Problems with Sorcerers


Pathfinder First Edition General Discussion

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Liberty's Edge

Anzyr wrote:

Moving on to the next flaw in your argument, at no point did I say Hound Archons would be welcomed in *every* city in the world. However they would be welcome in a large number of them. And because they use Greater Teleport to get around they only need a reliable description of the metropolis. As I'm sure you know, Knowledge (Local) is local knowledge about *everywhere* so it is a simple DC 10 Knowledge Local to give the Hound Archon a description of literally any metropolis since a DC 10 Local gets you "Know local laws, rulers, and popular locations".

It's not that I'm being lax. The issue is that I am actually using the rules, while you creating hurdles for casters that in fact do not exist.
Rynjin

PRD - Knowledge skills wrote:


Local (legends, personalities, inhabitants, laws, customs, traditions,
humanoids)

Where it say that you get a reliable description of a location?

There is something in the examples:

PRD wrote:


Examples:
Know local laws, rulers, and popular locations Local 10
Know a common rumor or local tradition Local 15
Know hidden organizations, rulers, and locations Local 20

What hare popular or hidden locations? As I read it you know that Korvosa has a black market or the name of the best or most notorious watering holes, but that isn't a "reliable description".

There is a skill that give that kind of informations:

PRD - Knowledge skills wrote:


Geography (lands, terrain, climate, people)

And the stating DC is:

PRD wrote:

Know location of nearest community or

noteworthy site Geography 20

Even with the most favorable reading you "know location of ... noteworthy site", i.e The Statue of Liberty is in New York". Not a reliable description.

Withe a less favorable reading you "Know location of nearest .... noteworthy site".
Nearest ....

So, no you aren't following the rules.

Liberty's Edge

Anzyr wrote:
Diego Rossi wrote:


Because wizard are born at 17th level, they never live the firth 16 level.

"Surely" Hound archons are welcome in every city of the world. They mysteriously know every city of the world so they can use greater teleport to get there (you need a reliable description of your destination even with greater teleport).

Plane shift require "a forked metal rod attuned to the plane of travel". You "naturally" have it in your spell component pouch and "naturally" know the exact location of the limbo (a ever changing plane) where time is erratic. An so on and on.

You are so used to giving extra lax to spellcaster that you don't even realize what you are doing.

Plane Shift is available at 13th level for Wizards. Despite you appearing to be sarcastic about it, you in fact do naturally have a forked metal rod attuned to the plane of travel in your Spell Component Pouch, because if you would kindly direct your attention to the rules:

Pouch, Spell Component wrote:

PRD wrote:
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.
Since the metal fork has no cost the spell component pouch is assumed to have it.
Plane shift wrote:
Components V, S, F (a forked metal rod attuned to the plane of travel)

A video from the Smithsonian about tuning forks.

It give a clear idea of the size of the forks. The focus fork obviously don't have the resonance box but they are still large enough that they will not fit into a pouch, one of the requirements to have them for free with the spell pouch.

Added prof, the printed gear of the Elemental Priest from the NPC Codex.
It list this equipment:

Quote:
Combat Gear potions of invisibility (2); Other Gear+1 mithral chainmail, masterwork light crossbow with 20 bolts, masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +1, forked metal rods (for plane shift), wooden unholy symbol, 1,564 gp


It's the popular locations. If you know where the popular locations of the city are then you have a location, that popular place.


If the NPC doesn't have a spell component pouch then it would need to expressly say what components the NPC has on them.

Liberty's Edge

Chess Pwn wrote:
It's the popular locations. If you know where the popular locations of the city are then you have a location, that popular place.

It don't say that you know where they are, you know of them.

I can know that there is a Paul Getty Museum in Los Angeles, that don't give me any reliable description of the museum.

Knowing a name isn't a reliable description.

