as a full-round action (Use Rope DC 20) to free them as above. The straitjacket can be damaged by slashing attacks and has the hit points of the coat. It is always at full hit points when it transforms into a straitjacket and if destroyed the armored coat is as well.

Freedom of movement or teleport effects do not allow escape from the coat, though they still function otherwise (moving the target and the jacket or allowing the wearer to move over difficult terrain or avoid being grappled).

This effect persists for 1d4 minutes (rolled randomly and secretly), after which time the jacket resumes its normal form on the wearer and 1d8 hit points are restored per minute spent confined (healing an equal amount of nonlethal). A successful dispel magic or remove curse can also end the effect, though no hit points are restored.

Money For Nothing– The wearer also receives 1d8–1 gold pieces into their possession for each minute they spent constrained, but only if the full duration was spent confined (1d4 minutes). This only occurs once per day even for multiple wearers.
----------------------------------------------

153. Dire Straits Jacket, lesser— As #152 but the effect only lasts 1d4+1 rounds and the wearer only heals 1d4 hit points (and nonlethal) and receives 1d4 silver pieces regardless of the time spend confined when the duration ends.


Edit: #147. Britain-y Spear

Quote:
Hit Me, Baby, One More Time!– If the wielder is struck by a melee critical threat

148. Billy Idols— These cursed billy goat figurines detect and function as ivory goat figurines. The user receives the indicated curse after the idol is used and returns to figurine form or is destroyed and persists until they receive a remove curse.

Cursed Idols:
--------------------------------------
The Goat of Traveling:
Mony Mony– One hour after the user falls asleep, they are affected by a sleepwalk effect for one hour (Will DC 16). Success does not awaken or alert them. If they fail, they wander randomly around the area (within a house or camp, not wandering off into woods or streets). After one hour, they make another save regardless of the first result to continue or begin to sleepwalk. They attempt to return to their bed when the effect ends.
While sleepwalking, they emit a low, subtle moan. This sound seems to emanate from them, though it is produced whether they can speak or talk at all, such as being gagged or even having no mouth. Sleeping creatures nearby receive a Will save (DC 16) or be affected by fitful, restless sleep and that hour does not count as being restful, requiring an additional hour (or two) to be considered rested. Creatures receive a +4 bonus if in separate rooms (with closed doors or other barriers, but not if the user passes an open doorway or window). This persists even if they're awakened by others during the hour and return to rest. A successful save does not alert or awaken the creatures, but those that save can attempt a Perception check (DC 10 with modifiers for distance and sleeping) to notice and be roused by the low moaning of the user.
The user has no penalties to rest while sleepwalking, unless they are roused (such as by a sentry or annoyed neighbor), in which case that hour does not count as rest, and they will need to save for the second sleepwalk if it happened during the first hour.
Cursed users that do not sleep (but rest) make a Will save during periods of rest randomly at a GM's call, or they go into a fugue state and 'black out', moaning as above with no memory of doing so.
The Goat of Travail:
Rebel Yell– Once per combat, the first time the user attacks a hostile creature, they emit a challenging shout. All hostile creatures within 60 feet that can see and hear the user are subject to an Intimidate check to demoralize with a +1 bonus to their save for every 10 feet in distance. All such creatures, pass or fail, will target the user for attacks whenever possible for the rest of the combat, though they are not heedless of danger or risks, nor do they have to. If they have a choice of targets, the user will be preferred. The yell is quite loud and can attract nearby or wandering monsters to the fight. The sound only seems to come from the user and occurs whether they are unable to speak or even if they have no mouth at all.
This is a sonic, mind-affecting, fear effect.
The Goat of Terror:
Eyes Without A Face– The user's facial features other than their eyes vanish, including facial hair, scars, and tattoos (even magical ones). They retain their ears and hearing, but cannot speak, breathe, eat or drink unless they have some other method to do so. They no longer need to eat, drink, or breathe during this time unless they have some other method to do so. Illusions, spells, or polymorph effects that would grant such features (or their appearance) fail to do so, though any other changes to form apply. Masks or other facial coverings can be used to hide their features (or lack thereof).
The first time a creature (other than a bonded familiar or companion) sees the user's featureless face they are affected by a scare effect (Will DC 15). After the effect ends, they must save again if they see the user's face once more. Creatures that save are immune to this effect for 24 hours.
This curse bestows the power to use any of the billy idols with a mental command rather than their normal command word (same action required).
-------------------------------------

149. Deep Purple Prism (Ioun Stone)— This cursed vibrant purple prism ioun stone detects, and functions normally except as noted below.
Speed King– There is a 20% that the stored spell is considered quickened when cast. This does not occur if the user has already used a quickened effect that round. A flawed stone's spell will be reduced from a full-round action to a standard action instead.

Curse:
-------------------------------------------
These effects apply while the stone is in use or to the owner of a device or creature utilizing it, such as a wayfinder or ioun wyrd. After being used by a creature, they continue to apply while the stone remains in their possession, even if removed from orbit or the attached item, until they receive remove curse.
Smoke on the Water– Any water source larger than a small puddle (about 3 feet in diameter) appears to have illusory smoke or fog filling its space, up to 5 feet above the surface, visible only to the user. A successful DC 15 Will save allows the user to see through up to 30 feet of such smoke, though even disbelieving does not allow them to see further than this over larger bodies of water without true seeing. Other effects that allow vision through fog do not work unless they also see through illusions. This is a figment effect.
Burn– The user always needs to make a Reflex save to avoid catching fire when taking damage from fire sources, even instantaneous effects. This does not apply to fire damage from heat, only flames.
You Fool No One– User has a –2 penalty to Bluff checks.
Lazy– User is subconsciously lazy and either (GM's call) takes 1/10th longer to perform tasks taking over an hour, such as Craft checks, or has a –2 penalty to checks during a task, such as guard, lookout, or sentry duty.
--------------------------------------------


I think there's a difference between dividing something zero times (meaning you didn't divide it) and dividing something 'by zero'.
...but then again... I don't have comprehend mathematical jargon prepared for the day...


To my reading, a regular move is using a move-action to actually move. I do not consider a 5-foot step to be a regular move, but moving 5 feet with a move action would. I do not consider a charge or run to be a 'regular move'. I do not consider moving while falling to be a regular move (I might allow it on a purposeful jumping up or down movement). I do not consider swimming or climbing or other actions to be a 'regular move' (unless they have that movement type), even if doing so uses a move action. I do not consider the movement made by dragging or carrying grappled creatures a regular move. I do not consider standing up from prone a 'regular movement', even if it takes a movement to do so.

Others may agree or disagree with some or all of my thoughts.


I grok do u wrote:
Shouldn't there be an additional effect along the lines of only recognizing dancing creatures as allies? Perhaps also allowing a Performance (dance) check in place of the will save? Maybe creatures under the effects of Dance of a Hundred/Thousand Cuts (or similar) are immune to the curse for the spell's duration?

Feel free to make a safety dancing II variant weapon property. I was trying to work an 'Overkill' into there somewhere. :)


146. Safety Dancing (weapon property)— The cursed property can affect any dancing weapon. While dancing, after any attack against another creature that is not wearing a hat, the weapon attacks its user as well immediately afterwards as a free action. It can do this even if it is a reach weapon. If the user is wearing a hat when struck, they must succeed at a DC 15 Will save or be forced to dance (even if they don't want to) as irresistible dance (save negates, not partial). For purposes of this effect, a hat includes caps, coifs, helms, and crowns, but not headbands, tiaras, scarves, or other decorative headpieces.

147. Britain-y Spear— This cursed +2 toxic spear has a blued haft with white-bordered red lines intersecting at various points (Union Jack).
Gimme More– The wielder can transform it into a long spear with a command word and it remains in that form until it leaves the wielder's hand or the wielder speaks the command word again. A wielder proficient with spears is proficient with both forms. Other feats and abilities, such as Weapon Specialization, apply to their associated weapon form.
Stronger– After a confirmed critical, the wielder receives a +2 enhancement bonus to Strength for 2 minutes.

