Permanency banned in PFS?


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Silh wrote:
And I think because of the power-gamer mentality that sadly exists, permanency might not be allowed at any point.

I don't think that's the reason. Something being overpowered in a few ways is a bad reason to ban something. There are good reasons not to allow permanency not to exist. Its dispelable and is a little hard to keep track of, and if its wiz/sorc only its giving a very powerful class a nice feature. Its also a little expensive, and doesn't really enter play. If you allow it for everyone it may create expectations, and that's not always a good thing. Lots of reasons have been given in the thread beyond being a little overpowered. Its also complicated and would require exceptions and specifics and possibly numerous FAQs just for PFS, which again, aren't always a good thing.

The worst part is, this sort of mentality can paint a target. That's not something we ever need.

Liberty's Edge 1/5

Belafon wrote:

We're just about to leave civil discourse, so this will be my last post on the topic.

Permanency can seriously alter the game. In addition to my symbol of slowing example, here's some other things I could put on my shield (or other item):

-permanent gust of wind Nothing small or smaller (including swarms) can even get to me.
-permanent web and a ring of freedom of movement (enough said).
-permanent stinking cloud for a class with immunity to poison (druid, alchemist, monk, etc.). I'll buy a goz mask.

In a home game any GM that allows this in the first place will adjust enemies and encounters to account for it. Most probably wouldn't even allow me to put that stuff on a shield.

Long story short, there's two problems. One is the scenario design issue I tried to bring forward earlier. The other is GM adjudication. What that boils down to is:
We'd need at least half a page just to say what can and can't be done with permanency.

It could just be stated that Permanency could not be used on armors or weapons, and maybe shorten the list that would be allowed. Plenty of rules in pathfinder have been changed to work differently in PFS, I see no reason why the same couldn't happen with this spell, especially with it being part of the core rulebook.

Dancing Lights, Read Magic, Darkvision, and Detect Magic aren't exactly game breaking abilities.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, West Virginia—Charleston

I really don't see any benefit from unbanning Permanency. The only area where the game is considered too hard right now is in low-level season 3/4, the levels at which permanency is irrelevant. Most 5-9s and 7-11s are appropriately challenging, given the availability of Raise Dead and the skills of the players.

Liberty's Edge 1/5

It was good to see so many people comment and wanted to thank them for the feedback.

Liberty's Edge 1/5

I think the objection that I'm hearing isn't that permanent spell effects are a problem from a combat power perspective, but from the perspective that there are plots that are challenging at lower levels via the assumption that powerful divination magic is unavailable.

Permanent combat buffs (enlarge, reduce, etc) are a slightly different beast, and if someone opts to squeeze all the time in confined spaces, or have to use a dispel, that's up to them. The other permanent buffs available at minimum casting levels are pretty minor by the time they are affordable.

The inherent problem for organized play in 3.5 days related to XP management is moot.

Tying permanency to Fame solves a lot of the plot issues and is reasonable within an organized play environment. Just-so type nerfs written into the mod may not be a way that everyone might like to deal with it, but is also possible when needed and disclosed. Other creative solutions for some degree of integration is possible.

The hesitation in dispelling such spells is part of the organized play culture, but I'm not sure that it's sufficient to set it aside entirely.

It sounds like the big question marks are arcane sight and see invisibility. Both are available to the caster only, and even scroll of permanency or similar tactics run into the minimum caster rule. These are available at 11th and 10th level respectively, which is beyond the point where plot issues relying on their absence should be significant.


Belafon wrote:

-permanent web and a ring of freedom of movement (enough said).

-permanent stinking cloud for a class with immunity to poison (druid, alchemist, monk, etc.). I'll buy a goz mask.

Actually, some more could be said.. like are you never moving from the location of the web? That's great Mr Spider.. for all the scenarios set in the same place you happen to have cast your web. Not to mention it is easily burned away.

Likewise for stinking cloud.

How are these issues?

Permanency is part of the game. If there are balance issues with it, shouldn't you already be taking those up in the rules' section and asking for devs to look into it?

