Brass Dragon

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Organized Play Member. 114 posts (119 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.




Hi, I am a 10th level wizard.

I have a Lesser(only 3rd level spells or lower)Rod of Metamagic Freezing spell.

I also have the Rime Metamagic feat.

Can I Memorize a Rime Magic Missle?

The Freezing metamagic feat would make it have the Cold descriptor upon casting it, but im not certain if im allowed to memorize magic missle (a force spell descriptor) with Rime Metamagic, in the first place due to the fact that Magic missle doesnt have the cold descriptor originally.


Hey all...
I am currently a 10th Level elven conj. specialist wizard.
I am trying to copy a necromancy spellbook, and my GM made a ruling that i don't 100% agree with.
Pg. 219 of Replacing and Copying Spellbooks...

The very last paragraph of that section on page 220 says..
"Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement, and cost per page are halved."

My GM points out the previous paragraphs and says, that does not apply to spells you had no knowledge of previously, hence copying a new spell, even though it may be from another spellbook, is just as exausting and costly, as any other spell.

Either way, I'm just looking for some clarity on the subject.
TL;DR

What is the money / time cost of copying another mages spellbook, into my Blessed Book magic spellbook.


I'm about to begin playing a level 8 conjuration sub-school specialist elven wizard. I have a question. How exactly does the Dimensional Steps spell like ability work? To my understanding it works similiarly to the 5th level Bard spell Bard's Escape,

Bard's Escape:
http://www.d20pfsrd.com/magic/all-spells/b/bard-s-escape

but just want to make sure. Ive seen some post about how it functions similarly to dimension door. Which makes a large difference.

Mainly in the fact that everyone must be within a range of touch for me to teleport the group, as opposed to just within line of sight.

This is the Dimensional Steps(Sp) ability description.

Dimensional Steps(Sp):
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Anyone that can clarify this?


Example is Belt of strength +2,+4,+6. Requires the spell bulls strength to make.

To make an item do I need the spell available?
i.e. Can someone else cast the spell other than myself?

Or can I just increase the DC by 5 for crafting the item even if I do NOT have the spell available.

Also what if i have say a potion of bulls strength. Does the DC stay the same now?

Or does it still go up 5 because I didnt have the spell memorized to cast.


First let me say Thanks to everyone that contributes to this thread.
The Item Creation Feat in question is Inscribe Magical Tattoo. There is a House rule in play that I will make you aware of.

:

Our table gives a 30% discount to Inscribe Magical Tattoo due to the nature of it being restriced,i.e. not allowed to be resold, as opposed to for example ioun stones. Here is the thread which helped in coming to this conclusion. http://paizo.com/threads/rzs2p58g?Inscribe-Magical-Tattoo-and-other-Item#1

Here are threads of people discussing the "How To" on crafting magic rods.

:

http://paizo.com/threads/rzs2lzjk?Craft-Rod#1
Here is also a whole thread on Crafting magic items without prereqs. Its kind of long.
http://paizo.com/threads/rzs2lzbu&page=7?Ignoring-Magic-Item-Prereqs#33 8

Heres a thread that talks about calculating the DC's of Magic Items, again centered on Rods.

:

The basic explanation is that sometimes items have different levels of powers, according to the CL that you create the item, which isnt always the lowest, determines the CL of the item.
http://paizo.com/threads/rzs2lqmb?Questions-about-Metamagic-Rods#4

So you can in fact lower the CL so long as it is high enough to cast in the first place.
For example.
:
I can cast Mage armor as a Caster Level 1, and thus mage armor will only last me 1 hour. Alternatively, I can cast Mage armor at my currrent CL of 6, and have it last 6 hours. Now lets say i have a spell that i wouldnt be able to cast until level 3, such as Invisiblity. Invis lowest caster level is set at 3, it cannot go any lower than that. It can on the other hand be cast at a higher one, allowing the spell to last a longer duration than if cast at a CL of 3.