Curse:
---------------------------------------------
Limey!– The owner or wielder must consume citrus (lime, lemon, orange, or similar fruit) each day, typically one lime's worth for a Small or Medium creature. Failing to do so requires a DC 15 Fortitude save or contract advanced scurvy. The DC increases by 1 each day this requirement isn't met (and applies to the DC to remove the disease). The scurvy an be cured normally otherwise. Once a wielder is afflicted with scurvy, they must continue to consume citrus daily as above, even if they lose possession of the spear, until they receive a remove curse (this does not remove the scurvy).
Oops!...I Did It Again!– When the wielder rolls a natural 1 on an attack, their next attack roll (with the spear or not) is always a natural 1 (no chance of critical fumble for this attack, but the wielder is exposed to poison if active on the weapon). If this natural 1 does not occur against a hostile creature before 24 hours pass, the wielder receives a –1 penalty to all attacks the next day.
Hit Me, Baby, One More Time!– If the wielder is struck by a critical threat, as an immediate action they can choose to add +4 to their AC against the confirmation roll but it provokes an attack of opportunity from the attacker, taken after the confirmation roll.
Womanizer– The owner receives a –2 penalty to Charisma-based skill checks against female humanoids after the first time the spear is used until they receive a remove curse. It will reapply if the spear is used again later.
---------------------------------------------


Azothath wrote:

...

Its only a threat with a touch spell every other round and the caster is busy enspelling it every other round... that's a serious action economy deficit. ... Full round to transfer touch attack, so worse than a familiar and an action economy black hole.
...

If that's the intent, the wording doesn't match that. Your version seems to make the knife attack on its own (like a spiritual weapon, but I don't think this needs redirecting, always attacking some target and flanking when possible, but that could be an oversight too) rather than getting an attack when the caster attacks. If that was the case you would be correct. However, a reasonable reader can assume the caster uses their full-round action to transfer a touch spell and then the twilight knife takes its attacks (presumably they could have it attack before their action), making the touch attack instead of its normal attack. Which would mean there is no every other round.

If you intended 'full round melee' attack to just mean it only gets one attack regardless of its BAB, then the wording should just be 'it makes one melee attack', but I have to admit the wording is loose. (and could just be my misreading it, and that probably means the wording needs a bit of tightening up.)


Azothath wrote:
PizzaLord wrote:
...
thanks. I know my rulez jargon can seem like a bear trap (as it is) and opaque at times as I'm not explaining everything or triviata.

That's fine, but for people trying to just and gauge a spell's power or use, or to see where it diverges (in the case of a spell you're tweaking, like twilight knife, it makes them wonder whether the damage is the same or not.

It's one thing to write. 'It deals 1d6 electrical (or 'flame') damage per caster level.' We can assume you meant electricity or fire damage. It's another thing entirely to suddenly write it as, 'Deals CL/2*d6 damage of the fire type and this damage is reduced by resistances to that damage the target has.'
We're gonna say, "Just write 1d6 fire damage per two caster levels!" I am not mad or anything, I'm not your boss. It just makes it hard to at a glance know if the damage has been altered. :p

Quote:
Your example text is way too loose and open to various interpretations leading to rule wrangling.

It was an example, and can be tweaked as suits, I needed to make sure it had the word blank in it (rather than adding in a new line in the description). It could just as easily be 'Two blank parchment (1 gp ea.)' or even add in 'fine' or some other word to indicate these aren't normal 2 sp parchments.


To me, it just seems better in almost every way (which might be the point) at what looks like lower spell levels.

Space Saving observations:
-------------------------------------
It now seems to make full attacks, rather than the original, which attacked a creature when the caster attacked the creature.

It can be used to deliver (certain) touch spells. The restriction on multiple ability touch spells is there, but it tends to lead to more confusion, requiring GM adjudication in a lot of cases. Chill touch damage and Strength effect counts as more than a single effect, so presumably ghoul touch paralyzing is one, and the stench it causes is another, so that's out. Then a GM has to determine if touch of idiocy's penalty to Int, Wis, and Cha are one effect, or three effects (not debating it here, just saying it's reasonable that someone will need this clarified). It adds a lot of work for an ability that requires a full-round action from the caster (meaning they do nothing) and takes the knife's attack (the original spell wouldn't do anything since there was no attack), to then make one. Making this basically either a poor spectral hand or usurping that spell's role in some ways.

It has a blur effect making it harder to hit and it's already hard to damage.
I guess you added in some energy vulnerability, but there's no hit points or anything I can determine (as opposed to a dispel or disintegrate just destroying it). And I don't see the need for adding shield to the list of things that affect it. What does that mean? It stops it automatically like magic missile or that shield grants its +4 shield bonus to AC against it (which I think it already does). Does this imply that normal shield bonuses don't apply?

I don't see the need for choosing Piercing or Slashing, I get that there may be certain instances, but as a force effect and spell, I would assume the rubric is having it deal damage as a spell, like spiritual weapon (or twilight knife.

What I do like is that is specifies the dagger does not provide flanking (though it benefits), which the original spell left kind of ambiguous.
---------------------------------------------------


Not trying to poo-poo everything, just looking at it from a designer or editor frame of mind. You wanted the spell to be better, and it is at lower spell level. If we knew exactly what you felt the OG spell was deficient in (other than making it a 'dusky, twilight force'), maybe I could rejigger it around, but if I was balancing this version (and editing the wording, like the damage calculation to make it simple and easy to read :p), I would have some tweaks. And if I'm way off and mistaken, that might be because of the wording and phrasing as written.


It is generally a 50% increase to price for an ability in an 'unaffiliated' slot. This is basically taking slot-less, hand-held item and making it slotted, but that really is just freeing up a hand (which is generally assumed to be two per character, since humanoid is default).

Math rambling:
--------------------------------------------
For copying spell effects, the pricing is generally easy unless the effect mimics something else (like adding a near constant armor bonus, in which case it would be priced as adding an armor bonus). So this is just subjective and prone to approximation (meaning this is how I would consider the factors, others may disagree). Using the Estimating Magic Item Gold Piece Value table as a guide:

1. Basically it's a ring that casts paragon surge 2/day. Assuming CL 5. It's likely a command word to activate it. Spell level (3) x CL (5) x 1,800 = 27,000 gp.

2 charges/day: Divide by (5 divided by charges per day). 27,000 / 2.5 = 10,800.

3. No reduction for only affecting half-elves, since that's already presumably accounted for and balanced in the spell. If it was another spell that could affect more creatures and was then restricted (or the ring only functioned for) half-elves, this would be a discount.

4. The paragon surge only has one function, which is an extra feat. That's still good, and by itself could require a subjective pricing based on an item that gives a feat. Which can be hard since normally it's pretty unrestricted, but in this case that feat is always Extra Hex. We look at basically what's actually being provided overall by the feat, not just that a feat is gained.

Ultimately, it's giving the wearer access to an extra hex for 10 minutes per day (5 minutes per charge). (for a shaman it's restricted by their spirit). Witches have no restriction I can see, and items are priced as being optimally used, so unrestricted hex choice (that they meet the requirements for). I am not going to look through every hex to see if one is abusable (like a witch with Cauldron hex taking Witch Bottle and using both charges to make drinkable hexes in 10 minutes). I don't think any cost increase or decrease applies in that case.

Then we look for an item that does basically the same thing (gives access to an extra hex in some manner). I can't search every item, the only one close was the ring of favor (7,500 gp), which is a 3rd-party item by Owen K.C. Stephens. It can grant one, two, or three extra hexes depending on if the wearer knows 3, 6, or 12 hexes, so potentially better, but also they come from a restricted list.
The cackling hag's blouse grants the cackle hex to a witch for 6,000 gp (though it has other effects that I am not deonstructing. So that can be a guideline for a specific hex rather than wearer option, though it's as long worn.

-----------------------------------------


TL/DR
For the ring, I would say about 10,800 (27,000 / 2.5) using the chart.
Because of the existence of the cackling hag's blouse I could subjectively say the price could be 5,000–6,000 gp, since that provides a constant access to a hex (accounting for its other abilities) and the ring only gives 10 minutes, but the ring wearer can choose a hex daily unrestricted.

