What PF spells do you think are over-powered?


Pathfinder First Edition General Discussion

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andreww wrote:
CWheezy wrote:
The thing is it should still be more than zero. There are like, zero cities lit by continual flame, when it could be roughly every city
I am about to run From Sea to Shore, the ruin the party explores is lit by globes imprisoning wisps, they don't need no stinking continual flame spells, those things are only good for a few thousand years anyway.

I ran that as a spiritual sequel to carrion hill.

I rate carrion hill a lot higher I think


alexd1976 wrote:
wraithstrike wrote:
Fireball is not even all that great until you get into metamagic feats and reducing the spell slot they actually take up, but you can do that to other spells to make them more useful than they normally are, which is really the goal of metamagic feats.

Best range, good area effect, I just feel it should be level four, not three.

I guess that isn't TOO overpowered, but still...

I mean, what other damage spell at level three is as popular? Lightning bolt? pfffff....

That makes fireball the best damage spell for its level, and it is in the school designed to do damage, so it should be better than the other spells, and lightening bolt is there as another way to harm people. Once a group drops out of "fireball formation" it puts them into lightening bolt formation. Somebody is likely to be in a direct line with someone else.

The spell's naked damage is not impressive unless you really really high, and then if they make the reflex save you have almost wasted a spell slot.

It is definitely not worth a level 4 slot. I would just use something like one of the fog spells to slow an advancing enemy down or summon monsters etc etc.

However I guess this is a style of play issue so I will agree to disagree.

edit: That should say "direct damage spell" because haste still has the ability to give the party more damage.

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Turin the Mad wrote:

How many people have 13,500 gp lying around to spend on a non-magical suit of armor? Very very few, even amongst the wealthy. Quite a few of the people that have that kind of money will be just as happy to pay an assassin to grease the wizard after getting the goody to get their money back from his corpse.

Supply and demand has to first be considered. How much demand IS there for body armor of that cost, when for nearly a tenth of the cost of that one suit you can equip ten warriors with fitted suits of full plate.

And that's the other rub - full plate has to be properly fitted, or its borderline worthless.

Lastly, where are you getting the adamantine from? It isn't typically considered commonly available...

The only limit for the wizard is having someone to buy his stuff.

however, if it's known he can INSTANTLY (or, one day delay) get you what you want, why in the world would any nobleman wait 6 months to 3 years for a suit of armor?

In short, every crafter who would be potentially working on high end stuff is suddenly very out of business. If the wizard wants to do other high end stuff, like alchemical items, or jewelry, or gemstones, or ANYTHING...one skill rank is all he needs.

And if it's known that you'll murder the people who craft for you instead of paying you, nobody is going to work for you. Period. There's also the fact you're killing a wizard, who likely has money, and friends who are going to come after you. And the 13,500 gp you might have saved isn't going to hire enough muscle to stop them. realistically, it's not going to happen.

It's masterwork adamantine armor, and you've got the skill rank. You can either fit it to the appropriate person, or get the measurements and make it appropriately. or they can spend a few hundred gp to resize it. If it's going to be enhanced magically (and for 1000 gp, why not?), you don't even really have to worry about that!

Fabricate breaks economic reality, it's as simple as that.
1) There's no limit on the GP amount of work it can instantly accomplish.
2) Corollary: There's no top limit to the time value/amount of labor it can accomplish in ten minutes.
3) It has no dependence on tools, which by themselves can be incredibly expensive or situational.
4) It does not have, nor need to, scale with skill ranks. 1 skill rank is all you need to get what you want done. No further investment is required, and magical Intelligence headbands can waive even that.
5) The only restriction is SIZE. And 9 cubic feet covers all sorts of insanely expensive things that can be accomplished with a pass of your hands.

The problem, Turin, isn't that there isn't enough market to sell the stuff, or enough raw material to make the stuff.
It's that realistically, no Crafter but a wizard is going to bother to put multiple skill ranks, feats, invest in tools and apprentices, to do what the wizard can do hundreds of times faster then they can with a wave of his hands.

Broken.

==Aelryinth


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No, Aelryinth, fabricate doesn't break the economy. Your theorycrafting does.

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No, fabricate breaks it. It's just totally ignored what it would do, along with other stuff. "We'll agree to ignore this spell's effects as doing anything other then making something the party will use without having to go through the time of actually making it" and implications thereof.

Which is quite standard for game worlds, really.

==Aelryinth


Aelryinth wrote:


Oh, and one more thing. You have to have the raw materials on hand. You don't need tools, which aren't involved in the making.
So those extremely rare forges that can actually reach heats high enough to work adamantine? Maybe 3, 4 of them on the continent? Nope, don't need to work at them. Just wave your hands and done.

To be fair, you don't ever need a special forge to work adamantine, that's a misconception purposefully spread by those with a high enough craft skill to work it. Since One of the forges capable of working adamantine is called out as using waste heat of a nuclear reactor, (I believe its the one in Numeria) Well, your standard blast furnace can reach higher temperatures than that, so anyone with a blast furnace can work adamantine.


All of that just means that the Wizard in the tower isn't profit-driven.