Liberty's Edge

Chess Pwn wrote:
If the NPC doesn't have a spell component pouch then it would need to expressly say what components the NPC has on them.
PRD wrote:
In general, the NPCs do not list mundane gear such as rope, torches, belt pouches, and so on unless it is vital to the character (clerics have a holy symbol, rogues with Disable Device have thieves' tools, and so on). You can assume that an NPC is geared appropriately for his or her profession or adventuring career, and if cost is ever a factor, you can mark off some of the character's extra gear for this purpose or for expendable items such as potions, nearly expended wands, and so on.

Grand Lodge

Spell component pouches are vital to the character however.


Greater teleport:
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting.

I have a reliable description if I know about it.

Liberty's Edge

Chess Pwn wrote:

Greater teleport:

This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting.

I have a reliable description if I know about it.

Prato della Valle is one of the largest squares in Europe.

You have the name and why it is noteworthy, please describe the place without Googling it.

Sovereign Court RPG Superstar 2011 Top 32

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The name of a city is not a reliable description of that city, at least in my estimation. I know of the existence of, say, Houston, but without looking it up on Google I couldn't really describe it.

A reliable description is "I want to teleport 5 feet to the north of the entrance of the two story brick building on 3rd Street that has white shutters and a tile roof." You have to be able to specify a location exact enough to be within a foot or so, otherwise the spell doesn't know where to send you. "City Name" could cover many square miles, that's not a location, that's a region.


I think knowledge Local would get you more than that. You know the laws, rules and popular places. I feel that's more than having heard of them, but you know about them. You know some details about them.

But the place is the Prato delle Valle in Europe. Now my knowledge local should let me know where it is located. So in that city. I think that's a reliable description of where I want to go.

I want to the Kremlin, or Statue of Liberty, or anything. If you know where you want to go Greater Teleport gets you there.


Diego Rossi wrote:
Anzyr wrote:

Moving on to the next flaw in your argument, at no point did I say Hound Archons would be welcomed in *every* city in the world. However they would be welcome in a large number of them. And because they use Greater Teleport to get around they only need a reliable description of the metropolis. As I'm sure you know, Knowledge (Local) is local knowledge about *everywhere* so it is a simple DC 10 Knowledge Local to give the Hound Archon a description of literally any metropolis since a DC 10 Local gets you "Know local laws, rulers, and popular locations".

It's not that I'm being lax. The issue is that I am actually using the rules, while you creating hurdles for casters that in fact do not exist.
Rynjin

PRD - Knowledge skills wrote:


Local (legends, personalities, inhabitants, laws, customs, traditions,
humanoids)

Where it say that you get a reliable description of a location?

There is something in the examples:

PRD wrote:


Examples:
Know local laws, rulers, and popular locations Local 10
Know a common rumor or local tradition Local 15
Know hidden organizations, rulers, and locations Local 20

What is a popular location? One that is well known. Times Square for example in New York would be a Popular Location, as would the Empire State Building, and a dozen other locations in the city. Since you would "know" about them you would by definition be able to describe them, since the knowledge is no way limited to only the name, or are you telling me you can't describe popular locations. So no, I *AM* following the rules, you just don't like them and wish they were different.

Also, A NPC having a tuning fork in their gear means nothing ruleswise. The rules allow a Wizard to be assumed to have the tuning fork if they have a spell component pouch. And until you can cite a *rule* that says otherwise, I'm filing this under another rule that you wish was different.


Marroar Gellantara wrote:


You get one from the arcane school class feature as listed on the table, but since everything listed under Class Features is a class feature (like spellbooks), then you must get every school ability too.

It is not a class feature, it's not in the class feature section. Look at the headers.

Linky
You have a big header with CLASS FEATURES, then smaller headings for each individual class feature, like Spellbook, Arcane School and Cantrips.
Then you have another big header, denoting a new section, named ARCANE SCHOOLS, where your quote is found.


Anzyr and Diego Rossi, any application of those rules are very much up to table determination. They aren't clearly written, and "know about a place" can be anything between knowing it exists (I know Times Square exists, but couldn't describe it and don't even know which city or country it is in - and according to my psychic evaluation, I have better "common knowledge" than the average person) to being able to describe it.

Neither is against the rules, neither has direct support of the rules.

This is one of those moments it's better to agree to disagree, I think.