Necklace rambling:
------------------------------------
For the Necklace of Cursed Reach (or whatever you call it), basically it's a rod of reach but moved to a slot. This does use up an item slot that is pretty common for things, but it also frees a hand slot, which can be used for holding a shield or other magic item or free hand for casting spells, so equally beneficial and the rule is to assume it's always of optimal use and benefit when determining value.
Also, such effects (metamagic) is generally assumed to be the domain of rods or at least handheld objects. Plus, making it a necklace can put its production into the Craft Wondrous Item range (3rd level) rather than 9th level where Craft Rod is required to get the equivalent effect. Now, as a GM, you can add the Craft Rod requirement to the custom necklace to prevent this or not, I am not getting into that. It's something that needs to be considered, and maybe you aren't worried about the crafting aspect.

11,000 for the rod of reach plus 50% increase for altering to a necklace would be 16,500 gp.
Then the limitation that it only applies to curse spells (not hex curses or other things), which I will assume means a spell with the [curse] indication. That's a pretty restricted list (I am guessing, I am not searching and judging the power of all those spells), but it requires the user to have them. So I can see a possible 40% reduction (this is my opinion). I am deducting the 40% from the 16,500 (6,600) for a price of about 9,900 gp. Again, this is subjective, others might tweak the increase or discount numbers.
-----------------------------------------


TL/DR
About 9,900 gp for the necklace, but that's only one person's opinion.

Edit Wow, Azothath was doing the same research I was while I was typing.
::That moment you finally got your reply polished and click SUBMIT and see replies that weren't there and realize you spent an hour and 15 minutes researching and typing.::


If I am reading this correctly:

Space Saver:
------------------------------------------------
Quote:
The caster prepares the components and seals one blank page in the bottle. The companion page(second page) is usually stowed in the caster's spellbook or scroll case.

1. The spell is cast upon a pair of parchment or vellum sheets and upon a bottle. One sheet is placed in the bottle and the other (companion) is not. The parchment put into the bottle must be blank.

Quote:
Within the duration, the companion page can be written upon using conventional methods within a single 2 minute session and the writing appears on both pages if they are on the same plane of existence.

2. If the companion page is written (or drawn) upon, similar writing appears on the bottled paper, which is probably rolled inside the bottle. But this only happens once, and once writing begins there's only 2 minutes, after that, the duration remains, but no more writing is conveyed between the paper. Anyone can write on the companion paper, not just the caster.

Quote:
It is a perception DC 0 to notice that there is writing on the page in a sealed transparent bottle.

3. The message can be read through a clear bottle at DC 0, presumably at some other DC for a colored or otherwise murky bottle. Presumably there's distance penalties? So DC 1 to notice writing from 10 feet away, and DC 10 from 100 feet? Seems pretty easy for a piece of paper potentially in a 4 oz. vial (about the size of your pinky). I guess there could be some size modifiers (+16 for Fine at best maybe). Granted, you didn't say 'read the paper' at DC 0, but adding in all that ambiguity (or trying to cover all the bases) just clutters up all the writing and space.

Quote:
Destroying the companion page destroys the bottled page in a similar manner. Once the bottle is opened the connection to the companion page is broken and the companion fades and crumbles.

4. If the bottle is opened, the companion page fades and crumbles. If the companion page is destroyed (presumably if it fades and crumbles from someone opening the bottle to retrieve the bottled paper), the bottle paper is similarly destroyed.

------------------------------------------------

Assuming the above is correct:
The issues I have are how unwieldy or unintuitive it is and some of the wording can be tightened up.
Notes:
------------------------------------------------
1. Do you really need a bottle? Is there any reason you can't just link the two sheets of parchment? It's up to the primary parchment holder to keep it safe, in a bottle or scroll tube or not. It would save you a good amount of space in the components line and you don't need to worry about Perception DCs for trying to read it through a clear bottle, or a dirty or murky bottle, or colored glass, or if they didn't realize that and just used an opaque bottle. It would also save you from worrying about whether the writing on the companion page could really be seen or read on the scroll in the bottle, since it would logically be rolled up at the very least (and what if the companion page user accidently wrote on the side that would facing the interior of the bottle accidently, I mean, they were both blank when put in, it's a reasonable thing that could happen!)
You can avoid all of that by removing the need for the bottle (I guess you could just have the words appear on the bottle and not worry about scroll position or orientation inside it, but whatever).

2. Material components: The vial/bottle takes up space. I know I mentioned it above, but you give sizes from 4 oz. to 24 oz. A 4 oz. is like a 5-Hour Energy bottle, I am not sure what kind of parchment or scroll could be put into that?
Why 25 gp (12.5 gp ea.) for a pair of parchment or vellum? Parchment (suitable for making magic scrolls is 2 sp, Paper is 4 sp.) I don't see the reason except to make it not eschewable (which makes sense, but if it was, there'd be nothing to write upon anyway. I think you could get away with making them '1 gp' or '1 gp ea.' and still be fine without some other reason for the cost.

3. The addition of the fine (fire?) eye agate (25 gp) with the caster's mark being placed into the bottle to function as a focus for the caster's divinations. It doesn't seem necessary. What divinations are you foreseeing that the caster of the spell would cast to locate the gem (or the bottle it's in)? Very few work on items. Locate object would (it within the range), but a caster can already visualize the specific bottle. I am sure there's some spell that might work, but it just seems too ambiguous for what it requires (a specific gemstone of a specific type, for a murky reason).
-------------------------------------------------

If I were to try and edit it a bit, accounting for changes above (which doesn't mean you have to, but maybe the wording will help you consolidate your version):
'Components: S,M (Two blank, specially-prepared parchment or vellum sheets, 1gp ea.)
Targets: The material components
Duration: 2 days/caster level
Description
The caster chooses a primary and secondary sheet. Once during the duration, for up to two minutes, anyone writing upon the secondary sheet creates identical markings on the primary as long as it's on the same plane. Typically this can be up to 45 words, 200 characters, or a rough sketch (or actually time the player doing it). If interrupted, no more markings will be shared, even if the full two minutes were not used.

An erase spell targeting either parchment ends the spell. If the companion page is destroyed, the primary is also destroyed and both pages age, yellow, and crumble to dust when the duration expires. A caster can have a number of active comport message spells equal to their casting ability modifier (minimum 1). Casting a new spell above this limit ends the oldest two.'

Or something like that.


1 person marked this as a favorite.

Shifting shadows turns all creatures in the area into potential flankers for every other creature.

Twilight knife creates a blade of force that can flank targets and cannot be attacked.

But I think you might mean, spiritual ally which can attack and flank from its space. It can be attacked, but as a construct of force its pretty much impervious to physical attacks.


If I were looking at this as an editor, and this was being offered to the world, I would suggest some wording changes. If you want to say they aren't needed, because you know what the spell is supposed to do... well, then you didn't even really need to write it down, this is for others.

Azothath wrote:
This spell has no effect on aberrations, constructs, undead, haunts or spirits.

Probably not needed, since it says 'living creature' in the Target line, except for Aberrations. Unless you really need it to not include them, then you could probably cover this with:

'Target: One willing or friendly living non-Aberration creature of Large size or smaller (see text)'
But only if you really have a reason to exclude Aberrations.
Space Saver:
----------------------------------------------
I still say 'friendly' isn't needed and would save you word count, and if a creature is willing, then no need for a Saving throw (or at least it should be (harmless). I mean, the target already has to wear or keep the item, which means some creatures without hands or able to wear things are already hindered in benefiting. It also implies there's some action of them taking possession of something from the caster during the casting (which isn't so bad), but in the case of a target without hands or that's paralyzed, presumably the caster also has to hang the symbol or effigy on them, presumably around their neck, so hopefully it has a cord or thong.

The wording, 'The component must be worn and kept by the target lest the spell ends.' is also uncommonly phrased. 'If the target loses possession of the component, the spell ends.' would be easier to understand, rather than 'lest it end', which implies that it might or might not. But there should be a line above that says the component is placed on or in the target's possession before this; possibly in the Component line: '(Effigy, holy symbol, or totem (1 gp, 25gp, or 100 gp) placed on or in target's possession.)' or something.