The question should simply be: 'what in the nature of organized play denies the use of this part of the core rules, and can it get adapted to fit if that's the case?'

Personally the idea of dispelling is akin to the idea of sundering permanent magic items.. organized play should have a means to handle this beyond a gentleman's agreement not to sunder...

As to 'skewing' the game.. the game has the spell in it. The skewing is occurring from removing it. If it is as impacting as you would like to claim it is, then the removal is very, very wrong.

-James

5/5 *

james maissen wrote:

Permanency is part of the game. If there are balance issues with it, shouldn't you already be taking those up in the rules' section and asking for devs to look into it?

The question should simply be: 'what in the nature of organized play denies the use of this part of the core rules, and can it get adapted to fit if that's the case?'

Sometimes, rules are written without PFS in mind. Some rules require adjudication by GM, like it can be done in a homegame. for example, the last option for bestow curse is purely left to a GM to decide. Sadly, that is not always the case for PFS, and such rules don't work in organized play.


Some things exist almost purely to be used for NPCs.

Liberty's Edge 1/5

CRobledo wrote:
james maissen wrote:

Permanency is part of the game. If there are balance issues with it, shouldn't you already be taking those up in the rules' section and asking for devs to look into it?

The question should simply be: 'what in the nature of organized play denies the use of this part of the core rules, and can it get adapted to fit if that's the case?'

Sometimes, rules are written without PFS in mind. Some rules require adjudication by GM, like it can be done in a homegame. for example, the last option for bestow curse is purely left to a GM to decide. Sadly, that is not always the case for PFS, and such rules don't work in organized play.

The implication here is that permanency is written without PFS in mind, and the special nature of organized play demands that permanency be excluded from organized play because it is incompatible or otherwise creates tremendous difficulties.

What is that incompatibility or tremendous difficulty?

Silver Crusade 5/5 5/55/5 ****

Easiest way to think about it: Permanency is effectively item creation, which is banned in PFS.

1/5

Sober Caydenite wrote:
Easiest way to think about it: Permanency is effectively item creation, which is banned in PFS.

This is the most simplified way of putting it that makes the most sense.

Liberty's Edge 1/5

Sober Caydenite wrote:
Easiest way to think about it: Permanency is effectively item creation, which is banned in PFS.

Why is it a better analogy to see it as item creation than purchasing?

Item creation was problematic in Living Greyhawk because of the distortion in character power that resulted from the combination of XP bleed and wealth creation, and despite the impact on adventuring time that LG had. Item creation in organized play tends to demand a fairly significant bookkeeping surcharge as well. The fact that the PF rules for item creation are a bit of a mess probably didn't drive the decision to keep item creation out of PFS, but I suspect it is a contributor to why it has stayed out of PFS.

In contrast, permanency has none of these factors. The list of possible permanent spells is defined, at least for the CRB spells, which could be established as a limit. There is no wealth generation. There is no XP loss. You pay your money and get a resource. Status tracking is sufficient for paperwork.

1/5

Wizards have enough toys already. I'd rather not be tempted with permanency with my wizard. I would also not like to feel obligated to purchase permanent enlarge person or greater magic fang on melee characters. It would, after all, be available through spellcasting services.

Sovereign Court

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You may not be able to craft items, but you can buy them. And you can purchase other spells to be cast upon your PC. Making it analogous to purchasing an item makes sense

Still not sure i agree with it, and if it were opened up for use it should be across the board, not just one class.

Liberty's Edge 1/5

Robert A Matthews wrote:
Wizards have enough toys already. I'd rather not be tempted with permanency with my wizard. I would also not like to feel obligated to purchase permanent enlarge person or greater magic fang on melee characters. It would, after all, be available through spellcasting services.

I'm pretty sure I told you that if the list spells that could made permanent was altered for PFS the issue you mentioned wouldn't come up as a problem.


Silh wrote:
Robert A Matthews wrote:
Wizards have enough toys already. I'd rather not be tempted with permanency with my wizard. I would also not like to feel obligated to purchase permanent enlarge person or greater magic fang on melee characters. It would, after all, be available through spellcasting services.
I'm pretty sure I told you that if the list spells that could made permanent was altered for PFS the issue you mentioned wouldn't come up as a problem.