Greater Teleport just needs a reliable description of the place you are teleporting to. Times Square in New York City, is a pretty reliable description.

Liberty's Edge

Anzyr wrote:
Diego Rossi wrote:
Anzyr wrote:

Moving on to the next flaw in your argument, at no point did I say Hound Archons would be welcomed in *every* city in the world. However they would be welcome in a large number of them. And because they use Greater Teleport to get around they only need a reliable description of the metropolis. As I'm sure you know, Knowledge (Local) is local knowledge about *everywhere* so it is a simple DC 10 Knowledge Local to give the Hound Archon a description of literally any metropolis since a DC 10 Local gets you "Know local laws, rulers, and popular locations".

It's not that I'm being lax. The issue is that I am actually using the rules, while you creating hurdles for casters that in fact do not exist.
Rynjin

PRD - Knowledge skills wrote:


Local (legends, personalities, inhabitants, laws, customs, traditions,
humanoids)

Where it say that you get a reliable description of a location?

There is something in the examples:

PRD wrote:


Examples:
Know local laws, rulers, and popular locations Local 10
Know a common rumor or local tradition Local 15
Know hidden organizations, rulers, and locations Local 20

What is a popular location? One that is well known. Times Square for example in New York would be a Popular Location, as would the Empire State Building, and a dozen other locations in the city. Since you would "know" about them you would by definition be able to describe them, since the knowledge is no way limited to only the name, or are you telling me you can't describe popular locations. So no, I *AM* following the rules, you just don't like them and wish they were different.

Also, A NPC having a tuning fork in their gear means nothing ruleswise. The rules allow a Wizard to be assumed to have the tuning fork if they have a spell component pouch. And until you can cite a *rule* that says otherwise, I'm filing this under another rule that you wish was different.

LOL. You claim to play RAW but then you stretch the rules.

What is the skill description?
PRD wrote:
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

The example give you more than that list, but the list is the primary rule. So what you get is what it say, at most you know the existence of popular locations, you don't get a detailed or reliable description.

What give you a reliable description is Knowledge Geography, but you need a roll way higher than a 10 in knowledge local.
The simple fact that to "Know location of nearest community or noteworthy site" you need to make a DC 20 check show that you don't get the same information with a Knowledge local DC 10 check.

- * -

And the rules allow a Wizard to have a Focus that can fit into a pouch. A tuning fork is larger than that.

Liberty's Edge

Anzyr wrote:
Greater Teleport just needs a reliable description of the place you are teleporting to. Times Square in New York City, is a pretty reliable description.

Reliable description of what? From that string of word it can be a big square or a 3 meter x 3 meters small square at the end of a back alley.

Based on your description I can buy a manor, call it New your, make a small square in the back yard with a sundial in the middle of it and call it Time Square. Where would transport you your "reliable" description?


Diego Rossi wrote:
Anzyr wrote:
Greater Teleport just needs a reliable description of the place you are teleporting to. Times Square in New York City, is a pretty reliable description.

Reliable description of what? From that string of word it can be a big square or a 3 meter x 3 meters small square at the end of a back alley.

So if someone that they were going to Time Square in New York City, you wouldn't know what they were talking about? The problem here isn't the rules then.

Also, there is no size listed for the tuning fork. RAW it is in there. Unless you think a pouch that can hold an infinite amount of every material component and focus without a cost is "too small" for a tuning fork. Your attempts to prove otherwise without any rules are unconvincing at best.

Liberty's Edge

Anzyr wrote:
Diego Rossi wrote:
Anzyr wrote:
Greater Teleport just needs a reliable description of the place you are teleporting to. Times Square in New York City, is a pretty reliable description.

Reliable description of what? From that string of word it can be a big square or a 3 meter x 3 meters small square at the end of a back alley.

So if someone that they were going to Time Square in New York City, you wouldn't know what they were talking about? The problem here isn't the rules then.

Also, there is no size listed for the tuning fork. RAW it is in there. Your attempts to prove otherwise without any rules are unconvincing at best.