Now you may ask why is it important whether or not I cast invis as CL 3 or CL 6. Two factors.
:

1. If the DC is my main concern, then I can create the item at a lower CL, to be able to lower the DC.
2. If the CL is my main concern, then I can create the item as a higher CL to make it harder for a dispel magic check to suppress the item.
The lower the CL of an item, the easier it is for Dispel Magic to suppress the effects for x number of rounds.

This all comes to the final Tattoo. So lets say for arguments sake that the first tattoo I will make is one that mimics a metamagic rod. Similar to that of Caster's Tattoo. Heres the link
:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tatto o-caster-s

So the Tattoo is a tattoo of the metamagic feat Freezing.
Freezing metamagic is a feat that doesn't increase the spell level of the spell being cast, and is priced equivalent to that of a Merciful Metamagic Feat.
Here are the links to the appropriate feats

:

http://www.d20pfsrd.com/feats/3rd-party-feats/rite-publishing/metamagic-fea ts---3rd-party---rite-publishing/freezing-spell-metamagic

http://www.d20pfsrd.com/feats/metamagic-feats/merciful-spell-metamagic

http://www.d20pfsrd.com/magic-items/rods/metamagic-rods/metamagic-merciful

I want to be able to cast 3rd level or lower spells with the freezing metamagic feat, mainly because all I have access to currently are 3rd level spells, so I only need the lesser version of the tattoo.

The cost of a lesser merciful magical rod is 750g to make. This is already at cost. Sold at market value would be 1500g

*HOUSE RULE*

:

The cost of the item is -30% for 'restricted to user only'. So price at cost to make is 525 gold.

Multiply the cost by 2 for it being Slotless, and the total cost of the item is 1050.


This is what is needed to calculate the DC of the item. This text is quoted from the d20pfsrd website.

:

1) "At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item."

2) "The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item."

3) "Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal"

*ALSO NOTE*

:

The Tattoo is a Tattoo of "Lesser" Freezing. Only allowing it to apply to 3rd level spells or lower. So the lowest CL to be able to make this tattoo is when the particular caster (in this case me the elven wizard) reaches the use of third level spells, which was my 5th caster level.

So the DC is as follows.
Spoiler:

5+Caster level of the item. I want the CL to be set to 5 ( the lowest CL that I can create the Item, to be able to increase the odds of creating the item without failing the final check.)

So far the DC is 10 total. I do not have the Freezing Metamagic Feat, so to be able to make the tattoo, i would then increase my DC by 5, totaling my DC to 15

Final Cost to make tattoo is 1050g, it will take 2 days of work at 8 hours a day to craft. The formula is 1000g/day of work. I want to accelerate this so I Increase my DC by another 5. This is to be able to make it faster, so that I can craft it while everyone sleeps thusly not interrupting the partys adventuring.


Final Cost of tattoo is 1050g, with 2 days of work at 4 hours per day, with a final DC of 20.

Does my math check out as far as my DC and amount of time into the item go? Is the item in fact craftable at all? Am I completely wrong? Please post to elaborate

Alternatively

:

Should I have a whole day to dedicated to crafting I can reduce the time to 1 day with 8 hours of accelerated work. If time is not a factor, I can decrease the accelaration making the DC drop by 5, and making the tattoo easier as a whole to make.


TL;DR
Want to craft a Tattoo that functions as a lesser metamagic rod with Inscribe Magical Tattoo, and making sure my math/reasoning check out.

Basically what im asking is...

:

Can I Craft a level 0 metamagic feat Tattoo? How about without having the apporpriate metamagic feat? Is it done by increasing the DC? If the cost of the Item is 1050g Then how long will it take? Are there ways of increasing the speed without the use of hedge magician trait, or peing able to cast planar travel spells?


As it says in the subject line, this is about Inscribe Magical Tattoo, and Custom Item Creation.

Alright let me start. I am NOT trying to break game balance, if not I would have just chosen a normal Item creation feat. Here's my explanation of it.