Its adding specifics. Worst part is, what if you miss something? Should we have a small page in the book or a FAQS devoted to a single spell?

Liberty's Edge 1/5

MrSin wrote:
Silh wrote:
Robert A Matthews wrote:
Wizards have enough toys already. I'd rather not be tempted with permanency with my wizard. I would also not like to feel obligated to purchase permanent enlarge person or greater magic fang on melee characters. It would, after all, be available through spellcasting services.
I'm pretty sure I told you that if the list spells that could made permanent was altered for PFS the issue you mentioned wouldn't come up as a problem.
Its adding specifics. Worst part is, what if you miss something? Should we have a small page in the book or a FAQS devoted to a single spell?

And what do you call the 'Additional Resources' page?


Silh wrote:
MrSin wrote:
Silh wrote:
Robert A Matthews wrote:
Wizards have enough toys already. I'd rather not be tempted with permanency with my wizard. I would also not like to feel obligated to purchase permanent enlarge person or greater magic fang on melee characters. It would, after all, be available through spellcasting services.
I'm pretty sure I told you that if the list spells that could made permanent was altered for PFS the issue you mentioned wouldn't come up as a problem.
Its adding specifics. Worst part is, what if you miss something? Should we have a small page in the book or a FAQS devoted to a single spell?
And what do you call the 'Additional Resources' page?

Usually? Long and hard to read.

I should add, permanency is core, which doesn't have a section in the additional resources page. Its dealt with in your guide to society play isn't it?

Liberty's Edge 1/5

MrSin wrote:
Silh wrote:
MrSin wrote:
Silh wrote:
Robert A Matthews wrote:
Wizards have enough toys already. I'd rather not be tempted with permanency with my wizard. I would also not like to feel obligated to purchase permanent enlarge person or greater magic fang on melee characters. It would, after all, be available through spellcasting services.
I'm pretty sure I told you that if the list spells that could made permanent was altered for PFS the issue you mentioned wouldn't come up as a problem.
Its adding specifics. Worst part is, what if you miss something? Should we have a small page in the book or a FAQS devoted to a single spell?
And what do you call the 'Additional Resources' page?
Usually? Long and hard to read.

Alright, I'm pretty sure that mentioning Permanency isn't going to make that same list impossible to read. But I could be wrong. :P

Liberty's Edge 1/5

Once again I thank people who posted (whether or not you are against my proposed idea).

I hope Paizo will at least consider this request and think about it? I feel there are a few things they could add with Permanency that also wouldn't break the game. Goodnight everyone.


If I can ask, there are many things banned from society play. Why crusade for permanency so much? Things that are banned in society are usually banned because they don't always work well with this sort of play. Permanency in my experience doesn't always work out well in a home game, much less in an organized play where the DM and players are going to vary greatly, and the scenarios can't be built to the party. I could ask why Vivisectionist, or Buccaneer, or why not ban paladin? We could just have little notes on the side of the additional play to let them in. Constant exceptions and small excerpts can really grow.


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Actually there are a bunch of things banned in society play for what seems like little to no reason

Liberty's Edge 1/5

MrSin wrote:
If I can ask, there are many things banned from society play. Why crusade for permanency so much? Things that are banned in society are usually banned because they don't always work well with this sort of play. Permanency in my experience doesn't always work out well in a home game, much less in an organized play where the DM and players are going to vary greatly, and the scenarios can't be built to the party. I could ask why Vivisectionist, or Buccaneer, or why not ban paladin? We could just have little notes on the side of the additional play to let them in. Constant exceptions and small excerpts can really grow.

To be honest? I think the biggest reason for me is the fact that it's in the core rulebook. I also see potential to use it without giving characters an overpowering edge in society.