If he was, he could dig up a few investors, make a handful of Fabrication Gloves for (81000/2=40500) apiece, and have them open factories.

81000 means the item can be done in 41 days, or 21 with a Cooperative Crafter like a Valet Familiar.

That's 17 such items over the course of a year. Assuming that each user of the item makes one longsword every 10 minutes for 7.5 gp in raw materials, sells for 15 gp, and gives 1/3rd of their profits to the Wizard, that Wizard makes 2.5*6=9 gp per hour per item.

If he started crafting on day one of a year and ended at 17 Fabrication Gloves, he grosses 646272 gold over the course of that year. His costs-- (if he's paying for the items in full, which he should not be)-- are 688500. He recoups ~94% of his costs within the first year. Assuming his investors are splitting costs at the same 1:2 ratio that I assumed he was splitting costs at, he's making money hand over fist (costs drop to 229500, which means they're a mere 35% of his gross income).

Thus, virtually everything from year two onward to his death is pure profit for him.

tl;dr: The world breaks if the Wizard has nothing to do but sit in his tower. Even if there's only one such Wizard in the world. The world stays intact only under the assumption that every 9th level Wizard in the world is too busy to make money.


Aelryinth wrote:

No, fabricate breaks it. It's just totally ignored what it would do, along with other stuff. "We'll agree to ignore this spell's effects as doing anything other then making something the party will use without having to go through the time of actually making it" and implications thereof.

Which is quite standard for game worlds, really.

==Aelryinth

  • Not every wizard who can cast it will know about fabricate
  • Not every wizard will have the required materials
  • Not every wizard will want to use it as you describe
  • Not every wizard will have the freedom to use it as you describe
  • Not every wizard will who can cast it and know about it will be in every city
  • Not every wizard is a capitalist
  • Not every wizard who is a capitalist will live long enough to do what you describe

... so forth and so on

So, it's your theorycrafting at work that makes your scenario plausible. Everything we've seen about Golarion makes it incredibly improbable. If your setting works like that, great. It takes a lot of assumptions for it to have the effects you describe.


a fairly simple house rule might be to consider all uses of Fabricate to "accelerated crafting" - which adds +10 to the craft checks, taking 10 that would mean that for masterwork items the crafter would need to have a +20 craft. Not impossible but definitely needs some serious investment in skills.

(I'm actually not even sure this isn't RAW already - fabricate is certainly "accelerated" crafting already...)

further you could easily argue that the "masterwork" component is actually a separate crafting check - one check to make the base item another to make it masterwork (with a separate cost and a different DC) - so possibly two fabricate castings would be required as well as two checks, both accelerated.

That alone would seem to minimize the issues. Not to mention the availability of the raw materials in the first place (i.e. special materials aren't just available in unlimited quantities - again assuming you don't allow Blood Money in your game - and even if you do Blood Money for a 13,000gp item like adamantine full plate isn't particularly realistic for most pc casters as their STR scores wouldn't support that - you would need to have a 27 STR at least)


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Kestral: you're also making the assumption that you can treat the magic item costing guidelines as a hard and fast rule, which they explicitly say they are not. Continuously usable fabricate gloves pretty obviously fall under the same "DM says hell no" clause as the continuously true striking mace in the example of magic item costing that they give.


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kestral287 wrote:
tl;dr: The world breaks if the Wizard has nothing to do but sit in his tower. Even if there's only one such Wizard in the world. The world stays intact only under the assumption that every 9th level Wizard in the world is too busy to make money.

This is probably why every time, yes, every time, I've seen someone ask questions like this in the James Jacobs thread the answer is invariably "they have better things to do."


Aelryinth wrote:

As I noted above, that 9th level wizard needs ONE RANK in the appropriate skill to hit a 20 DC.

If he has the spell that grants +5 to a skill check, there is literally no non-magical item he cannot make with a simple 1 skill rank. He doesn't need to 'invest ranks' in a skill.
He is a money-making machine with just this one spell. All he has to do is find a market for his goods.

=+Aelryinth

As others have pointed out, there are an awful lot of assumptions behind this theory. That there is demand for the product is one of them , perhaps even chiefest of them.

Aristocrats aren't generally known for "DC 20, just made the check" *anything* at that price range. It should look as awesome as its price tag.


Ian Bell wrote:
Kestral: you're also making the assumption that you can treat the magic item costing guidelines as a hard and fast rule, which they explicitly say they are not. Continuously usable fabricate gloves pretty obviously fall under the same "DM says hell no" clause as the continuously true striking mace in the example of magic item costing that they give.

To be fair, the constant true strike mace is impossible per true strike. Once they make a hit, the effect is used up. You'd need use activated which is a standard before every attack. That's not too useful.


Ian Bell wrote:
Kestral: you're also making the assumption that you can treat the magic item costing guidelines as a hard and fast rule, which they explicitly say they are not. Continuously usable fabricate gloves pretty obviously fall under the same "DM says hell no" clause as the continuously true striking mace in the example of magic item costing that they give.

Of course, because I have no other guideline to work with.

I could double the price, triple it even, and the Wizard would still turn a profit. Or higher, frankly. Sure, perhaps not within the first year-- but in year two, the profit figure is into seven digits assuming the Wizard stopped at 17.