:

This feat specifies that it is automatically double the cost of the item, although slotless, and can also be damaged. So double whammy for price balance issues. That being said, I am in a low-wealth campaign added to the fact that we have a large group totaling at 6 players. So even though i do not want to effect game balance, I chose an item creation feat so that I would be able to in fact you know create items, and have access to them sooner, or not have to rely on a premade Adventure path to get the gear thats apporpriate to my class. Also many items have a high cost related to it, and also a failed check means the item is lost.

That being said, the question about IMT is how do you actually create the tattoos in the most cost efficient manner possible?

Firstly
I'm going to add that even though you do double the base price of any item, seeing as you cannot trade/sell the tattoo, you "restrict" the tattoo to the wearer, and thusly decrease the overall price of the tattoo. Here's why :

:

Alignment restrictions drop the est price of an item by 30%. Add another 10% discount if the item is use related, and you have a high skill choice. I.E. requires a spellcraft check, DC 10 + Spell level if it is emulating a spell effect, if not the effect is wasted for the day.

So now we are at a 40% discount from the base item BEFORE the double price, with an appropriate skill use. Awesome! So long as it works like this. I do not know if it doesn't, and please do not bash me if my math or reasoning is off, im just trying to get a feel for how it works, and how to use it best to my advantadge. :)

An example of an item I am trying to make

:

Cloak of Body and Mind (Slot - "slotless" BUT "drawn on shoulders") Tattoo is drawn with two opposing symbols, one representing "Body" on one shoulder and "Mind" on the other. This tattoo brings balance to the bearers mind, and enchances the bearers body in the form of a +1 to +5 insight bonus on all saving throws (Fortitude, Reflex, and Will).

Cost of item with example

:

Save bonus (other) = Bonus squared x 2,000 gp.
+1^2 x 2000gp = 2000gp x2 = 4000gp
+2^2 x 2000gp = 4000gp x2 = 8000gp
+3^2 x 2000gp = 16000gp x2 = 32000gp
+4^2 x 2000gp = 20000gp x2 = 40000gp
+5^2 x 2000gp = 25000gp x2 = 50000gp

With the Discount of it being individually restricted, and hence not being able to sell it.

+1^2 x 2000gp = 2000gp x 30% discount = 1400gp applying the x2 for being slotless comes out to a total of 2800gp. Still costing more than buying the original item on the market.

Please dont critisize the item description to harshly :P I was just trying to give it some flavor. Im getting really into this whole magic ink thing, and really thinking of even it being sentient as in like a field would show the blades of grass actually moving is a pretty cool idea. :)


As the subject says what do you think is the best choice for a spell with these paramaters.

Rime Spell - Failed save = to entangled condition

Freezing Spell - Failed save on any damaging spell, but fire = Fort save or gain the Staggered condition, Has to still make Fort save if the spell is a cold one, and they pass the first save.

Quicken Spell - Standard action spells become swift actions. Can also use spells that are already only a swift action to bypass this metamagic feat.

Dazing Spell - Failed Will save means NO action by the enemy.

Top Spell contender for example
Cold Ice Strike lvl 6
Already a swift action, so no quicken necessary. Rime = +1 lvl 7. magical lineage back down to 6, followed by freezing, still 6. Spell perfection for dazing, for a +3, to make it a level 9 spell, using a level 6 spell slot. At max damage (CL 15) the spell does 15d6 for an avg of about 52.5 points of damage, as a swift action. All the while forcing the enemy to make a save for all the seperate saves fort/ reflex/ and will. All of which will incapcitate movement in one way or another.

Id crunch some more in here, but id like to see what others can do with this challenge! :D

Id also like to have some creativity here as well, if you see one metamagic feat that you would add to make your spell OP go ahead, lets assume its a rod. ;)


Howdy guys, as the subject line suggest, im trying to optimize squeezing the most juice I can out of MY turn, not necessarily that of adding more and more minions, although I plan on using those too ;)

so here are the specs

Elven Wizard (Conjuration school (korvosa), with Teleportation Sub-school) Opposition Schools (Enchantment or Necromancy)
Familiar (Compsognathus)
Dex 14
Con 12
Int 22

Feats
1) Scribe Scroll, Acadamae Graduate
3) Spell Focus(conj)
5) Augment Summoning, Inscribe Magical Tatto
7) Improved Familiar

Traits
Reactionary = +2 Ini
Magical Lineage (No spell yet selected)

Pretty robust spell list currently, and some nice DCs to boot, BUT here is where im going with this.

