New CLEAN Spell


Pathfinder First Edition General Discussion


CLEAN
My wife is researching a "0-Level Clean Spell" she wants badly. Something beyond what prestidigitation offers. Here's the process we figured from – send me your comments – The pricing difference depends upon your game & if you are heavy gold or more reserved.

This also assumes that you have or are able to purchase/find the materials necessary & cast the required spells for its creation. Otherwise additional costs for ‘casting’ will be incurred & are not figured here.

Now we found that there is some conflicts, depending on where you read about spell research in Pathfinder, on utilizing 1,000gp x spell level or 100gp x spell level & what constitutes such. So we decided to not only figure it both ways, but use the CL of spells we would modify & items we would use to help create the new spell as cumulative Spell Levels for calculating. {This may be considered too powerful for a 0-level & might be better considered as a 1st level spell…But that defeats the creators purpose}

The formula:
The Prestidigitation spell is used for perimeters sake of the spells basic design counting as a CL1 for calculation
A Candle of Clean Air is a CL10 object thus costs 10 spell levels; since it’s being utilized to help create the spell & area effects
CL5 for the Permanency Spell to make sure it’s not temporary
CL1 to add Erase in a weaker form to effect non-magical writing, thus getting rid of graffiti
CL1 Decompose Corpse to disintegrate rotting & festering things {but not the insects, maggots, larva or other living creatures that may be attached or hiding within}
~Here's where it gets kinda complicated~
Using the Enlarge & Reach Spells to lengthen its short range and allow this range to increase per caster level adds 23 more spell levels {3x for the enlarge & reach to get it to the desired first caster level minimum of 30' distance, then to raise its range 10'/level to level 20}
Utilizing Enlarge & Reach again to increase the area of effect per caster level costing 23 more spell levels {3x to start at 30 cubic feet for the area of effect & increase 10 cu ft/level to level 20} –AND– to give 3 cu ft as a Touch Spell increasing by 3 cu ft/ Level thereafter.

So, 1+10+5+1+1+23+23 = 64 thus bringing the spell level research cost to 64 levels or 64,000gp
+ the cost of an actual Candle of Clean Air at 7,500gp
+ Universal Solvent for 50gp

Give it a month to research & perfect with 1,000gp for writing costs

Initial costs of 1,000gp x creation spell level puts the grand research costs at 72,550gp & 1 Months time.

-or the simpler, quicker version-

Utilizing the 100gp x spell level for a cost of (6,400gp + 7,500gp + 50gp + 5gp writing cost) = 13,955gp & 1 week (since it’s a 0-level spell)

The end results:

CLEAN
School Transmutation; Level Sorcerer/Wizard 0, Cleric 0, Paladin 0, Druid 0
Casting Time: 1 standard action
Components: V, S, M (a small amount of candle wax, & lye or ammonia)
Range Touch: (single object) or Medium (30 ft. +10 ft / Level)
Area: 3 cubic foot (+3 cu ft / Level) single object or 30 cubic feet (+10 cu ft / Level)
Duration: Permanent
Saving Throw: None
Spell Resistance: no

Inspired by the limited cleaning capabilities of the prestidigitation spell, the clean spell enables a much wider area of effect with a greater range. Using clean as a ‘touch’ spell allows deep cleaning of a single object 3 cubic foot in size (+3 cu ft/L). Used normally it can be cast from up to 30’ away (+10’/L) to effectively clean a 30 cu ft area (+10 cu ft/L) in a single round.
Some areas may take more than a single cleaning {GM's discretion} due to the shear volume or depth of damage - deep rust & corrosion on an object can be cleaned but not polished or restored to new; a room full of mud 3' deep takes more than just a cleaning, and so on.

As a surface-area cleaning spell it will completely remove cobwebs (but not the spiders), dirt, dung (but not the insects, maggots, larva or other living creatures that may be attached or hiding within) & vermin pellets, dust, graffiti, grime, minor food stuffs & liquids, mold, mud, rotting/festering meat or flesh in small amounts (even off bones but this requires touch), scum, stains, fresh non-magical writings/drawings (thus tapestries & old maps/writings/paintings are safe), dead arachnids/insects/etc but not dead vermin or larger, and other materials at the GM’s discretion.
Clean cannot do damage to the living or the undead as it is a surface effecting spell. But it can be used to remove such things as Molds, Oozes & Slimes from a single human sized object (in 2 uses of the touch aspect of the spell at 1st level). It does not kill the substance but rather drops it at ones feet, rendering it immobile for 1d2 rounds, needing then to be stepped over to avoid reattachment.
Unfortunately to remove these living materials, they must be touched which means that the spell caster will take 1 round of damage (resistances and saving throws apply) per round in contact with the substance to clear. This also works for algae & other types of living non-monstrous types of mold, with no damage being taken by the caster for its removal.
Removing mud, scum, stains and the like from people &/or their clothing can be used for everyone standing in the area of effect. Remember that this is a surface-cleaning spell so if you were to cleanse a muddy person, it would not wipe away maps, drawings or other writings they possess; Only if they had them out & open (and were non-magical & fairly fresh in nature) would it clear the parchments surface along with the person’s skin & clothing.
It does not remove tattoos or other permanent markings & cannot restore actual damage (gouges in statues from vandalism & the like).

Moisture removal is up to the GM. You might be able to clean the algae, seaweed, slime, grime & salt from a person fished out of the ocean, but their undergarments would still be soaked.

This spell can be reversed to “SOIL” an area as well. This requires the components of some candle wax & alchemical grease.

I STRONGLY suggest coupling this with an Unseen Servant for maximum house cleaning!


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I would make the casting time longer than that. Check out mending.

Duration should be instant not permanent. Making something clean forever should probably be a high level spell.

The area of effect seems way too large for a level 0 spell

The effect on mold, slime, ooze monsters seems way hell and gone too much for a level zero spell. I would probably say it can't effect creatures at all for a level zero spell. Especially since it has no saving throw and isn't affected by SR. Again look at mending.

SOIL would be a separate spell rather than a reverse of this one. See haste/slow. PF does not like reversible spells. SOIL should definitely have a save and be effected by SR.

I kinda like the concept. But I would never allow it as written for a level 0 spell. Might be a level 2 spell as written.

Introduce CLEAN as a spell invented by gnomes to make their lives easier.

Introduce SOIL as a perversion of the original created by kobolds to piss off gnomes.


Your cost to research the spell do not appear to match the rules listed in the core books. If your research cost are a house rule that Ok but the Core Rule book and the Ultimate Campaign list the following concerning spell research:

Core Rule Book
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.

Ultimate Campaign Book
Research a Spell
The Core Rulebook allows you to perform spell research, either to create a new spell or learn an existing spell from another source. In the downtime system, the steps for spell research each day are as follows.
1.Pay 100 gp × the spell's level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
2.Determine the total days of progress required to complete the research, which is 7 × the spell level.
3.Determine the spell research DC, which is 10 + twice the spell's level.
4.Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can't take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day's progress toward completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known.
If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.
If you're an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana) checks, you may attempt a Knowledge (nature) check instead.

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