I'm also not sure (not saying it's wrong or anything, I just don't see the reason) for the Large size restriction. Is there a reason a Huge creature suffering poison is harder to abate the affliction on than a Large horse? Is there a specific condition you're thinking of that a Huge or larger creature would have that should be harder to abate than normal? Seems like you'd save some word count not worrying about it unless there's an issue you foresee (and if you share it we might think of a more concise way to word it.

I also think the Identification part can be cleaned up. It's really confusing and from reading it, the caster needs to spend 3 rounds making a Heal check, just to know what check they need to make to identify the affliction. I assume you mean that's only if the caster doesn't know the affliction. But even so, I wouldn't mind it (so much) if that check allowed identification, but 3 rounds just to know what check to make, and then making that check (Which might have its own restrictions) is a bit unwieldy, especially if a target is confused or feared or running away every round or something. Looks like you imply this with the spell identification and Spellcraft, but it could be clearer.

Can the caster just 'guess'? If it's obvious (ie. they're bleeding. Okay, maybe bleeding isn't one of the afflictions you intend this to work on, though it could maybe increase the rounds between bleed damage, but it's mostly just an example) they should be able to identify the affliction and just state it (if they're wrong it fails). Now, maybe they have to be specific for some effects, like whether it's spider venom or centipede venom, but if they just saw their friend bitten by a spider, they shouldn't really need to make a check if they're trying to mitigate the poison's effect as quickly as possible. And maybe this is all intended by you, but the phrasing should make this clear to people that don't know how the spell exactly works (ie. you, the creator). I think maybe a table or chart layout would look cleaner if you really need to delineate how to identify some esoteric afflictions.

You could likely save a lot of room by just letting the GM handle the identifying, or consolidating it into wording like,
'The caster can attempt to guess at an affliction, especially if they saw the source, such as identifying an afflicting spell with Spellcraft when cast or seeing the type of creature that poisoned or diseased the target (and knowing the poison and disease name, ie. Spider Venom, Black Adder Venom, Filth Fever, or Mummy Rot rather than just "poison" or "disease"). If wrong, the spell fails. Other methods of identification are up to the GM and can include Heal or Craft: Alchemy or Poisonmaking for drugs or poisons, or Spellcraft, Knowledge (Arcana) or (Religion) for spell or divine afflictions or curses. DCs can range from 10 for common afflictions to higher based on factors like rarity or the DC to craft a poison or drug or to identify the creature it came from.'
and just leave it at that unless you really have a reason to go into DC mechanics.
-------------------------------------------------


Quote:
141. Tube of Force

Doesn't really seem cursed.

142. Cursed Boomerang I— This +1 returning boomerang functions normally, except it returns to its user's hand at the end of the turn after they throw it, instead of just before the start of their next turn. It flies to them even if they've moved as long as it has line of effect and they don't have total cover from it.

Curse:
--------------------------------------------
When thrown at a creature (not objects, including worn or carried gear), the boomerang creates two duplicate boomerangs that will target separate creatures adjacent to the original target at random, whether the user wishes or not and can include allies of the thrower. No creature can be targeted by more than one attack this way. If there are no targets for a duplicate boomerang then it misses and hits nothing.

The original boomerang and any duplicates that did not hit their target fly back to the thrower at the end of their turn unless somehow prevented (ie. caught with Snatch Arrows or picked up with a readied action). If the thrower has a free hand, the original can always be caught as normal. If not, the boomerang makes a ranged attack against the thrower using their own full BAB and bonuses and ignoring concealment miss chances. On a hit or miss it ends up at the thrower's feet.

Duplicate boomerangs can be caught if the thrower has any free hands left after catching the original by making a Reflex save (DC equals the attack roll) but only if they have proficiency with boomerangs or possess an ability that allows catching projectiles, like Snatch Arrows. Otherwise duplicates disappear after the attack roll on a hit or miss.

A caught duplicate remains in existence until the end of the thrower's next turn or it leaves their hand except as an attack. Duplicate boomerangs do not create their own duplicates and disappear after this extra attack.
-------------------------------------------

143. Cursed Boom-erang— As #142 except duplicate boomerangs that strike a target (or the thrower on returning) burst for 1d6 fire damage (Reflex DC 15; half) in a 5-foot radius around the target. The original boomerang does not burst except against the thrower if not caught. Striking cover does not cause a burst (unless the cover was a creature).

144. Cursed Bloom-erang— As #142 except if the thrower (not any other target) is struck by a returning boomerang they're encased in a quasi-real (1%) illusory bloom of thorny wood rose vines and are entangled until the end of their next turn (Will DC 15; negates). The vines are only a manifestation of the entangling effect, not the source. Abilities that affect plants or allow movement through them don't affect it, though other effects, like freedom of movement function normally.


138. Ioun Throne Stones— These quirky ioun stones appear and function as normal until a user releases them around their head. While continuing to function normally for their type, they change in form to a small, stylized iron throne made of tiny blades. Whilst circling the user's head, they make random statements like, "Winter is coming.", "Hold the door!", "The lone wolf dies but the pack survives.", "That's how you make a threat.", and "You cannot give up on the gravy." amongst others. The user also receives a –1 penalty to saves against abilities from true dragons and wraiths, cumulative for each stone. If the stone is activated or used in some other manner, such as a wayfinder or familiar, the penalty applies to that user or owner.

139. Noun Stones— These quirky ioun stones appear and function normally, but whenever the user ends a sentence or phrase with a non-proper, physical noun, there is a 50% chance the stone falls from orbit (or otherwise ceases functioning if used in some other manner) for 1 minute. It can be picked up and replaced in orbit (even by another creature), but will not function for that duration.

Examples:
-----------------------------------------
"Hand me a sword." (triggers)
"Hand me the flaming sword." (triggers)
"Hand me the Black Demon Sword." (Does not trigger)
"Look at the Statue of Liberty." Does not trigger; proper noun and liberty is not a physical object)
"It's Queen Elizabeth." (Does not trigger).
"It's Elizabeth, the queen." (triggers)
"He's in a state of confusion." (Does not trigger, confusion is not a physical object)
"He's in a neighboring state." (triggers; that form of state is a physical object or noun)
"He's in a confused state." (does not trigger, that form of state is not a physical object)
"I need healing." (Does not trigger)
"I need a healing potion/spell." (triggers)
-------------------------------------------


Goth Guru wrote:
I flunked pre-algebra. Algebra floor would make a good trap. Step on the floor and you must Will save or become confused.

Algebra Floor Trap; mechanical, proximity trigger.

Fortitude DC 20 or Party equals X – 1, where X = # of PCs.


Oli Ironbar wrote:
An evil aligned GM spell that blocks all access to boards.

Repel wood?


Oli Ironbar wrote:
A commune spell that puts your party in contact with the PF1 message boards.

I think that's contact other planes but always leads to madness.

Ia! Ia! Paizo ftaghn! ::drools::


The key is conveying it in as simple and concise terms for a reader.

Option:

Quote:
Abate affliction mitigates the effects of an affliction (corruption, curse, disease, drug or addiction, infestation, madness or psychological condition (including confusion), or poison) the caster has identified on the target. The caster chooses whether to reduce penalties caused by the affliction by 1 for the duration, grant the target a 5% (or whatever number) modifier (up or down, target's choice) to random rolls, such as confusion, or double the frequency time between checks for the affliction (I feel there should be a limit, though, some diseases or negative level checks or such only happen once a day, or more and I don't think a 1st-level spell should do that IMO, maybe just 2 hours max. Not my call, and I may be misreading the intent, which is the actual issue with wording).

Then I'd probably put a note about a specific affliction only being able to be abated more once, whether by the same caster or any caster, to prevent just long chaining of it.

I don't believe it should have a Saving Throw, if the target is required to be willing (which is seems to be, though you added 'friendly', which is uncommon and unusual). The only issue I might have is that a confused or charmed or dominated 'friend', might not count as willing unless they rolled 'Act normally'. It's not a real issue, that just might be how it works. Might be easier to put it as Saving Throw: (harmless). I am sure there's some way it can be unhelpful, like some character that actually gets benefits while poisoned or diseased or something, but this doesn't technically remove or suspend it, so probably not. Not sure if 'raging' is considered an affliction, depending on if it's barbarian rage or the rage spell or some [emotion] spell and they can reduce their –2 AC penalty by 1. Or someone trying to claim that the blinking miss chance to attacks is an 'affliction' and alter their miss chance roll by x%.