"They have better things to do" is a semi-valid excuse, but at the posited price point we're talking about a Wizard finding three weeks of downtime. That's... not all that much, frankly.

And better-- it doesn't even have to be downtime. Six weeks of time while adventuring can accomplish the same thing. Sure, that cuts down his profits, but it means that "he has better things to do" isn't an excuse unless he also has better things to craft.

Really, the necessities of taking care of an adventuring group immediately have probably done more to stymie Wizard economic domination than anything else, which is kind of hilarious when you think about it.

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Turin the Mad wrote:
Aelryinth wrote:

As I noted above, that 9th level wizard needs ONE RANK in the appropriate skill to hit a 20 DC.

If he has the spell that grants +5 to a skill check, there is literally no non-magical item he cannot make with a simple 1 skill rank. He doesn't need to 'invest ranks' in a skill.
He is a money-making machine with just this one spell. All he has to do is find a market for his goods.

=+Aelryinth

As others have pointed out, there are an awful lot of assumptions behind this theory. That there is demand for the product is one of them , perhaps even chiefest of them.

Aristocrats aren't generally known for "DC 20, just made the check" *anything* at that price range. It should look as awesome as its price tag.

No, there's not.

There's demand, because basically it applies to EVERY craft with an end result over, say, 100 gp. Any wizard can just start making money.

==Aelryinth


Aelryinth wrote:
Turin the Mad wrote:
Aelryinth wrote:

As I noted above, that 9th level wizard needs ONE RANK in the appropriate skill to hit a 20 DC.

If he has the spell that grants +5 to a skill check, there is literally no non-magical item he cannot make with a simple 1 skill rank. He doesn't need to 'invest ranks' in a skill.
He is a money-making machine with just this one spell. All he has to do is find a market for his goods.

=+Aelryinth

As others have pointed out, there are an awful lot of assumptions behind this theory. That there is demand for the product is one of them , perhaps even chiefest of them.

Aristocrats aren't generally known for "DC 20, just made the check" *anything* at that price range. It should look as awesome as its price tag.

No, there's not.

There's demand, because basically it applies to EVERY craft with an end result over, say, 100 gp. Any wizard can just start making money.

==Aelryinth

Then you run against the ultimate determinant: the GM.


Buri Reborn wrote:
Aelryinth wrote:

No, fabricate breaks it. It's just totally ignored what it would do, along with other stuff. "We'll agree to ignore this spell's effects as doing anything other then making something the party will use without having to go through the time of actually making it" and implications thereof.

Which is quite standard for game worlds, really.

==Aelryinth

  • Not every wizard who can cast it will know about fabricate
  • Not every wizard will have the required materials
  • Not every wizard will want to use it as you describe
  • Not every wizard will have the freedom to use it as you describe
  • Not every wizard will who can cast it and know about it will be in every city
  • Not every wizard is a capitalist
  • Not every wizard who is a capitalist will live long enough to do what you describe

... so forth and so on

So, it's your theorycrafting at work that makes your scenario plausible. Everything we've seen about Golarion makes it incredibly improbable. If your setting works like that, great. It takes a lot of assumptions for it to have the effects you describe.

You don't need all of them to be, you only need like, two


Yeah, I was about to comment on the demand part.

Then I realized that the opposite would be the problem: excess demand would be far more likely. Set up in a big city, with three-man shifts. Advertise that you'll craft anything they bring in raw materials for, and keep a stock of basic goods like steel on hand. You're set.

You don't need all of your items to be big-ticket. My numbers assumed a mere 2.5 gp per casting in profit to the Wizard, which is tiny. Volume is what matters.

Basically, you're Wal-Mart.


Turin the Mad wrote:
Aelryinth wrote:
Turin the Mad wrote:
Aelryinth wrote:

As I noted above, that 9th level wizard needs ONE RANK in the appropriate skill to hit a 20 DC.

If he has the spell that grants +5 to a skill check, there is literally no non-magical item he cannot make with a simple 1 skill rank. He doesn't need to 'invest ranks' in a skill.
He is a money-making machine with just this one spell. All he has to do is find a market for his goods.

=+Aelryinth

As others have pointed out, there are an awful lot of assumptions behind this theory. That there is demand for the product is one of them , perhaps even chiefest of them.

Aristocrats aren't generally known for "DC 20, just made the check" *anything* at that price range. It should look as awesome as its price tag.

No, there's not.

There's demand, because basically it applies to EVERY craft with an end result over, say, 100 gp. Any wizard can just start making money.

==Aelryinth

Then you run against the ultimate determinant: the GM.

And they would say no because it's broken, then? So Fabricate belongs in this thread.

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Buri Reborn wrote:
Aelryinth wrote:

No, fabricate breaks it. It's just totally ignored what it would do, along with other stuff. "We'll agree to ignore this spell's effects as doing anything other then making something the party will use without having to go through the time of actually making it" and implications thereof.

Which is quite standard for game worlds, really.