Silh wrote:
MrSin wrote:
If I can ask, there are many things banned from society play. Why crusade for permanency so much? Things that are banned in society are usually banned because they don't always work well with this sort of play. Permanency in my experience doesn't always work out well in a home game, much less in an organized play where the DM and players are going to vary greatly, and the scenarios can't be built to the party. I could ask why Vivisectionist, or Buccaneer, or why not ban paladin? We could just have little notes on the side of the additional play to let them in. Constant exceptions and small excerpts can really grow.
To be honest? I think the biggest reason for me is the fact that it's in the core rulebook. I also see potential to use it without giving characters an overpowering edge in society.

Core rulebook isn't super balanced. It has wizards in it. Cheap, constant, at will, see invisibility, dark vision, or arcane sight is pretty powerful I think. We could argue for hours about balance however.

Liberty's Edge 1/5

MrSin wrote:
Silh wrote:
MrSin wrote:
If I can ask, there are many things banned from society play. Why crusade for permanency so much? Things that are banned in society are usually banned because they don't always work well with this sort of play. Permanency in my experience doesn't always work out well in a home game, much less in an organized play where the DM and players are going to vary greatly, and the scenarios can't be built to the party. I could ask why Vivisectionist, or Buccaneer, or why not ban paladin? We could just have little notes on the side of the additional play to let them in. Constant exceptions and small excerpts can really grow.
To be honest? I think the biggest reason for me is the fact that it's in the core rulebook. I also see potential to use it without giving characters an overpowering edge in society.
Core rulebook isn't super balanced. It has wizards in it. Cheap, constant, at will, see invisibility, dark vision, or arcane sight is pretty powerful I think. We could argue for hours about balance however.

Again, I proposed altering the list of spells that could be used in conjunction during society play. Arcane sight is not one I'd personally allow, for the purposes of Society play it WOULD be overpowered. But spells such as Darkvision, Dancing Lights, and Read Magic are spells I would. Maybe Paizo will allow it, maybe not.

Liberty's Edge 1/5

Later I will go back to my first post, edit and be more specific so people can see proposals at the start rather than have to look through a few pages of conversation.

Edit- But for now, it is late and I'm going to sleep.

Liberty's Edge 1/5

MrSin wrote:
If I can ask, there are many things banned from society play. Why crusade for permanency so much? Things that are banned in society are usually banned because they don't always work well with this sort of play. Permanency in my experience doesn't always work out well in a home game, much less in an organized play where the DM and players are going to vary greatly, and the scenarios can't be built to the party.

I've taken on the permanency crusade because I suspect it is prohibited based upon assumptions that are no longer valid. It's part of the core game. PFS only modifies the core game when it's necessary to do so due to the nature of organized play. It other words, by the design of the campaign, it should be permitted unless there is a reason to exclude it. I don't see that reason.

What are your experiences with how permanency doesn't work out well in a home game?


Being part of core doesn't make it balanced, nor good for society play. I really can't say that enough.

Well, in the case of building a fortress out of permanency, that was kinda cool, but not relevant to PFS I don't think. Up until he started carrying around items in his bag of holding...

The big problem we had is the expectation you suddenly create that someone may have a permanent arcane sight or see invisibility. Everyone having dark vision made a mess because only supernatural darkness hurt the party, and every foe from the point on had to have darkvision or we would jump them in the darkness. Arcane sight made most anything magical moot, or had an altered or hidden aura just to avoid us. There was that time a guy was playing an enlarged character who couldn't fit in anything ever, and created collateral damage by existing. The cantrips aren't so bad, but they're also easy to put on a wand or scroll and cheaper to do so. In that vein why allow a small exception to something that's easy to replace?

Anthropomorphic animal just sounds wrong to me and is easily abused for body horror and is creepy. Magic fang is cheaper than an amulet of mighty fist, but when its dispelled people freak out sometimes. Invibility gets out of hand easily for reasons of being invisible. Symbols get put on portable surfaces. We had a guy spend forever trying to figure out what to do with a permanent prismatic wall.

Grand Lodge 4/5 5/55/5 ***

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This issue like many others is a matter of perception of what unbalancing is. To many people, apparently including the campaign leadership, allowing permanency is an example of an unbalancing game mechanic when viewed from the perspective of organized play. It doesn't matter what reason they (MJM) give for their view/s, some players will argue that those views are at least misplaced or at worst wrong. But again, that is *your* interpretation of game balance. Many others will agree with the banning and encourage it to remain. We can even play this same "game" with rules that are legal and some thinking they should be banned. In the end, those doing the "arguing" are an extremely small minority of the player-base and may not represent the community at large.