A spell to remove the daily chore of shaving. Men (and some women) spend so much of their lives getting smooth, clean-shaven skin. In AD&D 2nd Edition, the cantrips were shorten growth and hairy (its reverse). In Pathfinder you get depilate, which isn't shaving, it's making hair fall out in unattractive clumps.


1 person marked this as a favorite.

Why not abate the effect for a number of time units (rounds, minutes, 10 minutes, hours, etc.) based on the effect's frequency. Something like (not saying this is what you want, just an example):
'Abate affliction slows the frequency of an affliction the caster has identified on the target. The target need not make rolls or checks during this time and the duration of reprieve equals 3/caster level in rounds, minutes, or hours (max 24 hours), based on the affliction's frequency. An effect, like a poison that requires a save every round or less than 10 round (one minute), would not require a save until 3 rounds/caster level has passed. An effect checked every hour (or longer, such as the save to remove a negative level) would be delayed and additional 3 hrs/caster level.'

Or some such. I am not saying that's your vision, but it might be easier to word it that way (or might be completely wrong). At the very least, I'd probably say a caster can only postpone an affliction once (your call on if different casters can). And 8th-level caster is already possibly postponing something by a full day. I like that the Material component has a cost, but it's not really enough to keep someone from otherwise chain-casting effects (especially over days) or Extending a 1st-level spell isn't that hard.

I also assume this doesn't suspend or pause afflictions, meaning some can just fade out naturally well before the abate affliction spell ends. Even at 3 rds/caster level (let alone hours), a lot of poisons will wear off (granted, they have to be afflicted by it and probably take some damage).


112. "Toasty!"
Targets arrive at destination on fire and take 1d6 fire damage immediately and every round. The flames can be extinguished as normal. This fire does not harm the target's gear, other objects or creatures they come in contact with, and cannot even light a candle (though it gives off heat and light). It can ignite flammable gases around the target which can do those things.

113. Cold Shoulder
Targets arrive covered in frost and take 1d6 cold damage immediately. An endure elements effect makes this damage non-lethal. Targets are fatigued if they take any damage. The fatigue cannot be removed normally until the cold damage is healed, and the cold damage cannot be healed until the target spends 1 minute warming up, typically with a suitably-sized hear source or after 30 minutes just in a non-cold environment.

114. Static Cling
Targets arrive charged with static electricity. This is noticeable to them in the form of hair on their arms or head standing up or dust or paper or clothing clinging a bit. The first time a target touches something metal or living, there's a sudden discharge that deals 1d6 non-lethal electricity damage to the target (not to whatever is touched). If two targets touch each other, they each take double that damage. This does not trigger for metal objects or creatures they're already touching (such as a group holding hands to teleport or while wielding metal weapons), but will if they release and touch those again later.


CraftySunuwaBeach wrote:
...But do you have a link or a quote from the rules to support it?
Magic Items Creation wrote:
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

Note that under Wondrous Items, you have this line:

Creating Wondrous Items wrote:
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require.

This might seem like the diamond isn't required, but the wording is meant to be applied to magic items that have spell requirement to craft, but do not effectively cast or produce an effect like the spell. It's (apparently) been judged that using a Tome or Book is effectively getting a wish (thought it might take longer than just casting one).

Whether you agree or disagree with the above, the one thing that really matters, is the rule that you price and value magic items based on their actual effects (in game) and that you also try to stick close to the prices for already existing items. Since we can clearly see that Tomes (as well as similar items like a ring of three wishes or a luck blade) have a price, and that by reducing it by 25,000 gp per effective wish (ie. the bonus it grants), and then dividing that amount by half (the cost of making an item), and adding back in the material cost, it should be self-apparent that it's intended.

CraftySunuwaBeach wrote:
However, in the crafting rules it states that you can get certain discounts on the price, most remarkably 30% discount by making it required to have the correct alignment or class.

Like Taja the Barbarian said, crafting item prices are guidelines. The restrictions discount isn't meant to allow circumventing it. Especially when it's already well-established that items are priced based on what they do and how good they are in-game (and that does make some more or less value in different games).

Space Saver:
------------------------------------------
If your whole party is dwarves, making magic items that only work for dwarves is not an actual limitation (even if an example can be thought up, "Well, I have a monkey familiar that might want to use it. Or we might have a hireling!" A person putting a restriction on an item that doesn't really restrict them from using it shouldn't get a discount (if it's a commission or something, for an NPC, then sure, but not if it's basically for the party).

This may seem a bit meta-gamey to just say that, but it's pretty much what the player (ostensibly) would be trying to do. A magic item that only functions when the wearer is submerged is a legitimate restriction... but not if that item is a ring of swimming for instance. Same with an item that only works in sunlight, that's a reasonable and discountable restriction, but not if it's an item that provides the equivalent of protective penumbra (basically protects you from sunlight), your vampire crafter shouldn't really be getting a discount on it by adding that limitation. It's not a real limitation or hinderance to the item's effective use.

Take it the opposite way. A player could claim that they're creating a magic item that can't harm humans or dwarves (say it blasts out a fireball). That's a restriction, (assuming a reasonable portion of their enemies are humans or dwarves and would be unaffected by it) but if you realize the party is mostly humans and dwarves, they've really just made a fireball that they can set off without worrying about injuring themselves.

A poison cloud that only effects one specific creature, like goblins, or even locusts, would legitimately be useless again any other creature... but if you then market and sell it as a pesticide or vermin removal, the fact that it doesn't poison the user or their family or their chickens when set off over their crops is actually a really good thing.
-------------------------------------------


A manual of bodily health or tome of clear thought that only works for [the person with the alignment and race of the person it was created for] is not a restriction. Your Lawful Good Dwarf just needs to stay Lawful Good and be a dwarf for about a week. Now, if that same tome granted its bonus but only as long as the user remained that alignment and in dwarf-form, that might be a restriction (it comes back when they return to their 'normal' form). Then if they're polymorphed or something (still rare in a lot of cases) or take another form, it doesn't apply. I am not saying do that, but I would definitely give a discount in that case from the viewpoint of it being an actual restriction.


DM Ray wrote:
RAW: What does the Iron Golem do? Can the Wizard Plane Shift back and get him, I dunno, by stuffing him in a Portable Hole?

It probably does nothing (unless it goes berserk or something). By that, I mean it likely follows the last orders it received from its master. If that was 'Attack that guy.' it would keep doing that reasonably; until he was dead or vanished from its perception for a short time. Running through a door or around a corner, no. Leaving the area or staying out its perception for 10 or so minutes might make the golem stop actively searching, but will probably resume attacking if it sees the target.

Otherwise it likely just stands there. If the order was basically 'Follow me' and its master vanished with no logical direction or obvious trail, it's not really gonna make a judgement call. They don't generally have Intelligence. It will almost certainly defend itself if attacked (by the bad guy because its standing in his parlor) unless it was ordered not to.

Putting it in a portable hole probably is the most straightforward solution. As Diego Rossi pointed out, an iron golem is 12 feet (usually, some are customized or just a bit different), but I, personally, think it's reasonable that a humanoid design could crouch or hunker or hunch down at least enough to be in the 10-foot limit of the portable hole. Then you can fold it closed and carry it around. I would likely rule that any items inside if it did are likely destroyed and crushed by a 5,000 lb. iron boot stepping on them.

As for plane shift, that will typically get you to within 5 to 500 miles of your intended destination, so shifting back into the entrance or parlor to the villain's home is highly unlikely unless it's a small demiplane or something and that's where all such travelers arrive. Nothing stopping a plane shift and then a teleport to the actual location, of course (depending on your familiarity).

DM Ray wrote:
And in the future,... How do I get a 'welcomed-in-the-game' Golem not be Immune to Teleport, Plane Shift, and such like that?