==Aelryinth

  • Not every wizard who can cast it will know about fabricate
  • Not every wizard will have the required materials
  • Not every wizard will want to use it as you describe
  • Not every wizard will have the freedom to use it as you describe
  • Not every wizard will who can cast it and know about it will be in every city
  • Not every wizard is a capitalist
  • Not every wizard who is a capitalist will live long enough to do what you describe

... so forth and so on

So, it's your theorycrafting at work that makes your scenario plausible. Everything we've seen about Golarion makes it incredibly improbable. If your setting works like that, great. It takes a lot of assumptions for it to have the effects you describe.

1) wrong. Spellcraft says they ALL know about it. DC 11 Arcane Knowledge check.

2) What required materials? It all depends on what they want to craft. Unlimited adamantine? Sure. What about masterwork plate for 1650 gp? 550 gp raw materials you can conceivably get ANYWHERE. If they can't get it, no smith can get it.
3) While this is true, it only takes one caster to drive dozens of crafters out of the high end market.
4) It only takes one. I'm not talking about ALL of them. It only takes ONE in an area to hugely affect things. IF it were ALL of them...Gods help the Crafters.
5) It doesn't have to be every city. It takes one to put dozens of crafters out of work, which can extend to cities hundreds of miles away. If we're talking adamantine armor, any place where crafters converge to operate the few forges that can work adamantine are going to be impacted by wizards making everything they can hundreds of times quicker.
6) Wizards don't need to ALL BE capitalists. You need ONE in a region. And once the sheer amount of money he can earn for ten minutes of work becomes obvious, others will do the same.
You're honestly saying that an entire Guild of wizards, of which several exist in just the inner sea, will be completely ignorant of the economic implications of using one spell, when they are organized just to get economic leverage for use of their skills?
That's just denial in all forms.
7) Only takes one, again.

It's not theorycrafting...it's acknowledging the spell is broken, and the implications thereof are being totally ignored.

That's all it is.

Your list of unrealistic expectations fly in the face of what the actions of just one wizard using this spell could accomplish, let alone an organization who would naturally have the power of the spell spread and proliferate.

So the counter examples are far more believable then your arguments, because it really only takes one...and in a world with thousands of years of spellcasting, you're trying to argue that none of these fantastically intelligent and organized spellcasters understood something which was figured out by people far less smart on our world in mere months?

==Aelryinth


The "uppity wizard" is going to make a LOT of very wealthy people with very wealthy, socially influential friends very, VERY mad. A 9th level wizard cannot begin to handle the for-hire heavy hitters he's likely to be on the receiving end of. Not with the kind of money that wizard's desired clientele have at their disposal to hire.

If nothing else, self preservation keeps him from doing something that upset a very large number of apple carts.


Turin the Mad wrote:

The "uppity wizard" is going to make a LOT of very wealthy people with very wealthy, socially influential friends very, VERY mad. A 9th level wizard cannot begin to handle the for-hire heavy hitters he's likely to be on the receiving end of. Not with the kind of money that wizard's desired clientele have at their disposal to hire.

If nothing else, self preservation keeps him from doing something that upset a very large number of apple carts.

And the wizard can't hire their own band of assassin bodyguards with the money they made from 10 minute work days because?

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The 'uppity wizards' have, combined, enough firepower to make it very, very bad for people who just think they can get together and eliminate them.

That, after all, is why guilds of wizards exist in the first place.

So, the first one who tried this might succeed, and then this bunch of hideously intelligent people with access to divination magic, otherworldly intelligences, and with major chips on their shoulder show why you don't piss off the bunch of local spellcasters who know how to feed your soul to demons directly.

Ergo, the money and power thing goes both ways. You're also considerably downplaying the fact that these influential and wealthy people are also going to absolutely loving having nigh-instant access to high end craft. This goes especially true for governments. After all, little people wait to have their wishes fulfilled. Fabricate gets you in very, very easily to the instant wish fulfillment crowd.

==Aelryinth


Opuk0 wrote:
Turin the Mad wrote:

The "uppity wizard" is going to make a LOT of very wealthy people with very wealthy, socially influential friends very, VERY mad. A 9th level wizard cannot begin to handle the for-hire heavy hitters he's likely to be on the receiving end of. Not with the kind of money that wizard's desired clientele have at their disposal to hire.

If nothing else, self preservation keeps him from doing something that upset a very large number of apple carts.

And the wizard can't hire their own band of assassin bodyguards with the money they made from 10 minute work days because?

Again, GM rule applies.

Consideration for the campaign as a PLAYER applies.

This wizard can hire a band. The multiple cities' worth of economically interconnected similar level and higher level NPCs can hire the best of the best. Using the best of the best. Before this wizard's economic muscle builds too fast. A few dozen darts coated with tears of death WILL kill him, in all likelihood.

Demand for the goods applies. Just because he can *make* a suit worth 13,500 gp in one day doesn't necessitate that he has a paying customer every day. At best he's selling one or maybe two suits a year. If the wizard is a PC, his profit margin is much, much lower than it is for an NPC.

Fabricate can only be abused if the GM allows it to happen.


Turin the Mad wrote:

The "uppity wizard" is going to make a LOT of very wealthy people with very wealthy, socially influential friends very, VERY mad. A 9th level wizard cannot begin to handle the for-hire heavy hitters he's likely to be on the receiving end of. Not with the kind of money that wizard's desired clientele have at their disposal to hire.