The fundamental issue with permanency is that it can render some spells/effects like invisibility inconsequential. Like it or not, there are many common design aspects that would be rendered useless if a good portion of PCs were running around with permanent affects. Its hard enough to design good scenarios/encounters, we shouldn't be striving to make rules decisions that make it harder on authors/developers. Our leadership has to try and balance making new material as legal as possible without negatively impacting game balance. Personally, I don't really have an issue with things like darkvision since a good number of characters start out with that as a permanent effect anyway, but anything with a limited duration and/or circumstantial usefulness becomes problematic if it is permanent. In a home game where the GM is free to do whatever they want, this is not a problem.

Also, while PFS bans some rules that are considered core, they try extremely hard not to modify rules as printed, allowing or banning material in whole. So the solution of allowing permanency, but modifying its list of allowable effects, is not in the tradition of how game mechanics are judged.

The Exchange

I strongly suspect it's banned not for any rationale but for the same reason Druids use scimitar (a curved sword only used by horse peoples)
And for the same reason high school is four years long:
Because college is four years long
Because the first colleges in England and America were four years long
Because Oxford was four years long
Because in 15XX, a particularly influential nobleman decided that four years was long enough for his son to be at Oxford and no one wanted to disagree.
Because That's The Way We've Always Done It!!!

1/5

CWheezy wrote:
Yes lets make WIzardfinder even more WIzardfinder.

I find this sentiment humorous, if only because I find Pathfinder wizards to be stunted, frustrating mockeries of what RPG wizards can be...as if you had asked me to play soothing, beautiful music, and then handed me a kazoo.

-Ben.


terraleon wrote:
CWheezy wrote:
Yes lets make WIzardfinder even more WIzardfinder.
I find this sentiment humorous, if only because I find Pathfinder wizards to be stunted, frustrating mockeries of what RPG wizards can be...as if you had asked me to play soothing, beautiful music, and then handed me a kazoo.

Wizards are however still a tier one. Its a nice place to be. Ultimate power and whatnot. They have many options, and full casting is a very nice thing to have in pathfinder.

RPG Superstar 2012 Top 16

1 person marked this as a favorite.
terraleon wrote:
CWheezy wrote:
Yes lets make WIzardfinder even more WIzardfinder.

I find this sentiment humorous, if only because I find Pathfinder wizards to be stunted, frustrating mockeries of what RPG wizards can be...as if you had asked me to play soothing, beautiful music, and then handed me a kazoo.

-Ben.

That's because you understand the covenant of the true magical arts ;)

1/5

Awaken is in the Core Rulebook too and I don't see people complaining about that being banned.

Liberty's Edge 1/5

Robert A Matthews wrote:
Awaken is in the Core Rulebook too and I don't see people complaining about that being banned.

So go start a crusade about it. :)

Liberty's Edge 1/5

Bob Jonquet wrote:
This issue....(good stuff)

Bob, thanks for the thoughtful reply. I'm mulling it over.

Lantern Lodge

Robert A Matthews wrote:
Awaken is in the Core Rulebook too and I don't see people complaining about that being banned.

I have a problem with it being banned, it means I can't play an awakened tiger.


Bob Jonquet wrote:

To many people, apparently including the campaign leadership, allowing permanency is an example of an unbalancing game mechanic when viewed from the perspective of organized play.

I don't see any division along the lines of organized play, the objection people here seem to have is against the spell directly rather than how it might work specifically in organized play. Do you have any ideas on an example of the specific problem in regards to organized play, rather than in general?

For example one could argue that in 3e/3.5 that the exp cost as a balance for permanency was not a cost but a benefit in organized play. Pathfinder, reacting to experiences in organized play (specifically LG) altered exp costs to become gold piece costs.

Honestly if permanency had core issues, then we should lobby in the rules section against it. But I don't see that as being true, only people being reactionary to something that is new to them.