I've found that I dont use my move or swift action as often as I'd like, even with my Shift(su). Also I'd like to use my move action with spells like aqueous orb. I'll explain why in a bit.

I like several spell combinations, but by far my favorite are cold spells, (mainly backstory reasons). Anyways he has an inclination towards the cold, even though he has yet to be able to show to the group. Two metamagic feats come to mind, 1 of which is already approved by my GM. Rime and Freezing. Rime is a +1 to the Spell, and Freezing is a +0. So any spell with both those properties immeadiately has a fort save, and gains the entangled condition. Combine that with most damage spells that target reflex, any cold damage spell, will target two saves with one spell. Hell if i could throw in a Will save there too id do it, but thats not top priority.

I have 3 actions. Standard, swift, and move. Standard will be taken up by summoning, except the first round where Ill be summoning some spell that uses my movement action to move it i.e. flaming sphere, aqueous orb? Yes I said standard. Acadamae Graduate allows summons on a standard action with a passed fort save if not i gain the fatigued condition. Well, I have found a way to delay the onset of the fatigued condition using the bard spell Invigorate in a wand cheap level 1 cost, that my familiar will use on me at the beginning of battle.

So battle Scenario
Round 1
Familiar casts invigorate with UMD invigorate wand
Standard follow that with casting my movement spell (aqueous orb)

Swift action (shift for better positioning, some cold damage spell that targets multiple saves, or some sort of defensive spell? anything that isnt a stadard like vanish?)

Move into position.

Round 2
Standard Summon using acadamae graduate

Swift action (shift for better positioning, some cold damage spell that targets multiple saves, or some sort of defensive spell? anything that isnt a stadard like vanish?)

Move the aquoeus orb around the battlefield and laugh at the ridiculous amount of s+## i have out by the second round.

Here's the main issues. WHAT SPELL?!?! I'm planning long term here guys. There is going to be a single spell that defines my character besides the crazy amount of summons ;). Hence the swift and movement action economy being so important. I'm talking preferred spell / spell perfection / magical lineage. I need the lowest possible spell slot that is only a swift action to cast. I need it to be pretty much spammable by level 15. So either using Quickened metamagic, or already starting that way. 2 come to mind. Cold Ice Strike starts as a swift action level 6 spell, and cone of cold starts as a 5th level standard action, but can be quickened for free using spell perfection, and adding rime and freezing would still leave it at a level 5 spell after magical lineage. Add a +1 metamagic rod to taste disruptive? selective so im not hitting team mates? etc...

ALSO which spell for movement? Aqueous orb ive looked into is a really solid choice, no pun intended, because when you hit it with a cold damaging spell it freezes solid with the enemy trapped inside. Really awesome spell combo IF it works... It allows like 3-4 saves to prevent that from happening. That being said without a metamagic feat added in its only a level 3 spell making it quite useful across multiple encounters. (spell economy)

Finally comes Feat progression. You all saw the feats I had that were already done, but what next and in what order? which metamagic feats should be rods? (remember im a wizard no spontaneous casting for me, unless you count preferred spell). Disruptive , rime, freezing, quickened, dazing, selective all seem like solid choices, and thats not including spells that can extend the range, width duration or linger for multiple save attempts.

All of these questions are tough guys i know, but they cant really be split up without giving you the whole picture.

Thanks again to all those that take the time to read through this Gigantic post and respond! Hopefully i was as clear as to what i wanted as possible.


Alrighty so I've gathered some input from people, resources and guides, and I believe this is the list of feats my wizard is going to take. If you believe a differently please tell me as to which feat you think would be better suited and why.