If nothing else, self preservation keeps him from doing something that upset a very large number of apple carts.

If he makes powerful people mad he's either an idiot or he knows he can handle them.

If he's potentially dealing with those he can't handle, he contracts under them. Or sells Fabricate-based items to them for a share of the profits. Sure, he might make the local blacksmith mad. Who cares? The local blacksmith can't upset a 9th-level Wizard meaningfully.

But you know who he makes happy? The sword dealer he's now in business with, who no longer talks to the local blacksmith. The man who he's feeding a third of his profits back to in exchange for this man's protection-- protection that is apparently a real threat to a 9th-level Wizard.

At any level he can do this it's the same thing-- if they're more dangerous than him and actually care he's doing this, there's a monetary reason involved. What solves monetary problems? More money. What's Fabricate awesome at?

Yeah.


Aelryinth wrote:

The 'uppity wizards' have, combined, enough firepower to make it very, very bad for people who just think they can get together and eliminate them.

That, after all, is why guilds of wizards exist in the first place.

So, the first one who tried this might succeed, and then this bunch of hideously intelligent people with access to divination magic, otherworldly intelligences, and with major chips on their shoulder show why you don't piss off the bunch of local spellcasters who know how to feed your soul to demons directly.

Ergo, the money and power thing goes both ways. You're also considerably downplaying the fact that these influential and wealthy people are also going to absolutely loving having nigh-instant access to high end craft. This goes especially true for governments. After all, little people wait to have their wishes fulfilled. Fabricate gets you in very, very easily to the instant wish fulfillment crowd.

==Aelryinth

Your earlier point was about one of these, not an entire guild. Which puts it under GM purview.


Turin the Mad wrote:
Opuk0 wrote:
Turin the Mad wrote:

The "uppity wizard" is going to make a LOT of very wealthy people with very wealthy, socially influential friends very, VERY mad. A 9th level wizard cannot begin to handle the for-hire heavy hitters he's likely to be on the receiving end of. Not with the kind of money that wizard's desired clientele have at their disposal to hire.

If nothing else, self preservation keeps him from doing something that upset a very large number of apple carts.

And the wizard can't hire their own band of assassin bodyguards with the money they made from 10 minute work days because?

Again, GM rule applies.

Consideration for the campaign as a PLAYER applies.

This wizard can hire a band. The multiple cities' worth of economically interconnected similar level and higher level NPCs can hire the best of the best. Using the best of the best. Before this wizard's economic muscle builds too fast. A few dozen darts coated with tears of death WILL kill him, in all likelihood.

Demand for the goods applies. Just because he can *make* a suit worth 13,500 gp in one day doesn't necessitate that he has a paying customer every day. At best he's selling one or maybe two suits a year. If the wizard is a PC, his profit margin is much, much lower than it is for an NPC.

Fabricate can only be abused if the GM allows it to happen.

Isn't "This spell requires the GM to control" literally the definition of an overpowered spell?

And really, if nobody wants a 13,500 gp suit of adamantine armor and the Wizard wants to use his spell slots, offer to make the local farmer a new plow for 50% over cost. You don't need a high-value item every day. You just need volume.


kestral287 wrote:
Turin the Mad wrote:
Opuk0 wrote:
Turin the Mad wrote:

The "uppity wizard" is going to make a LOT of very wealthy people with very wealthy, socially influential friends very, VERY mad. A 9th level wizard cannot begin to handle the for-hire heavy hitters he's likely to be on the receiving end of. Not with the kind of money that wizard's desired clientele have at their disposal to hire.

If nothing else, self preservation keeps him from doing something that upset a very large number of apple carts.

And the wizard can't hire their own band of assassin bodyguards with the money they made from 10 minute work days because?

Again, GM rule applies.

Consideration for the campaign as a PLAYER applies.

This wizard can hire a band. The multiple cities' worth of economically interconnected similar level and higher level NPCs can hire the best of the best. Using the best of the best. Before this wizard's economic muscle builds too fast. A few dozen darts coated with tears of death WILL kill him, in all likelihood.

Demand for the goods applies. Just because he can *make* a suit worth 13,500 gp in one day doesn't necessitate that he has a paying customer every day. At best he's selling one or maybe two suits a year. If the wizard is a PC, his profit margin is much, much lower than it is for an NPC.

Fabricate can only be abused if the GM allows it to happen.

Isn't "This spell requires the GM to control" literally the definition of an overpowered spell?

And really, if nobody wants a 13,500 gp suit of adamantine armor and the Wizard wants to use his spell slots, offer to make the local farmer a new plow for 50% over cost. You don't need a high-value item every day. You just need volume.

At the lower gp for services here, it's no ticket to massive wealth either. ;)


Depends on how many times you can do it.

The obvious strategy is still in an unlimited use command word item. I ran the numbers for a year of that making a mere 2.5 GP per item. Year one, if the Wizard is fronting all of the costs he comes out barely negative but makes seventeen of the items. Year two, he turns over seven figures. If he keeps investing in more of those items... yeah, it's kind of ridiculous.

