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I was wondering, if I cast Continual Flame on my holy symbol, does the spell go away at the end of a scenario?
Yes
I know there is a hard rule about spells not lasting past the session, but it doesn't seem to make sense with Continual Flame.
Indeed it's the rule. Much easier to have all spell effects stop at the end of a scenario than making extra rules for certain spells.
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For a spell as harmless as Continual Flame, you should ask your GM if you can cast it "the day before" the scenario starts. It'll be annoying asking that before ever scenario you play, but it's an option.
This is what I'm going to have to do from now on. Complete crap my ever burning torch can stay lit with the spell but my holy symbol cannot! :P I will be even madder if I have to waste a 3rd level spell slot because my GM won't allow it to be cast the day before!
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What Auke said.
Note that this is a direct contradiction of an earlier ruling by campaign administration on this question.
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Mark Moreland wrote:What Auke said.Note that this is a direct contradiction of an earlier ruling by campaign administration on this question.
OH SNAP! It just got real! Paizo Ruling Fight Time!
PS. Mark is probably going to win because Josh's post is a bit dated (Oct. 2008). But good try!
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Honestly, I do not think there are many GM's that will deny you a permanent light source on your holy symbol. Considering we already have everburning torches, glowing weapons, and wayfinders with Light at will. I'm not a big fan of a lot of exceptions in the OP Guide, but this one does not seem to disrupt the game. Maybe it should be added to the next version. Adn don't forget, it can still get dispelled. Be careful if you grace one of Kyle's tables. Just sayin' ;-)
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Honestly, I do not think there are many GM's that will deny you a permanent light source on your holy symbol. Considering we already have everburning torches, glowing weapons, and wayfinders with Light at will. I'm not a big fan of a lot of exceptions in the OP Guide, but this one does not seem to disrupt the game. Maybe it should be added to the next version. Adn don't forget, it can still get dispelled. Be careful if you grace one of Kyle's tables. Just sayin' ;-)
I'm just paranoid of all those scenarios where someone is casting deeper darkness, ya know? I've been caught empty handed before and it was NOT pretty.
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PS. Mark is probably going to win because Josh's post is a bit dated (Oct. 2008). But good try!
It's not really a "try": I don't really care what the ruling is one way or the other.*
More importantly, I want to signal to the campaign administration that they should perhaps be a bit more clear when intentionally reversing previous campaign guidance.
*Okay, I care a little bit, in that I increasingly see deeper darkness being used as an environmental effect to hinder PCs, and I find darkness effects entirely Not Fun in Pathfinder.
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An Everburning Torch is a magic item that you can buy. Casting continual flame onto your holy symbol would be making it into a magic item because of the permanency of the spell, and making your own magic items, even if none of the Craft Feats are needed, is still against PFS rules.
Not really a magic item because an everburning torch is not considered a 'magic item.' It is listed under 'Equipment' but not the 'Magic Item' section of the Core Rulebook.
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*Okay, I care a little bit, in that I increasingly see deeper darkness being used as an environmental effect to hinder PCs, and I find darkness effects entirely Not Fun in Pathfinder.
[Thread Hijack!]
Don't get me started. One of my absolute least favorite modules combines an extraordinary deadly encounter with a deeper darkness effect, and I just had the pleasure of running another module with darkness as an 'at will' effect by the baddie, which turned into an hour and a half long, and extremely painful, encounter. The next weekend I watched another GM have pretty much the same problem.
[End Hijack]
| Enevhar Aldarion |
Enevhar Aldarion wrote:An Everburning Torch is a magic item that you can buy. Casting continual flame onto your holy symbol would be making it into a magic item because of the permanency of the spell, and making your own magic items, even if none of the Craft Feats are needed, is still against PFS rules.Not really a magic item because an everburning torch is not considered a 'magic item.' It is listed under 'Equipment' but not the 'Magic Item' section of the Core Rulebook.
Even if it is in the equipment section it is still nominally a magic item because it requires magic to make it. This would require a ruling, but I do not think you are even able to make your own everburning torches, both because all spells cast by a character end at the end of a scenario, even permanent spells, and because you could turn around and sell them and give your character an unfair gold advantage.
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There are three tactics you must be able to deal with and counter in PFS (1) Darkness, (2) Invisibility, and (3) Flying targets. While I agree they are a big pain in the arse and seem to be more pervasive as more scenarios are published, I am no longer agitated about it. Good, effective tactics should be something that monsters use against the PC's, just like the PC's use them as well. There is a reason why certain spells, tactics, skills, abilities, etc are always taken/used...because they work! Something as simple as flanking is an auto-tactic for PC's (especially with rogues) so why wouldn't monsters learn from that and use it as well. Granted, I don't want to see Darkness at will in every scenario, I shouldn't be surprised when it does pop up. And in many cases, you have some foreshadowing in the mod that you may encounter some of these tactics. Also, in many mods, you are in a large city. The PC's can always beat a quick withdraw, go buy some countering resources and resume their adventure.