Level
1 - scribe scroll ; acadaemae graduate.
3 - toughness.
5 - inscribe magical tattoo , spell focus conjuration
7 - improved familiar
9 - augmented summoning
10-metamagic(quicken)
11-spell penetration
13-metamagic(tbd)
15-metamagic(tbd) , spell perfection (level 3 or lower spells)
17-

Now I know of several good choices like improved initiative, spell specialization or superior summoning. I'm just not sure what to replace for them, and where to do so. Also since I'm taking magical lineage, and spellperfection, any spell recommendations? Thanks!


Hey all,
Im creating a level 1 Elven Wizard that will likely go all the way to 20. Its a 15 point buy, and my bond is with a familiar.

My beginning stats are as follows
STR 7, DEX 15, CON 11, INT 20, WIS 10, CHA 7.

Im Making a specilist (conjuration) with a sub-school in teleportation.
My opposition schools (necromancy, and enchantmant)
My traits are
Deft Dodger ( ini bonus )
Magical Lineage? Not really sure what spell other than fireball, Magic missile, or dispel magic
or focused mind (+2 concentration checks)

Im trying to decide on my feat list for my wizard.
These are some feats I think are awesome or pretty necessary
Augment summoning and the pre-req.
Toughness at some low level (hp = win)
Improved Initiative
Inscribe Magical tattoo<--- slotless items are win. (will take this for sure. role-playing etc...)

I want my focus to be on battle field control. Blast spells can be fun, but i prefer using spells that will using metamagic feats like Rime, Disruptive, Dazing, Persistant, and or Quickening. I know Rods can help with this as well.

Can someone assist by recommending suggested feats that would more or less fit these reqs? or something you found to be highly effective for your own character? ive been reading suggestions but it seems your feat list must be custom tailored to a specific spell, and im nervous of making a decision that i later on will regret :/

Thanks to all who contriubute to this post before hand. :)


Hey all, ive never been to keen on playing a spellcaster type, and seeing as my DM has ruled im not allowed to replay another type of paladin, I've finally decided I'm going to go with and elven wizard, (or a human fighter) but heres the rundown.

Level 1 Elven Wizard. 15 point buy. Stats look like

Str : 7
Dex : 15
Con : 11
Int : 20
Wis : 10
Cha : 7

I also intend at or around level 5 taking Inscribe Magical Tattoo as my crafting feat. (slotless Items yes please! )
My school is going to be Conjuration with the teleportion sub-school.

My question is... Do I make my bond with a familiar, eventually going with an Improved Familiar @ level 7, which can assist in tons of skills provides me with bonuses, can eventually assist in crafting my magical tattoos/scroll, as well as assisting in my turn efficiency by using its UMD with wands / scrolls.

OR

Go spellbinder, screw the familiar and the extra feat to improve it, and take the extra versatility of being able to recall any of my known spells, and replace it with one of equal level or higher. Also saving on an extra feat which may be better used in like taking Augment summoning to give my summons an extra edge. Thoughts opinions crackers? If you also have a different idea please also throw it into the pile. casters arent really my thing, but ive been trying to do my homework.


Heres the idea in a nutshell, I'm thinking of making a two-handed glaive human fighter, using heavy armor w/ armor spikes, I don't intend on multiclassing this time, and just want to see some interesting things i can do with this class. Starting from level 1 going until I think level 18 or so.

Starting Feats would look something like weapon focus glaive,combat reflexes. So currently i have a 10ft reach because of my polearm, and then I can also choose to attack those within 5ft mainly relying on combat manuevers to trip, so I can take a 5ft step full round attack from 10ft again. While the opposition is still prone. :) The armor spikes act a light weapon for the purposes of combat so no provokes from melee combat from me. im thinking Stand still as another Feat choice seeing as it would stand to reason I would be the front line fighter forcing the opposition to deal with me, or suffer possibly falling flat on their face, or not moving at all.