Knowing of what we are speaking is different from having a reliable description.

"The thief was an withe men with blond hair, a beard and was high 6'" is a description.

"The thief was Lupin" is giving a name.


I will meet you at the front entrance of the Empire State Building in New York City at 11:00 AM EST tomorrow.

Are you confused as to where you are meeting? No. Therefore the description is reliable. And if you don't find that reliable, that's not a problem with the rules.


Diego Rossi wrote:
And the rules allow a Wizard to have a Focus that can fit into a pouch. A tuning fork is larger than that.

A tuning fork is as big or as small as it needs to be for its attuned note. The A440 tuning forks we used when I was in grade school music class were less than five inches long. That would fit in a spell component pouch. Any assumption of the size of the fork is strictly table variance.


Geography is knowing where you are and how to get somewhere. It has nothing to do with popular places.

dentify a creature's ethnicity or accent Geography 10
Recognize regional terrain features Geography 15
Know location of nearest community or noteworthy site Geography 20

Here are the examples for Geography. I feel this is far less knowing a place then knowledge locals Know popular locations. And these aren't just famous, they're what's popular in town. Could be knowing about a nice pub, a nice park, somewhere cool even if it's popular.


Chess Pwn wrote:

Geography is knowing where you are and how to get somewhere. It has nothing to do with popular places.

dentify a creature's ethnicity or accent Geography 10
Recognize regional terrain features Geography 15
Know location of nearest community or noteworthy site Geography 20

Here are the examples for Geography. I feel this is far less knowing a place then knowledge locals Know popular locations. And these aren't just famous, they're what's popular in town. Could be knowing about a nice pub, a nice park, somewhere cool even if it's popular.

So if I wanted to meet you at the front entrance of the Empire State Building in New York City, you would have no idea where to meet at? I think I can safely say that most people would be able to find that meeting place and consider that description "reliable".


Dude, Anzyr. I'm totally agreeing with you and supporting your side. My post was in response to Diego Rossi where he said you'd need knowledge Geography to know someplace. I'm saying that out of geography's uses and local's, local seems like the better choice to know about a place.


Wow... ya my bad. Sorry Chess Pwn.


It's okay, I understand that it happens, you just think everyone posting right after you is arguing against your side. Especially when you know the rules support you as much if not more than their side.


Diego Rossi wrote:
Anzyr wrote:
Diego Rossi wrote:


Because wizard are born at 17th level, they never live the firth 16 level.

"Surely" Hound archons are welcome in every city of the world. They mysteriously know every city of the world so they can use greater teleport to get there (you need a reliable description of your destination even with greater teleport).

Plane shift require "a forked metal rod attuned to the plane of travel". You "naturally" have it in your spell component pouch and "naturally" know the exact location of the limbo (a ever changing plane) where time is erratic. An so on and on.

You are so used to giving extra lax to spellcaster that you don't even realize what you are doing.

Plane Shift is available at 13th level for Wizards. Despite you appearing to be sarcastic about it, you in fact do naturally have a forked metal rod attuned to the plane of travel in your Spell Component Pouch, because if you would kindly direct your attention to the rules:

Pouch, Spell Component wrote:

PRD wrote:
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.
Since the metal fork has no cost the spell component pouch is assumed to have it.
Plane shift wrote:
Components V, S, F (a forked metal rod attuned to the plane of travel)

A video from the Smithsonian about tuning forks.

It give a clear idea of the size of the forks. The focus fork obviously don't have the resonance box but they are still large enough that they will not fit into a pouch, one of the requirements to have them for free with the spell pouch.

Added prof, the printed gear of the Elemental Priest from the NPC Codex.
It list this equipment:

[Quote:]
Combat Gear potions of invisibility (2); Other Gear+1 mithral chainmail, masterwork light crossbow with 20 bolts, masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +1, forked metal rods (for plane shift), wooden unholy symbol, 1,564 gp

So what's the price of a tuning fork? It's not listed in the books, or I've never seen it. Which means it has no cost, which means it's in the pouch. Phew, that was easy, RAW.

