Empowered Blood Money


Rules Questions


Hi, I'm sorry for necroing the Blood Money discussion, but I ran into a bit of a doubt here.

I'm planning on grab some spells for my cleric thanks to the Pathfinder Savant archetype (and some retraining, since right now I am Cleric 8/Holy Avenger 4 Aasimar). One of the spells that catched my eye is Blood Money, not for being able to cast free-of-charge Wish spells, but regarding Resurrection and the like (I have Strength 13).

So here is my question. I will get Blood Money as a Lv 2 spells since it is lv1 and not present on my spell list. If I empower it, it becomes a lv 4 spell with all numerical factors increased by 50%.

However, the system rules point to a rounded down increase, thus making the payment 1d6*1.5 hp and 1 STR per 750 gold points being used as material component, or so I think could be interpreted.

So that's my question, What happens when I Empower Blood Money? (And yeah, I already thought that brings the "free wish" discussion to the front again).

Thanks.


Nothing, Empower only increases variable numeric effects. If you cast blood money and take 4 strength damage to create 1000gp of components there is no variable figure to increase. The fact that you can create different amounts of components with different strength castings of the spell does turn any particular casting into a variable number.

If I cast fireball the 10d6 damage is a genuine variable, it can be any number from 10-60. If I cast Enervation you get anything from 1-4 negative levels. This does.

Arguably you increase the 1d6hp damage you take but that certainly isnt worth a 2 level bump. Really Blood Money is broken as f~&# as it is, you dont need to find new ways to break it.


Only the damage you take would increase, the spell would have no other change in effect.

Empower only works on variable numeric effects, and the material component you receive is not considered variable (it's fixed based on how much strength damage you take).

Edit: Ninja'd by 7 seconds. And ninja'd other by 45 seconds.. nice!

Grand Lodge

All variable numeric effects are increased. The money part of Blood Money is not variable, but on a fixed progression.

The Exchange Owner - D20 Hobbies

The only change is you take 1d6*1.5 HP damage instead of 1d6 damage.


Ok, thanks. I still think the spell is OP, but its great to know the Sorcerer of the group won't be abusing it even more than me XDDD

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