Bob Jonquet wrote:

The fundamental issue with permanency is that it can render some spells/effects like invisibility inconsequential.

The game changes as the characters level. It is the fundamental nature of this game that some things become inconsequential. Trying to avoid that leads to designs like 4e. You can't be upset that a high level party flies over an obstacle that they were meant to climb. It is the good thing about leveling, that some things aren't challenges anymore.

Beyond that it is quite easy for a character of the level we're talking about to have see invisibility on for hours and hours at a time. This very thing would occur in LG because they also banned the spell. You would have some arcane casters extend and spam the spell achieving the same result, but in a messy way that shouldn't have to occur in the game at that level. Why would they do that? Because at the level we're talking, they shouldn't have to be stymied by such minor roadblocks.

Any 1st level wizard, cleric, druid, sorcerer, et al can have detect magic going nearly constantly. I don't see how a permanent arcane sight is that much different in these respects. But people have complained how detect magic has broken the game, rather than accept the Pathfinder change on cantrips. Besides when the bad guys attack, they know that the character with glowing blue eyes is the arcane caster...

That other people (not you yourself) are complaining about permanent darkvision as well has me believe that many are just reacting rather than taking an objective look. The 3.5 Mystic Theurge was decried as overpowered when it came out. Darkvision is a low level spell that lasts for hours/level and a large number of allowable races have it always from the start.. how could this be game shattering? Rather, it is something useful. People can tend to confuse useful and new to them as game breaking.

But again, even if there are real and objective reasons for banning the spell because of the nature of organized play all of these bans from the core should always be revisited and looked at again. Why? I suspect that permanency is simply a hand me down from organized play to organized play, and whatever reason it was originally banned (maybe back in Living City days) might have gone away edition after edition ago. It seems silly to have such legacies and it would be reassuring to know that it is not the case.

Organized play is touted as a very core rules campaign. It helps reflect how the system really works. Where there are issues in organized play from the core rules, many of those core rules have been ironed out. Many of the changes in Pathfinder I see are a reflection of seeing problems in 3.5 having been highlighted by Living Greyhawk.

If there is a core rules problem with permanency, it should not be ignored from edition to edition and go on forever. Rather it should be ironed out. If there is an adaption problem to organized play, I'd like to see what it is. The only thing I can see is the 'sunder' issue, which frankly deserves an organized play special rule to handle. Other than that what about the organized campaign is a problem for having permanency? Consider the permanent spells along the lines of bought magic items and there doesn't seem to be a problem as far as organized play is concerned.

-James

5/5 *****

Silh wrote:
Again, I proposed altering the list of spells that could be used in conjunction during society play. Arcane sight is not one I'd personally allow, for the purposes of Society play it WOULD be overpowered. But spells such as Darkvision, Dancing Lights, and Read Magic are spells I would. Maybe Paizo will allow it, maybe not.

Arcane Sight is little more than a faster version of Detect Magic, hardly game breaking. If anything, given the number of darkness effects floating about in PFS modules Darvision would be my go to spell.

The Exchange

Make it a boon. Leave it as a very specific boon in a very specific scenario for doing a very specific task.

Silver Crusade 5/5

While the effect in and of itself may not be game breaking (and I will argue that point later), what you are forgetting is that if someone has permanent darkvision, detect magic, see invisibility, etc., then they no longer have to use their resources in order to have those spells up. They don't have to use the spell slots, they don't have to use their extend rod, etc every time they want to cast the spell.

Secondly, usually it's only the casters that have these spells up (eg see invisibility), since your fighter types don't even have them. You let fighters have see invisibility up all the time and encounters with invisible enemies become trivial. Right now at least the guy with see invisibility up has to do something so that his teammates can see the invisible enemy (faerie fire, glitterdust, throw flour on it, whatever), which affects the action economy.

Also, frankly, permanency is too cheap. Until recently, the only way to get see invisibility on say a fighter was the hand of glory, which is an 8K item that does it once per day. Items that give you see invisibility permanently are even more expensive and now you want to be able to pay spellcasting services around 8k to be able to do so?