All at "lower gp services". I didn't assume adamantine fullplate. I assumed longswords with the Wizard taking home a third of the profit. Volume matters, and it matters a lot.

Now again, any sane GM will shut this down-- but any sane GM will shut down Blood Money shenanigans and Simulacrum shenanigans. Does that mean those aren't powerful either?


Snowblind wrote:
Saldiven wrote:

Not that hard to subvert, especially not for a strong willed, evil type.

It wouldn't be out of the ordinary for certain powerful, evil types to believe that "your best interests" are best served by any and all other servants being eliminated, because you can't trust any of those others.

The thing about having a tiger by the tail is that you can never let go....

"But master, I know that I acted in your best interests. Your wife and children were merely a lever by which your enemies could work against you. With them gone, you are now more powerful and more free to pursue your goals. I know beyond a shadow of a doubt you will come to know this for the truth that it is. Believe in me, master; I am the only one you can trust."

I can't see how that doesn't breaks several of the commands I suggested. Depending on what screwy logic you use which ones it is exactly vary, but it does break them.

Act and think as you believe I would want you to think is the big one, though.

Interpreting what it thinks you want may be difficult if you're thrall is a sociopath. It will love you...to death.

*ba bum baaaaaaa*


Blood Money and Simulacrum are no-question broken. A GM shutting down a custom magic item that's costed funny is literally part of the rules in the magic item chapter, though. They're not really comparable, to me.

Now the fabricate spell on it's own without magic item shenanigans is maybe another question; I'm not really convinced, mostly because no game I run has a terribly large supply of 9th+ level wizards sitting around with nothing else demanding their time and resources, nor infinite supplies of special materials. I can see an argument that if you're playing a Forgotten Realms-like game where there's a 17th level wizard retired in every podunk village there might be an issue.


Using fabricate as a player to solve a problem in the relative short-term is one thing, and what the spell seems likely to have been intended to accomplish. " Aw crud, we need [insert special item here], and we need it in 11 minutes! " Assembling a barricade from the piled up remains from a feast hall that had Grendel show up and smash the furnishings into scraps and chunks. A vat of acid to dissolve trolls in. Etc.

Even using fabricate and a bevy of 1 or 2 ranks-per-Craft-skill to allocate a decent portion of party wealth into "oh poop, we died, but our contingency plan kicked in and brought us back. And we've got backup gear cached to go with our newly resurrected bodies, so we're not going back in naked and dealing with permanent negative level penalties" I have no problem with as the GM.

Pimping it to pay for phylacteries and generally break the bank falls under the wizard's player being reasonable so that the GM doesn't have to force the issue to a close.


Ian Bell wrote:

Blood Money and Simulacrum are no-question broken. A GM shutting down a custom magic item that's costed funny is literally part of the rules in the magic item chapter, though. They're not really comparable, to me.

Now the fabricate spell on it's own without magic item shenanigans is maybe another question; I'm not really convinced, mostly because no game I run has a terribly large supply of 9th+ level wizards sitting around with nothing else demanding their time and resources, nor infinite supplies of special materials. I can see an argument that if you're playing a Forgotten Realms-like game where there's a 17th level wizard retired in every podunk village there might be an issue.

Okay, so where would you price the item?

'Cause I guarantee that wherever it is, a Wizard with a decent life expectancy can profit if he really wants to. It's just a question of whether or not he has better options for investment and how many investors he needs to wind up.

And even casting it himself-- okay, he has to be a bit higher leveled. Call it level 12, that gives him three slots of 5th level spells, plus Int (we'll figure another +1), plus his two sixth-level spells, plus one sixth-level spell from Int. This is not a Wizard specced to use Fabricate or he'd also be using his school slots and probably have some Pearls of Power.

He can cast Fabricate seven times per day then.

Since he's far more limited in customers, and thus more discriminating, we'll figure he can get decent value out of each one. Call it what, 500 gp profit per item made? Less than half of Aelryinth's assumption. What happens in a year:

500*7*365=1,277,500

Let's bring it down. Maybe he can only make 250 per item. 638,750

Or, since demand was raised as an issue: one spell slot per day is devoted to Teleport, and this Wizard isn't specialized in Conjuration either. 250 gp per item. 547,500.

That's a mere five times his WBL. And will go up if he decides to invest in Pearls and the like.


Turin the Mad wrote:

Using fabricate as a player to solve a problem in the relative short-term is one thing, and what the spell seems likely to have been intended to accomplish. " Aw crud, we need [insert special item here], and we need it in 11 minutes! " Assembling a barricade from the piled up remains from a feast hall that had Grendel show up and smash the furnishings into scraps and chunks. A vat of acid to dissolve trolls in. Etc.

Even using fabricate and a bevy of 1 or 2 ranks-per-Craft-skill to allocate a decent portion of party wealth into "oh poop, we died, but our contingency plan kicked in and brought us back. And we've got backup gear cached to go with our newly resurrected bodies, so we're not going back in naked and dealing with permanent negative level penalties" I have no problem with as the GM.

Pimping it to pay for phylacteries and generally break the bank falls under the wizard's player being reasonable so that the GM doesn't have to force the issue to a close.