Only likely through custom building, it probably wouldn't really cost anything, or very little, to make your iron golem be susceptible to plane shift effects, either plane shift specifically or just any similar effect. If the ability or 'limitation' is clearly more of a benefit, then there should be a cost, but that amount is arbitrary and subjective. Obviously giving it the ability to plane shift itself is not what I mean, just making it have no inherent resistance. This might make it vulnerable to traps or unwanted effects (it would still get a save), so I don't think it would really cost more, but that falls into GM territory, so your call.


Bad idea. Not saying it will break your game, but it is not how the game design was balanced. The problem with saying "So what if fireball deals 20d6 fire damage? There are spells that do more damage that a 20th-level caster can use." is that most people start comparing it to higher level spells that the caster can use. And fireball isn't even the issue, since you can still roll low or average, and there's still a save for half (or evasion).

The issue is when you get into things like ray of enfeeblement or other effects that aren't pure damage. The truth is that most spells over 4th cap at around caster level 20 already (or even 18 if it's an 'every 3' or 'every 6 level' spell. It's really only the lower level spells that do that, and the reason is to keep from being comparable to higher-level spells (and you can use more lower level spells). Vampiric touch is 3rd and still caps at 20.

That said, if you think a specific spell should be expanded, go ahead, but just blanket opening them all up, not a good idea.


1. Some deities are stronger than others. Some are more destructive than others. Can a god of healing and community blow up a planet? Maybe. Can a god of knowledge blow up a planet? Maybe, but they probably know how to do it, even if they can't 'wave a hand'.

Obviously this is all interpretation and some things work for some people and some reasons won't work for others. Gods that can (and would) destroy civilization (except maybe their own), let alone worlds, tend to have been sealed away, like Tharizdun or whatever he's called now. Or at the least, they're fated and prophesized to do it (usually as the end times bringer of the end, at least for a civilization or planet or people).

I don't think it's typically expected that a god will just 'blink' or will the world out of existence unless that's their whole schtick, ala the 'sleeping or dreaming god that if He awakens will cause the world to end' thing.

Even if they could, there are other gods or the old 'no direct interference' mantras and strictures. Even evil gods don't tend to want to face every other god. Those crazy enough to, were sealed away a long time ago, because if they won, there's no world already.

I am sure that gods could 'start' the chain reaction or action that would cause a world to end, I do not think any are intended to just blow a sizable (especially inhabited planet to pieces).

2. Not sure. If what you're asking is are all the stars (or most) in the sky created by Desna, I am only guessing, but they could be, but it just says he placed them. It's entirely possible other gods made some and he arranged a few. Most stars are portals to the Positive Material Plane, and it's possible they were just 'meandering about' or in a giant clump and Desna grabbed a bunch and spread them out in a beautiful tapestry.


134. Cursed Rod of Abrupt Hexes— This cursed rod of abrupt hexes functions normally. When activated, however, the user perceives the world around them as a hex-based grid for one hour. The user is off-balance, disoriented, and out-of-sorts when moving, even though there's no articulatable reason for not being able to move normally. During this time, diagonal movement costs 2 spaces of movement for every odd diagonal square moved instead of 5 feet for the first and 10 feet for the second. This does restrict diagonal 5-foot steps. This doesn't affect other creatures' perception or positioning (The GM doesn't have to change the map grid.), but the movement penalty does apply to mounts, vehicles, or other creatures the user is directing the movement of (not just controlling or commanding, like ordering summoned creatures to move somewhere unless they're specifically directing the path, such as how their linked familiar or animal companion moves).

Remove curse can end this effect early

135. Rod of Abrupt Taxes— This cursed rod of abrupt hexes functions normally except there's a 20% when used that a bureaucratic entity is called to collect a tithe, feee, or back taxes owed. The rod only triggers once every 24 hours for any user.

The Collector:
----------------------------------------
Time effectively stops for the user and the Collector appears. It resembles an officious anthropomorphic version of the user's patron, spirit animal, or just an ambiguous (though clearly otherworldly) official. It imparts in clear and polite but firm, terms that the user owes the magical, spiritual, or otherworldly realms a tithe and tribute. The amount is 100 gp x the user's class level in the hex-using class (minimum 100 gp). The user cannot move or take actions other than to agree or refuse. If they have the funds (which can be in gems, trade items, or magic items at GM's discretion) the amount is removed from their possession (and change given) with a flash of the entity's eyes.

If refused or if the user does not have that amount in their possession, the entity shakes its head disappointed and imparts that their hex privileges have been revoked temporarily as a delinquent penalty and they have until the end of the day to make amends. Time resumes and the hex power they were using fails. They lose the ability to use that specific hex for 24 hours (and abilities or effects that would copy it also fail if used in that manner). They possess knowledge of a 10 minute ritual that lets them sacrifice the needed taxes if they acquire the funds, which will restore the use of the hex. A successful remove curse can also restore the restricted hex, but the DC is +1 for every 100 gp of the tax and even on a success that amount is added the next time the curse triggers.
--------------------------------------


If the tax is paid, the entity thanks them politely and vanishes with a flash of its eyes. The user then receives one effective round of time stop. This increases to two rounds if the user has 10 or more levels in the hex-using class. Unlike normal, they cannot move, even with transportation spells or magic, and spell durations and timers are not expended on the user, allowing them to plan or cast other spells or buffs. They are aware of the duration and the limitations. Once time resumes, their hex takes effect and they may use any remaining actions they had from the round in which they triggered the rod.

136. Rod of Mental Absorption— This cursed rod of absorption detects and functions normally, but whenever it absorbs a spell, the wielder receives a penalty to their Intelligence, Wisdom, and Charisma-based checks. The penalty equals half the absorbed spell's level (rounded down, min. 0 for 1st-level spells). The penalties stack. The user is aware of this the first time it occurs and can expend one stored spell level from the rod if in hand as a swift action to ignore this penalty for one minute.

The penalty reduces at a rate of one point per day otherwise. A successful remove curse or greater restoration can remove the penalty entirely.


I feel the same about certain aspects. In Libris Mortis there was an undead template. Something like Master or something (not sure), but it was like, 'For every 1,000 years of the undead's existence, there's a cumulative 1% chance they can acquire this PrC (or template). But really, unless you're really lucky or just decide it... you're either not ever able to get it... or your like 10,000+ years old.

Also, in 3.5, they stopped giving creatures utility powers or useful skills and just basically restricted them to combat blocks or basic common moves. Before then, Demons and Devils had abilities that let them create objects, weapons, materials and do lots of things that made it more believable that people did deals with them (other than having to go right to one with wish.

I feel it's the same here, but luckily it's just one line and ability. I think they added it in basically so people didn't wonder if such creatures could exist in the cold, lifeless vacuum of space. I don't think they really intended for such creatures to just travel to where they PCs are in response to a current event, only that when they do arrive (and some elder beast arriving shouldn't be random), they can move pretty much around the planet and void. I think most such creatures do just drift around, but it takes rituals or ceremonies or events or prophecies to call or basically create a gate or power that 'accelerates' their arrival. So I am not really offended by its inclusion.


131. Starfearing Robe— This cursed starfaring robe only functions at night, under the open night sky, or in space.

Curse:
--------------------------------------------------
While functioning, they wearer is considered afraid of stars and starlight and is considered shaken if any are visible. This includes the sun if traveling through space, but not during the daytime on a planet, celestial body, or a large ship or station. If traveling through space, they must make a Will save (DC 5 + number of months) or they automatically enter hibernation as a defense mechanism until they arrive or 1 month passes (or if attacked or damaged), when they can attempt a new check at DC 15 to awaken for 24 hours. Continuing travel requires a new save as above for the remaining time. Traveling for a year or longer, such as outside of a system, always puts the wearer into hibernation, though they can come out temporary every month with a Will save (DC 15) as above. These saves are with the —2 shaken penalty when applicable.
---------------------------------------------------

132. Far-Staring Robe— This cursed starfaring robe functions normally until the wearer activates its flight or travel powers. At that point, they become extremely far-sighted, but unable to focus easily on anything closer.

Effects:
--------------------------------------------
The wearer takes no distance penalties to Perception (vision) checks for the first 30 feet. They ignore ranged penalties for the first increment if they attack's range increment is greater than 30 feet or the first two range increments if the weapon's range increment is less than 30 feet. This does not increase the weapon's actual maximum range.