Lantern Lodge

Frankly, it costs resources, they are just a one time cost rather than a periodic cost. This one time can be easily adjusted but on the other hand detect magic can be kept up by a caster permanently already without costing resources so why not pay to hand that over to the rogue?

At that point it's really just a matter of whether or not you need to yell it out to the rogue or not when a spellcaster is present, and more importantly grants those abilities when there is no caster to provide that support.

Silver Crusade 5/5

Keeping detect magic up does cost resources - you have to concentrate on it which means you cannot take a standard action. And you have to recast it every so often as its max duration is a minute per level. Which means out of combat you move at half speed to keep up detect magic and in combat you cannot take a standard action. Those are things that affect the action economy even if they don't directly affect resource usage.

1/5

You can't purchase see invisibility through spellcasting services as it is personal spell that targets you. Permanent arcane sight would wreck scenarios.

-Automatically pinpoint invisible creatures(invisibility spell will register)

-Automatically see through disguises of NPCs(misdirection, alter self, other shape changing/alignment hiding)

-Standard action to determine if a creature is a spellcaster and reveals how powerful of spells they have access to

Silver Crusade 5/5

Robert A Matthews wrote:

You can't purchase see invisibility through spellcasting services as it is personal spell that targets you. Permanent arcane sight would wreck scenarios.

Whoops, my bad. I suppose the only way to do this on someone who can't cast see invis would be UMD...

Dark Archive 3/5

Robert A Matthews wrote:

You can't purchase see invisibility through spellcasting services as it is personal spell that targets you. Permanent arcane sight would wreck scenarios.

-Automatically pinpoint invisible creatures(invisibility spell will register)

-Automatically see through disguises of NPCs(misdirection, alter self, other shape changing/alignment hiding)

-Standard action to determine if a creature is a spellcaster and reveals how powerful of spells they have access to

You buy a scroll of it, UMD it to work and then pay the NPC to cast Permanency on you.

Continue the conversation.

Lantern Lodge

Robert A Matthews wrote:

You can't purchase see invisibility through spellcasting services as it is personal spell that targets you. Permanent arcane sight would wreck scenarios.

-Automatically pinpoint invisible creatures(invisibility spell will register)

-Automatically see through disguises of NPCs(misdirection, alter self, other shape changing/alignment hiding)

-Standard action to determine if a creature is a spellcaster and reveals how powerful of spells they have access to

Since when can detect magic or similar detect invisibility? I doubt any GM is gonna allow a zero level spell that just about every spellcaster has to do something that a specific higher level spell does specifically. If the detect magic could do that, then why bother creating a see invisibility spell?

Besides detect magic doesn't see through diguises, it simply tells you there is magic and its of this school. Therefore you don't know what aspects of what your are seeing are lies or truth (maybe the lady is useing such magic to appear younger then she actually is and thus is being completely honest in who she is and what she is telling you)

If pf allows you to detect a spellcaster by detect magic then that is an upgrade from the original(and should have increased the level of the spell)

Liberty's Edge 1/5

Mathwei ap Niall wrote:
Robert A Matthews wrote:

You can't purchase see invisibility through spellcasting services as it is personal spell that targets you. Permanent arcane sight would wreck scenarios.

-Automatically pinpoint invisible creatures(invisibility spell will register)

-Automatically see through disguises of NPCs(misdirection, alter self, other shape changing/alignment hiding)

-Standard action to determine if a creature is a spellcaster and reveals how powerful of spells they have access to

You buy a scroll of it, UMD it to work and then pay the NPC to cast Permanency on you.

Both see invisibility and arcane sight can only be made permanent for the caster, not for another target. This is listed in the permanency spell.

A character can UMD a scroll of scroll of permanency, but the scroll has to be of sufficient CL and it must have been made with sufficient material component for the effect for which permanency is desired. The minimum CL rule blocks any use of permanency from a scroll when the needed CL is higher than 9, subject to introduction of a CL10+ scroll of permanency through other legal sources.

Liberty's Edge 1/5

Because I cannot edit the original post I will be re-making the thread, with a more thought out and organized post. You will know it when you see it.

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