You do realize I can rephrase that to be oriented to any of the spells thrown out as broken in this thread, correct? Wish, Limited Wish, Blood Money, and Simulacrum all have some purpose or another that they're "intended to accomplish".

That doesn't mean that they're okay. That just means that they failed at being balanced spells because they can do so much more.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

Fabricate used as suggested is a good way to elimate the 9th level casters. Such a scheme will upset the local economy, the local business leaders, local boss, local madman, local evil genius. They will demand wizard works for them or enact punishment. Wizard will be punished. He hires thugs to protect him, one gets a big above himself and decides to take profits and run, take bounty on wizards head, help others for a price. Hired goons are just that, hired by the highest bidder. In the end such a wizard will die or be driven out of business. It happens a few times then the high INT class realises a change is needed and adopts a different strategy. End result fabricate settles into a stable, manageable me this for making items that doesn't upset every other market. You can't make that kind of....money?..without attracting potentially fatal attention. Only a high int lunatic would try, since he insane a party of adventurers will be hired to end his reign of terror. Hell a party of adventurers would be the quick and easy way to deal with him anyway, not all adventures are driven by a good cause.


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Cat-thulhu wrote:
Fabricate used as suggested is a good way to elimate the 9th level casters. Such a scheme will upset the local economy, the local business leaders, local boss, local madman, local evil genius. They will demand wizard works for them or enact punishment. Wizard will be punished. He hires thugs to protect him, one gets a big above himself and decides to take profits and run, take bounty on wizards head, help others for a price. Hired goons are just that, hired by the highest bidder. In the end such a wizard will die or be driven out of business. It happens a few times then the high INT class realises a change is needed and adopts a different strategy. End result fabricate settles into a stable, manageable me this for making items that doesn't upset every other market. You can't make that kind of....money?..without attracting potentially fatal attention. Only a high int lunatic would try, since he insane a party of adventurers will be hired to end his reign of terror. Hell a party of adventurers would be the quick and easy way to deal with him anyway, not all adventures are driven by a good cause.

The "end result" there is either the Wizard working for somebody that can protect him or the Wizards working together.

And really... do you want to try to go toe-to-toe with a group that specializes in such abilities as seeing the future and summoning demons? Aelryinth said it earlier, but trying to beat down the Wizards en masse is one of the stupidest things that you can do.


kestral287 wrote:
Cat-thulhu wrote:
Fabricate used as suggested is a good way to elimate the 9th level casters. Such a scheme will upset the local economy, the local business leaders, local boss, local madman, local evil genius. They will demand wizard works for them or enact punishment. Wizard will be punished. He hires thugs to protect him, one gets a big above himself and decides to take profits and run, take bounty on wizards head, help others for a price. Hired goons are just that, hired by the highest bidder. In the end such a wizard will die or be driven out of business. It happens a few times then the high INT class realises a change is needed and adopts a different strategy. End result fabricate settles into a stable, manageable me this for making items that doesn't upset every other market. You can't make that kind of....money?..without attracting potentially fatal attention. Only a high int lunatic would try, since he insane a party of adventurers will be hired to end his reign of terror. Hell a party of adventurers would be the quick and easy way to deal with him anyway, not all adventures are driven by a good cause.

The "end result" there is either the Wizard working for somebody that can protect him or the Wizards working together.

And really... do you want to try to go toe-to-toe with a group that specializes in such abilities as seeing the future and summoning demons? Aelryinth said it earlier, but trying to beat down the Wizards en masse is one of the stupidest things that you can do.

As a rule if you screw with hyper intelligent paranoid people who can bend physics/metaphysics you're going to have a bad time. More so when they band together for protection.

Edit: Oh, and they have no direct supervision like clerics. They have to seriously screw up to get the attention of the supervisory board (aka gods).


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My favourite part of the spells aren't broken crowd is in the end, they all turn to MURDER


CWheezy wrote:
My favourite part of the spells aren't broken crowd is in the end, they all turn to MURDER

And HOBOS!!1!!


Never said fabricate wasn't abusable. Players need to recognize that what's good for them is just as good for the rest of the game world/universe.

Why, they'll wind up geas-bound to a limited wish-using lunatic's will fabricating diamonds from his coal mine. Forever. Because he/she/it can. And there's not a thing they could do to stop it. ;)


CWheezy wrote:
My favourite part of the spells aren't broken crowd is in the end, they all turn to MURDER

Happens all the time for baser reasons than greed. ;)


Turin the Mad wrote:

Never said fabricate wasn't abusable. Players need to recognize that what's good for them is just as good for the rest of the game world/universe.

Why, they'll wind up geas-bound to a limited wish-using lunatic's will fabricating diamonds from his coal mine. Forever. Because he/she/it can. And there's not a thing they could do to stop it. ;)

Might explain where all the diamond dust in the world comes from.

Shadow Lodge

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Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

I think you seriously over value the Wizards power. If he's 9th level and doing this he will always be 9 th level, no xp in item making. Wizards do not have god like power and can not predict everything going on around them. Seriously paranoid people do not develop groups or collectives that work together. The games history tells us 9th level or higher wizards in their lairs die all the time to heroes. plus if you draw other classes in I'm certain Abadar would like to get involved for his share, so in come the clerics of tax, no wizard will ever beat the taxation beurocracy.