Your proof doesn't add up to anything either. There's an NPC ghoul who an Rage like a Barbarian, and benefit from the morale bonuses from said Rage.

Character statblocks =/= proof of anything in most cases. They can show a trend, but if you use them as a rules source in standalones you'll find many break the rules in one way or another...and that's not because the RULES are written wrong.

Anzyr wrote:

I will meet you at the front entrance of the Empire State Building in New York City at 11:00 AM EST tomorrow.

Are you confused as to where you are meeting? No. Therefore the description is reliable. And if you don't find that reliable, that's not a problem with the rules.

It's not reliable unless you're talking to someone who already has knowledge (i.e. a description) of all 3 of those things.

Tell someone from, I dunno, Russia, who's never been to the US, " I will meet you at the front entrance of the Empire State Building in New York City at 11:00 AM EST tomorrow."

He may know what New York City is, but not where it is on the map. So he'd already have to do some research (look at a map) there.

He may have heard of the Empire State Building, but where is it? What does it look like?

More research (look at another map).

Just for giggles, does he know off the top of his head what EST is? It's not his time zone, and I know I for one don't recall the exact time difference between my time EST and the times of many other timezones.

So, research there too.

In short...at least give your Archon a map of the place you want him to go to. One with pictures.


blahpers wrote:
Diego Rossi wrote:
And the rules allow a Wizard to have a Focus that can fit into a pouch. A tuning fork is larger than that.
A tuning fork is as big or as small as it needs to be for its attuned note. The A440 tuning forks we used when I was in grade school music class were less than five inches long. That would fit in a spell component pouch. Any assumption of the size of the fork is strictly table variance.

Not to mention Spell Component pouches are essentially bags of holding for components.

Spell Component Pouch:
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.

I have enough components for an infinite number of spells in this pouch. How large is a Component pouch anyways?


Rynjin wrote:
It's not reliable unless you're talking to someone who already has knowledge (i.e. a description) of all 3 of those things.

So you mean a DC10 Knowledge (Local)? Because that's what I'm arguing that a DC 10 would give your Russian friend that information.


Gaberlunzie wrote:
Marroar Gellantara wrote:
You get one from the arcane school class feature as listed on the table, but since everything listed under Class Features is a class feature (like spellbooks), then you must get every school ability too.

It is not a class feature, it's not in the class feature section. Look at the headers.

Linky
You have a big header with CLASS FEATURES, then smaller headings for each individual class feature, like Spellbook, Arcane School and Cantrips.
Then you have another big header, denoting a new section, named ARCANE SCHOOLS, where your quote is found.

Ah so font size now determines whether or not it is a class feature.

K.

I think I'll stick to referencing the table.

Grand Lodge

::My sorcerer peers at all the wizards in the room.::

What is this "spell-component pouch" that you all keep talking about?

Hmm


Hmm wrote:

::My sorcerer peers at all the wizards in the room.::

What is this "spell-component pouch" that you all keep talking about?

Hmm

It's buying a feat for the low low cost of 25 GP. Well worth it since you can't buy Scribe Scroll cheap.


It's also useful for certain form spells. Shadow Projection*, Magic Jar, ect


The tuning forks are cheap, but ones for less common locations are not necessarily COMMON.

Grand Lodge

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Anzyr wrote:
Hmm wrote:

::My sorcerer peers at all the wizards in the room.::

What is this "spell-component pouch" that you all keep talking about?

Hmm

It's buying a feat for the low low cost of 25 GP. Well worth it since you can't buy Scribe Scroll cheap.

Spell components and scribing scrolls. That seems like... work.

::My sorcerer looks puzzled for a moment, and then enlightenment dawns.::

Oh, of course! That's the stuff you do when you don't have a rich social life, isn't it?

::Flips hair.::

Well, I've got a party to go to, so if you all want to continue your academic discussion, that's fine. But stay out of my icebox. I don't care if you need new components for your grease spells, you are not putting my butter in your dusty component pouch. Again.

Sure, I could prestigitate it clean, but... eew.

