The Spell Blood Money from RotRL


Rules Questions


Hello,

I´m playing RotRL with Pathfinder Rules and I wonder how this spell should function under the Pathfinder Rules? I gave it out to my player (he found Mokmurians Tome - and a few others on Thassilonioan spells in the libary).

Should I just stick with the old xp-costs? Or should I increase the cost (Pathfinder SC have more XP).

Scarab Sages

Leaving as it is works fine, but Pathfinder doesn't support losing enough XP to lose a level. If you go that route, be sure to specify that the spell fails if you don't have enough XP to cast.

Otherwise, I'd up the cost of the spell in ability points. Maybe 1 Con damage per 100 gp, or any portion thereof. (So 1 gp through 100 gp would cost 1 Con, 101-200 would cost 2 Con, etc.)

If that doesn't seem enough you could change the cost to ability damage that doesn't heal for a number of days equal to the level of the spell for which the material component was created.

Dark Archive

I modified the spell for a Bloatmage Wizard in my CoT game to the following.

School transmutation; Level Sorcerer/Wizard 2, Bard 2, Witch 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect 1 material component
Duration instantaneous

As part of this spell’s casting, you must cut yourself, releasing a steady stream of blood that causes you to take 1 point of strength damage per 500g worth of material components to be created. Where your blood falls, it transforms into one material component of your choice, chosen from the list of spells you currently have prepared. Even components with gp values can be created, but creating them requires an additional sacrifice of 1 Xp for every 2 gp of the component’s value.

Materials created by this spell can be sold as normal.


I'd modify the spell to stay away from XP costs.

You can have it cause ability damage to Str, Con, or both depending on the caster lvl vs. the value of the component created on some kind of sliding scale. Set some kind of maximum valuse depending on CL and then more expensive the component the higher the attribute penalty(ies) until you reach that maximum.

Or

You could set a maximum GP value per level, and then use sickened, fatigued, and exhausted as the condidtions that the caster suffers as he creates more and more expensive components.

Or

Both

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