I have an interesting conundrum that im not entirely sure about.
Scenario
DM has a paladin player has a sorceror.

Sorceror blasts paladin for 5d6 points of damage, paladin uses lay on hands, not metagaming how would the sorceror know that the paladin used his extraordinary ability and healed himself are these a knowledge check? mere perception? does he have to be 5ft away to do the standard heal check? what do you use to be able to identify a monster ability without metagaming to gather the information you need to properly combat the opponent?

Any input is appreciated!
Cheers!


I recently acquired a legendary artifact from CotCT

`````````````````````````````````````````````````````````````````````
`` SPOILER ALERT`````````````````````````````````````````````````````
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Serithtial. I have the basic information and here it is.

http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/serithtial

Now, my understanding thus far after many discussions as to the inner workings of the sword with other players as well as my DM is as follows.

Firstly, I am playing a Human LG Paladin, so no ego control issues, all for destroying kazavon and such. :) for myself the sword becomes a Falchion as my weapon of choice.

So the damage is 2d4 +4 enhancement bonus, and an 18-20 crit range.
Good so far. Now here's my complication.

Serithtial is a +4 holy Zon-Kuthon bane sword....also it has this paragraph in its decription to follow it.

"In addition, she gains a further +2 enhancement bonus and deals an extra 2d6 points of damage against foes who serve or worship Zon-Kuthon."

Now this throws a huge wrench in my understanding of this sword.

First according to this paragraph the sword not only has its own properties (holy / zon-kuthon bane) but it also has an additional bane on top of its bane!?!?! Is this really a DOUBLE bane artifact? Mind you I understand that it sounds ridiculous, but i wouldnt be surprised to know it is indeed a double bane due to the fact that it is an artifact. My only reason for asking this is you can say "hey its just describing how the bane works on the sword...", then my question becomes why not describe the Holy property the same way? So any clarification would be great, and if your not sure, then at least how you or your DM decided to use it.

Next, The sword says zon-kuthon bane, so unless one directly follows zon-kuthon then the bane doesnt go off, but the same line in its descriptor throw me off...

"In addition, she gains a further +2 enhancement bonus and deals an extra 2d6 points of damage against foes who serve or worship Zon-Kuthon."

It says deal an extra 2d6 points of damage against foes who SERVE OR WORSHIP... ><! now, my DM was generous enough with information that if anyone the only person that could be considered a zon-kuthon follower in the 4th book in which we have the sword for... is the final encounter. Which please do not give away any additional inner workings of the sword away, as we have yet to reach the end, and I have purposefully not read to fully enjoy it.

This further implies for me that the sword although an extremely powerful sword against zon-kuthon, may not be as powerful as say... my holy avenger,("a gift from the deck of many things...yay!) :) against any other type of encounter. Which i might add although powerful.. isnt an artifact.

Finally my last question... whew... :P
is how the dedicated power works. Here it is.

Dedicated Power: wielder gains death ward and freedom of movement against attacks and effects from followers of Zon-Kuthon.

If my understanding is correct I gain both of those spell effects against followers of zon-kuthon. Now here comes the monkey wrench....

"In addition, she gains a further +2 enhancement bonus and deals an extra 2d6 points of damage against foes who serve or worship Zon-Kuthon."

What constitutes follows? and serves? is it clergy? or is it anyone working for the queen who serves kazavon and thusly zon-kuthon?

Hopefully not over-complicating things.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~SPOILER END~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The two questions boil down to
"The Light, and How to Swing it?"

So what should my attack and damage look like as a level 15 human paladin having no other bonuses, other than my BAB and my str score of 18, wielding serithtial. What should my attack and damage look like against say a Mantis Assasin (working for the queen.) and another one for a priest of zon-kuthon.

AND

Do I get the Dedicated power at all times for the course of this book? when don't I? when do I?

AGAIN, if you have played the Curse of the Crimson Throne adventure path, and used the artifact in question, how did you and your DM handle how it worked?

SERIOUSLY CONFUSING! Sorry if this post was huge!