Hmm


@Diego -- I misread your initial statement, full agreement afterword, however again -- if you have a spellbook ("borrowed" or otherwise) it is likely you will have at least some spells in common with that spell book.

Losing your 'current prime' spellbook can be an issue -- I agree. But's hardly the 'end of the world you are useless' situation people suggest if you are even simply moderately careful, and even then it's generally as easily avoidable as it is for a fighter to avoid having his weapon stolen, sundered, or destroyed. Same for the cleric and his holy symbol. Everyone has something that if 'lost/stolen/broke' is going to significantly hamper them.


Abraham spalding wrote:
Everyone has something that if 'lost/stolen/broke' is going to significantly hamper them.

Except for Sorcerers....and caster Oracles....and Summoners....and non-BattleBards.


the only thing a cleric needs a holy symbol for is channeling, which isn't a very potent ability

the fighter is still similarly effective with a lesser weapon, and generally keeps spares, and well, most people don't have the strength to steal and use a fighters entire armory, plus it is hard to really sell most of those weapons. a fighter can loot weaker weapons off most mooks or spend feats to be good at kicking things in a pinch when they don't have their primary weapon

the wizard's spellbook is required for the wizard to even use their primary and nearly sole class feature, plus, a wizard without a spellbook is just a highly intelligent commoner, a much more drastic loss of power if the wizard is stripped of every spellbook they own compared to if the fighter was stripped of every weapon they own

a fighter can at least deal mediocre damage with that prison bar they ripped off their cell to use as a greatclub, a wizard without a spellbook doesn't even have that, they have maybe, if they are lucky, a leftover cantrip from the day before and no way to utilize their better features


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My only nitpick with Sorcerers is that their best compensation for reduced list/level is metamagic, and they get metamagic hurdled. Not in a big way, but still. Doing things spontaneously is their schtick, and then the rules turn around and say "oh but you know, unplanned metamagic? Oh dear, no, no, no not easily at all, let's be realistic here..."


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Marroar Gellantara wrote:


Ownership is more of a philosophical or legal question.

I agree. An example of this is taking items from a corpse and being cursed until they are returned to the owner(who is dead). Ownership would vary by case depending on the situation. For spellbooks I think the writer is the owner. Otherwise the personal "spell writing code" suddenly unravels upon death and there is no rule or flavor text to support that.


wraithstrike wrote:
Marroar Gellantara wrote:


Ownership is more of a philosophical or legal question.

I agree. An example of this is taking items from a corpse and being cursed until they are returned to the owner(who is dead). Ownership would vary by case depending on the situation. For spellbooks I think the writer is the owner. Otherwise the personal "spell writing code" suddenly unravels upon death and there is no rule or flavor text to support that.

you can unravel the code for any spell enough to prepare it for the day, and using a looted spellbook should simply require unraveling rather than require you to copy every last spell, because looting a spellbook is no different from looting a sword or knife or bag of rations

by unravel, i mean analyze, it isn't permanent unless you do it long enough to the point the code becomes second nature


Auren "Rin" Cloudstrider wrote:
wraithstrike wrote:
Marroar Gellantara wrote:


Ownership is more of a philosophical or legal question.

I agree. An example of this is taking items from a corpse and being cursed until they are returned to the owner(who is dead). Ownership would vary by case depending on the situation. For spellbooks I think the writer is the owner. Otherwise the personal "spell writing code" suddenly unravels upon death and there is no rule or flavor text to support that.

you can unravel the code for any spell enough to prepare it for the day, and using a looted spellbook should simply require unraveling rather than require you to copy every last spell, because looting a spellbook is no different from looting a sword or knife or bag of rations

by unravel, i mean analyze, it isn't permanent unless you do it long enough to the point the code becomes second nature

You missed my point. By the rules if you read another caster's spellbook you have to decipher his writing if you are not using read magic.

If you kill the caster and take his spell book, and it is then considered to be "your" spellbook then by strict RAW his style of writing spells is no longer a mystery to you.

edit: However RAW does not call out who owns the an item. That is why I made the last post to say you should look at the situation and whether or not it makes sense.