Attacks on targets within 30 feet are at a –4 to hit and have a 20% miss chance. Non-attacks and actions that that require focusing closely, like Disable Device or reading take twice as long and have a 20% chance to fail. Gaze attacks within 30 feet have an additional 20% chance to fail against the wearer (checked separately after other checks, such as averting gaze).

This cursed farsightedness lasts for 24 hours after the travel power (flight or starflight) ceases being used. A successful remove curse or remove blindness ends it for that use.
---------------------------------------------


Azothath wrote:
That's really cool for the Rules forum... 8^)

I think it's fair. It's already been pointed out that the rules aren't specific, and once it's been answered or noted, there's nothing wrong with offering advice and it's clearly couched as a suggestion.

Otherwise:
You could use a starfaring robe as a guideline (though I do tend to read limited starflight as taking longer).


The wording makes it seems like there's definitely no buildup, just whatever momentum and velocity it had before it enters hibernation. Presumably that going to be its Fly speed x4 for running (unless the Run feat or something). Then it just coasts through space at that speed until something disturbs it, or waking up or semi-waking up periodically. Only an external force might change that, like a gravitational field, where it slingshots around a planet or massive object and builds up velocity, but that will likely make it far off course from where it was heading, assuming it was hibernating when it happened.


According to the Elder Thing's ability:

Limited Starflight wrote:
An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in that environment despite the lack of air. Unlike creatures with full starflight, an elder thing’s ability to fly in outer space does not allow it to reach unusually high speeds—an elder thing that wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way.

It doesn't go into speeds, and seems like the only major noted difference is that the Elder Thing hibernates and is basically asleep during the trip, where a creature with Starflight might still be conscious or aware or able to change course to investigate or react to things it sees or observes (where the Elder Thing might only awaken if disturbed or damaged or something).

Otherwise I don't really see anything about actual speed and time, but it would appear to be significantly slower.


That's basically what defiant does for armor. Like bane.

For further discussion, (since this isn't Rules specifically), I don't think it would be unbalancing for a (temporary or restricted) situation to increase the enhancement temporarily. Otherwise is champion or crusading armor really that different? Just because it adds a +2 sacred bonus to the armor instead of enhancement when active? Not really, and that would almost make it seem like just using a game term to allow stacking at the expense of another ability being able to do what it's clearly supposed to do.

Also, why would your player really want bloodthirsty? The answer can only really be that they have rage and plan to use it a lot. In that case, sure, they're getting a +3 AC bonus for the cost of +2...
but only when raging and only for one round after landing a melee hit. Otherwise it's only +1 (when they hit). Unless they're built around raging (a lot to make it worth it), and hitting in melee (which is probably a given if the first part is), why not just pay for the +2 bonus and have a +2 AC bonus all the time. That would at least counter the usual –2 penalty from raging before they hit or if they miss (or don't attack one round).


I am inclined to believe, as a General Discussion topic, that the +5 enhancement limit is not meant to apply to the temporary boost from this ability. Granted, magic weapons use similar but different wording, but I wouldn't stop a bane property from exceeding +5 enhancement either.


127. Scroll of Breadth of Life— This quirked spell identifies as breath of life. Once cast, the target is encased in a warm loaf of bread, vaguely shaped to their body form for five rounds.

A slain target is restored to life only if they remain in the bread for the full duration, at which point they are restored and then gain the full healing they would have received as well as the effects of a restoration (which counters the temporary negative level normally applied). Undead targets are neither healed nor harmed, but can be temporarily immobilized by the bread cocoon.

If part of the bread is uncovered to examine a deceased target, there is no obvious healing or change, but if a Healing check (DC 15) is attempted, they sense that 'something' is happening. Death effect timers are suspended during this time, such as the one round limit normally required for breath of life or a slain creature rising as an undead.

Bread Cocoon:
------------------------------------------------
The target only receives a saving throw if they opt to save against the breath of life effect. The warm bread cocoon allows breathing (assuming there is air, ie. it isn't underwater or in a smoke-filled room) and protects the target from most external environment effects, such as cold and heat. It's also buoyant and will float to the surface in most substances. The target cannot see unless the bread is removed from their face. Hearing checks are at +10 DC to hear in or out. Such as a target calling out that they're okay or are being healed and not to interfere.

The bread coating has hardness 1 (bypassed by piercing-only attacks) and hit points equal to 2 per caster level. It soaks half the damage dealt to the target. The target takes no damage from attacks directed at the bread cocoon itself. Uncovering a specific limb or part of the target, such as the face or arm, can be done as a full round action and deals 5 damage to the loaf. If more than two limbs are freed, the bread casing disappears and the spell ends. A cocooned creature can spend an attack action to deal damage to the bread equal to their Strength modifier (min. 1).

The spell lasts for 5 rounds and, after one round spent encased, the target heals the spell's CL in hit points per round. This healing is reduced by one hit point per round for every two hit points the bread of life loses.
--------------------------------------------------

128. Scroll of Boyancy— This cursed scroll of buoyancy functions normally, but all targets are transformed into young, male humanoids of their type or human children if not a humanoid. Targets only receive a save if they chose to save against the buoyancy spell.

Youthful Curse:
-------------------------------------------
Apply the simple template to the targets. This affects physical abilities but not mental ones associated with age. This is real de-aging, but does change their maximum life span (someone with only one year to live would still expire them). They are effectively a young boy of their race (or human). This does not grant human intelligence or languages to those who don't have them (like animals or companions).

This curse's size changing effect also does not resize gear or equipment, including magical items unless they have a specific quality to resize themselves. Certain items will still work if bound or firmly held, like bracers or necklaces or rings, but they will be ill-fitting and may be easier to disarm, remove, or come loose at GM's discretion. Hey, it's a curse.

Effects that alter a target's form, even permanently like baleful polymorph function for a maximum of one minute before the youthful form is restored. This does not end their duration, and they may resume and take effect if the curse ends. The target's death or a successful remove curse is needed to restore the targets to their true form.
-------------------------------------------


This curse can sometimes be found amongst other spells that affect buoyancy as well, such as mark of buoyancy or neutral buoyancy.


Pizza Lord wrote:
125. Plate Armor of the Deep Fryer—

The floating effect on the wearer's death lasts 24 hours, not 24 minutes.

Set wrote:
126. Trident of Warming—

If the GM wishes to add some benefits, the cursed trident could still be thrown, returning to the wielder's hand and displacing other objects if necessary. It also deals half its heat damage to creature's struck.


124. Bag of Nasty Tricks (Rust)— This cursed bag of tricks (rust) detects and functions normally. After any day in which it is used, however, it summons a small creature that steals things from the nearby area and leaves them in the bag.

Bag of Nasty Tricks:
-------------------------------------------
The creature is rolled on the Gray Bag list, reroll a result of Riding Dog or the GM can choose their own creature. It typically appears at the end of the day when the user is sleeping or resting. It can appear anywhere within 60 feet as though summoned and does not need line of effect from the bag, though barriers of thin lead, three feet of earth and wood, or one foot of stone or metal prevent it from appearing in that direction or location.

The creature looks for other people and then attempts to steal or grab an item from their vicinity. The item need not be inherently valuable, and will likely be shiny or metal, like a ring, gem, coin, or even a fork off a table. It will then say, possibly muffled, "I have it, master! I stole it!" and start moving back to the bag's location. If killed or otherwise stopped, it drops the item and bursts into a tiny, sparkling cloud of mist, similar to a vampire and moves to the bag's location.

If it arrives in any form, it vanishes. It need not touch or enter the bag, nor need it be opened. It must merely get close, in the case of the owner being inaccessible, such as in a rope trick with no way to climb in. If the stolen item was with it, that ends up in the bag and the bag will not work for its user until the item is removed (easily found if reached in).

The user can never see or hear the trickster animal themselves, even with true seeing or similar effects, though any items it carries could be spotted. In most cases, the bag owner will be accused of theft, or at least being a troublemaking miscreant (since the stolen items are rarely of real value, though they could be).
---------------------------------------------------


Special If the user has a familiar of appropriate size, the bag's creature will instead look exactly like that creature, including its voice if it can speak. It possesses all traits of the familiar, including Intelligence, improved evasion, or speaking with others of its kind (which it can do to cause trouble) but it has no shared link with the user for purposes of empathy, sharing perception, scrying, or being harmed or killed.