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Even if it is in the equipment section it is still nominally a magic item because it requires magic to make it. This would require a ruling, but I do not think you are even able to make your own everburning torches, both because all spells cast by a character end at the end of a scenario, even permanent spells, and because you could turn around and sell them and give your character an unfair gold advantage.
Will it really break the game if you allow a cleric to have a permanent light source on his symbol? The idea of doing it the day "before" the start of the scenario seems reasonable to me. Although, I could see a cleric wanting to do the same thing with Animate Dead so we need to be careful opening pandora's box.
Brother Elias
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TwilightKnight wrote:Honestly, I do not think there are many GM's that will deny you a permanent light source on your holy symbol. Considering we already have everburning torches, glowing weapons, and wayfinders with Light at will. I'm not a big fan of a lot of exceptions in the OP Guide, but this one does not seem to disrupt the game. Maybe it should be added to the next version. Adn don't forget, it can still get dispelled. Be careful if you grace one of Kyle's tables. Just sayin' ;-)I'm just paranoid of all those scenarios where someone is casting deeper darkness, ya know? I've been caught empty handed before and it was NOT pretty.
Of course, that brings up the question as to whether Continual Flame is considered a 3rd level (cleric) spell or a 2nd level (wizard) spell for purposes of overriding Deeper Darkness, a 3rd level cleric spell.
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*Okay, I care a little bit, in that I increasingly see deeper darkness being used as an environmental effect to hinder PCs, and I find darkness effects entirely Not Fun in Pathfinder.
Huge amount of hate for darkness/ deeper darkness in our local group. Just way over-done in PFS.
If the group has the counter it's generally a trivial encounter and horribly weak. If they don't have the counter the encounter takes three times longer to run and is much nastier than it needs to be. Either way it's just not a fun encounter.
Brother Elias
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WelbyBumpus wrote:*Okay, I care a little bit, in that I increasingly see deeper darkness being used as an environmental effect to hinder PCs, and I find darkness effects entirely Not Fun in Pathfinder.Huge amount of hate for darkness/ deeper darkness in our local group. Just way over-done in PFS.
If the group has the counter it's generally a trivial encounter and horribly weak. If they don't have the counter the encounter takes three times longer to run and is much nastier than it needs to be. Either way it's just not a fun encounter.
Deeper Darkness has been especially irritating. Recent encounters I've been in have generally dealt with it through the use of the Scent special ability (Companion creatures), though this tends to leave the actual characters standing around with their thumbs up their bodkin.
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Jonathon Vining wrote:You could just buy an everburning torch and have it be in the shape of your holy symbol.110 gp, sold. Problem solved.
Or just buy the Ioun Torch for 75 gp and mount it on your Holy Symbol.
Doesn't help because its cast with a 2nd level spell, not 3rd like my cleric can do. Doesn't help fight the darkness!
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Yes, the best bet to fight the darkness is probably to buy a scroll of heightened continual flame and cast that on your holy symbol. But as it's pretty expensive--and often unnecessary--to do this every session, so a "continual flame spans sessions" ruling would save you a lot of money.
Up until yesterday you could do it, but not any longer.
| Enevhar Aldarion |
Yes, the best bet to fight the darkness is probably to buy a scroll of heightened continual flame and cast that on your holy symbol. But as it's pretty expensive--and often unnecessary--to do this every session, so a "continual flame spans sessions" ruling would save you a lot of money.
Up until yesterday you could do it, but not any longer.
Just a note, you can't buy scrolls or wands or potions of spells that have been modified by heightened or quickened or anything else, as this counts as being created by the banned crafting rules.
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*raises dead thread*
So, can we get a clear ruling on continual flame? I want to hire a wizard to cast it on my paladin of Iomedae's sword. So, is there any reason I can't use the casting services cost in the Core Rulebook, and can I get it placed on a chronicle and signed off by a GM (Other than myself, of course). I'd even pay the 110gp of an everburning torch. Either way, it's backed by fluff and core rules.
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*raises dead thread*
So, can we get a clear ruling on continual flame? I want to hire a wizard to cast it on my paladin of Iomedae's sword. So, is there any reason I can't use the casting services cost in the Core Rulebook, and can I get it placed on a chronicle and signed off by a GM (Other than myself, of course). I'd even pay the 110gp of an everburning torch. Either way, it's backed by fluff and core rules.
My only questioning of this would be Mark's posted earlier that stated that all spell effects end at the conclusion of a scenario.
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*raises dead thread*
So, can we get a clear ruling on continual flame? I want to hire a wizard to cast it on my paladin of Iomedae's sword. So, is there any reason I can't use the casting services cost in the Core Rulebook, and can I get it placed on a chronicle and signed off by a GM (Other than myself, of course). I'd even pay the 110gp of an everburning torch. Either way, it's backed by fluff and core rules.
Pharasma frowns upon you raising this thread from the dead.
/Although that would have saved me about 500 gp so far! :P