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Anzyr wrote:

I will meet you at the front entrance of the Empire State Building in New York City at 11:00 AM EST tomorrow.

Are you confused as to where you are meeting? No. Therefore the description is reliable. And if you don't find that reliable, that's not a problem with the rules.

It's not that your location specified there isn't reliable, it's that it's not a description. What does the front entrance look like? What are the buildings to either side? What's across the street?

I require at least the level of description you'd expect from a mediocre GM when exploring a room. Your version is "you enter room B5 on the map." What? Isn't telling you it's room B5 enough description? Why you'd walk into the open flames?

And no, without using a map or otherwise looking it up there's no way I could find the Empire State Building.

But since this originally related to shopping, lets say I grant the teleportation. It still takes time to shop - so you (or your summoned living embodiment of holiness who you deem it's appropriate to make shop for you)appear in Times Square. Now check all the top end jewelry stores and private collectors in New York City, in person, looking for a specific item that there may only be one of, or may not even be there at all. Shopping may not have a defined time in the rules but that doesn't make it a free action to check all the stores in a large metropolis at once.


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Marroar Gellantara wrote:

Ah so font size now determines whether or not it is a class feature.

K.

I think I'll stick to referencing the table.

Font size is used as a divider between sections. Or are you saying the copyright notice is also part of the Wizard class?


Gaberlunzie wrote:
Marroar Gellantara wrote:

Ah so font size now determines whether or not it is a class feature.

K.

I think I'll stick to referencing the table.

Font size is used as a divider between sections. Or are you saying the copyright notice is also part of the Wizard class?

Actually, I'm saying you should reference the table instead of depending on font size and relative position of words to determine class features.


Marroar Gellantara wrote:
Gaberlunzie wrote:
Marroar Gellantara wrote:

Ah so font size now determines whether or not it is a class feature.

K.

I think I'll stick to referencing the table.

Font size is used as a divider between sections. Or are you saying the copyright notice is also part of the Wizard class?
Actually, I'm saying you should reference the table instead of depending on font size and relative position of words to determine class features.

Then, since spellbooks aren't listed, they aren't part of the class just like the copyright notice isn't.


Gaberlunzie wrote:
Marroar Gellantara wrote:
Gaberlunzie wrote:
Marroar Gellantara wrote:

Ah so font size now determines whether or not it is a class feature.

K.

I think I'll stick to referencing the table.

Font size is used as a divider between sections. Or are you saying the copyright notice is also part of the Wizard class?
Actually, I'm saying you should reference the table instead of depending on font size and relative position of words to determine class features.
Then, since spellbooks aren't listed, they aren't part of the class just like the copyright notice isn't.

Spellbooks are referenced by spells, which is referred to by spells per day via the table.

Spellbooks themselves are not part of the class anymore than great swords are part of the fighter class, but because of the special nature of the spellbook, the authors decided to list its rules in the wizard class section instead of a more general area.


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Marroar Gellantara wrote:
Gaberlunzie wrote:
Marroar Gellantara wrote:

Ah so font size now determines whether or not it is a class feature.

K.

I think I'll stick to referencing the table.

Font size is used as a divider between sections. Or are you saying the copyright notice is also part of the Wizard class?
Actually, I'm saying you should reference the table instead of depending on font size and relative position of words to determine class features.

Just because you don't like/want-to-use the hirarcical organization system built into the book; doesn't mean that it isn't there nor does it mean that it isn't important.


BigDTBone wrote:
Just because you don't like/want-to-use the hirarcical organization system built into the book; doesn't mean that it isn't there nor does it mean that it isn't important.

OK...

Not sure what context that is suppose to be in but ok.


So... to pull things around again (and plug a need for some help):

If you would like to be part of the Sorcerer Aid Project:Mutations we could really use some help coming up with new ideas, cleaning up wording and giving the sorcerer some new toys.

The first Sorcerer Aid Project:Sigils and Talents was really nice, and I would love to see the redux finished up soon.

Link to Sorcerer Aid Project Redux:Mutations

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