125. Plate Armor of the Deep Fryer— This cursed plate armor of the deep detects and functions normally. After one minute spent immersed in liquid, at least knee deep, the armor starts to heat the area around it. The armor itself does not become hot or even noticeably warmer, only the surrounding liquid. There is no outward sign that the armor is causing this, though the fact that the warm area is emanating from the wearer is easier to determine.

Effects:
----------------------------------------------
Every minute, the surrounding water temperature within a five foot radius of the wearer increases using the chart below. These effects are not cumulative with existing temperature, so already scalding water will be unaffected or extremely cold water may take extra time to heat up, though moving water, such as a river or ocean will not slow the heat buildup. The wearer must be completely out of the water or liquid for a number of rounds equal to immersion before the effect ends. Reentering liquid, even a different source, resumes the effect at its last point immediately.

After:
1 minute— The temperature is slightly warmer. This is not harmful, but may cause accusatory looks at the wearer for other reasons.
2 minutes– Creatures that spent the past 5 rounds within 5 feet of the wearer (including the wearer) take 1d3 nonlethal damage from the heat. Creatures breathing or inhaling the water during that time take 1 additional nonlethal. This damage happens every two rounds spent in the area. The additional damage is combined, not separate, for purposes of overcoming heat and fire resistance.
3 minutes– Creatures take 1d3 nonlethal damage and 2 lethal damage from the heat every two rounds and creatures breathing the water take an additional 1d3 nonlethal damage and 1 lethal damage.
4 minutes— 1d6 heat damage (half is lethal) per round and 1d6 additional damage (half lethal) for breathing the water.
5 minutes— Scalding hot. Deals 1d6 scalding damage and an additional 1d6 if inhaled per round.
7 minutes— Water boils. 1d6 damage to creatures around the wearer and an additional 1d6 if inhaled. The wearer takes 10d6 scalding damage if fully submerged per round of exposure.

This damage applies to liquid creatures surrounding or engulfing the wearer as well, such as a water elemental and some oozes, though they must be predominately liquid, not merely gelatinous or jelly-like.
-----------------------------------------------


If the wearer dies, the heating dissipates naturally and the armor floats them to the surface. This floating effect lasts for 24 minutes, before the armor resumes its normal buoyancy and likely sinks to the bottom. This sometimes leads to well-done corpses found bobbing in plate armor in the middle of water.


118. Cursed Full Plate of the Corpse
This cursed full plate of the corpse is believed to have originally been created by a powerful ghoul artificer just for laughs and to serve dinner. It detects and functions normally until the wearer comes within 30 feet of what would be a hostile ghoul. At that point, the armor ceases to function and transforms into a large disk, resembling a platter, with the wearer's wrists and ankles secured at the edges as though by masterwork manacles. Freedom of movement and similar effects do not counter this.

Once the armor transforms, it remains in that form permanently until the wearer is completely freed (or devoured), at which time it vanishes. The armor's curse isn't limited strictly to ghouls, but other variants, such as ghasts, dread ghouls, half-ghouls, and even hostile sorcerers with the ghoul bloodline.

Corpse Platter:
--------------------------------------------
The bound wearer falls over backwards (unless they were rushing or otherwise moving forward), usually with a loud clatter, and is basically splayed unarmored and prone on the disk like a meal being presented. The platter and bands are the same material as the armor, typically steel, and there is no lock, so they cannot be picked or knocked open, though they can be attacked and damaged by others. The wearer can attempt a Strength (DC 28 if steel) or Escape Artist (DC 35) check to free one arm or leg as a standard action (no armor check penalty from the full plate).

The platter counts as a magical item for resisting attacks and saves, including rust attacks, which can free a limb if the attack would overcome a masterwork manacle or hit points, or destroy the whole thing (hit points as magical full plate). A successful remove curse immediately frees the wearer, as can teleport effects or becoming incorporeal, gaseous, or ethereal. Changing the target's form does not help, the bands reform (even if already broken or escaped) around any new limbs of any size unless the new form has no limbs, such as a serpent.

A face-down wearer is considered to have cover from most attacks and must be flipped over or otherwise have the attacker able crouch or kneel down to attack them (which includes attempts to strike at the bindings, and may require moving around the wearer to reach them).

Any ghoul consuming a creature bound by the plate receives additional XP equal to defeating a creature of the wearer's HD or CR (which may be in addition to defeating them or their party). Up to four 'diners' may benefit from one 'corpse plate' in this manner.
-------------------------------------------

119. Cursed Half-plate of the Corpse
This half-plate armor function as #118 except it forms a half-disk platter that binds half the wearer's limbs. Typically for a humanoid, this will either be both arms, both legs, or one arm and leg on either side (roll randomly) but creatures with more arms or legs may have multiple extras bound. This will restrict the wearer's ability to use items, move, or possibly both depending.

120. Perforation Leather
This cursed version of perfection leather functions and detects as normal, but provides only half its armor bonus against piercing-only attacks and such attacks have a +1 bonus to confirm critical hits. This effect is not noticeable to the wearer and only revealed with extensive, direct testing. The wearer may use one of its spell-like abilities an additional time per day.


Hand crossbow would probably work.


43. Torch of Revealing (very rare, The Cleaves 100 Unusual Treasures Boost Pack I)

This magical torch flares to silver light if picked up. It magically reveals any hidden or concealed traps, doors, or treasures in the next three rooms before it extinguishes and loses its power.


17. Small Door [Common]
This small door leads to the next room or encounter. Passing through it causes characters larger than Small to be disadvantaged or at a penalty if the room contains a monster or trap for the first round after entering.

18. Revolving Door [Uncommon]
This heavy stone door pivots on a central axis. It only allows one person to step through at a time. A party is considered split up, only able to enter in marching order (unless Tiny or otherwise able to share space). Mostly only an issue if a monster or other creature is behind it or something triggers on the entering character that the others won't be able to observe until they push through.

19. Crystal Basin [Very Rare]
This crystal basin is formed from a crystal column that's been shaped into a plinth with a bowl of clear liquid dripping from a silver pearl floating a few inches above the water.

The effects of drinking are determined randomly, but are never harmful (though it could be harmless like water), and once determined remain that way for the basin. Attempting to take the pearl requires a Will save or the character is knocked away and unable to ever remove it. Removing it causes it to lose all magical power (as well as the basin), though the pearl is worth at least 1,000 gp.


108. [Handbill] 'Quirky's Discount Magic Emporium'
'Varying location to better serve clientele. Reliability not guaranteed.'

109. [Poster] 'The Emerald Enchantress, performing at the Grinning Golem Inn during the night of the Full Moon. 2 sp entrance fee.'


The cursed spell versions on scrolls can also sometimes be found as potions or even wands, as applicable, possibly only affecting certain castings or a percentage chance to apply. Such as every 5th spell from a wand or a 10%–25% of triggering.

112. Scroll of Obeyance— This magic scroll identifies and functions as a scroll of abeyance. The target does get a saving throw, but only if they choose to make a save against abeyance. The spell works as intended, but for the duration, suggestions from others are treated as a suggestion affect on the target (DC 10 + suggester's Cha mod). The target is unaware of these saves (as is the suggester) regardless of the save's result.

113. Scroll of Abjuring Steep— This cursed version of abjuring step functions normally. After the spell ends or is discharged, the very next 5-foot step the user takes causes them to spring straight into the air before crashing back down (10 ft. + 10 ft/3 CL). This does not provoke and effects that mitigate falling apply; Acrobatics, feather fall, etc. Remove curse can stop the effect if used before the cursed step triggers, but otherwise there is no time limit on when it can occur.

114. Scroll of Commando— This cursed command spell functions normally, but the caster's undergarments are removed and end up in a pile at their feet. This typically causes a –1 distraction penalty for 2 rounds. The caster also has a –2 penalty (in addition to the distraction penalty above) to Charisma-based checks to influence anyone who can see their underthings laying around. A caster without viable undergarments to remove while casting instead becomes the target of the command.

1 to 50 of 3,225 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>