If I was a powerful meglmaniac who employed just such a wizard I would certainly see him dead and buried for fear he would just do the same for a potential rival, after all he clearly shows no scruples for what and how he manufactures. As a good leader I would want his engine of destruction put down. Sure it benefits my kingdom, but uncontrolled he's a menace.

RPG Superstar 2012 Top 16

Turin the Mad wrote:

Using fabricate as a player to solve a problem in the relative short-term is one thing, and what the spell seems likely to have been intended to accomplish. " Aw crud, we need [insert special item here], and we need it in 11 minutes! " Assembling a barricade from the piled up remains from a feast hall that had Grendel show up and smash the furnishings into scraps and chunks. A vat of acid to dissolve trolls in. Etc.

Even using fabricate and a bevy of 1 or 2 ranks-per-Craft-skill to allocate a decent portion of party wealth into "oh poop, we died, but our contingency plan kicked in and brought us back. And we've got backup gear cached to go with our newly resurrected bodies, so we're not going back in naked and dealing with permanent negative level penalties" I have no problem with as the GM.

Pimping it to pay for phylacteries and generally break the bank falls under the wizard's player being reasonable so that the GM doesn't have to force the issue to a close.

You keep assuming he's only making adamantine full plate. That's merely the fastest and most abusive thing I could quickly think of.

If you read my previous examples, you'll know I went down to something as prosaic as Masterwork Chainmail, and put 70 Smiths out of business. That's right, 70x the production rate. At TWO FABRICATES A DAY.

Without serious investment. 2800 gp clear profit per week.

Fabricate 1/day item is 18,000 gp. You make all that money back with two sets of adamantine full plate sold. Or 5 suits of mithral full plate. Pure profit. Or 90 sets of Masterwork chainmail.

Fabricate works to generate profit on anything over 50 gp EASILY.

And you don't have to be a specialist. 'SPend all your time crafting?'?!

Come on, you need TEN MINUTES A DAY PER SPELL. And you can make 10,20, fifty times the amount of money you can earn Enchanting Magic Items (limited to 1000 gp/day, Fabricate has no built in limit).

at 9th level, you easily have the capital, even if you are an NPC, to get this ball rolling.

All of your means of controlling this amount to DM Fiat, i.e. the DM tries to remove the offending character by one method or another, because by the logic and rules of the game, there's no way for the wizard NOT to succeed.

And then infer that because it hasn't been done for thousands of years, nobody stumbled across it.

The spell is broken. Just like Blood Money, it lets you make money from NOTHING. You need a twitch to get the ball rolling, that's it.
The Spell and its implications are ignored in the game. That's basically Paizo fiat, saying "It's not a problem because we're not going to write it up as a problem."

It does NOT make the spell any less broken. It's as broken as blood money, and for all the same reasons. Only this is a money generator, and blood money is an "Ignore Money Spender" effect whose upper limit is defined by a strength score. NOT having to spend 5,000 gp a day is the exact same thing as being able to EARN 5,000 Gp/day. Fabricate lets you do the latter, Blood Money the Former.

==Aelryinth


Speaking of Abadar, clerics of Torag can get Fabricate as a domain spell on level 9 via the artifice domain.

Don't worry though, they were all strong-armed by the local carpentry guild to stop performing miracles of creation. Same goes for clerics of Apsu, Brigh, Khepri, Neith, Ptah, Daikitsu, Findeladlara, Yuelral, Bharnarol, Eldas, and Soralyon. Yessiree, they were all beaten into submission by the local craftsman guilds, who apparently spend a truly stupendous amount of money and influence to stand in the way of progress. Boy, those leg-breakers must have a busy schedule.

Well, on the bright side, it's usually not that hard to stop progress right?

RPG Superstar 2012 Top 16

Aye, a 10th level priest making a hundred suits of masterwork plate mail a month for sale to outsiders completely escapes the grasp of gold-hungry dwarves. Why would they ever do such a thing?

Or maybe just equipping all the elite dwarves of their citadel with adamantine armor for 1/3 the cost. Sell one to outsiders, make two for yourselves with the profit.

Or use mithral, or maybe any other metal you care to name. Don't even need to fire up the forge. just bring up the metal and the leather, pray for ten minutes, spend the rest of the day sermonizing to the smiths about how they need to keep working hard at making armor and hope they don't call you on it.

==Aelryinth

RPG Superstar 2012 Top 16

Turin the Mad wrote:

Never said fabricate wasn't abusable. Players need to recognize that what's good for them is just as good for the rest of the game world/universe.

Why, they'll wind up geas-bound to a limited wish-using lunatic's will fabricating diamonds from his coal mine. Forever. Because he/she/it can. And there's not a thing they could do to stop it. ;)

Since there's no skill that will make coal dust into diamonds, this isn't going to be productive.

And even with today's technology, you could say the DC to make something like this is...high. And probably involves multiple skills, which Fabricate can't duplicate.

just as there's no skill that makes diamond dust into diamonds.n Not a raw material, they are 'what remains behind' after you make a diamond.

A simple prot/evil stops the geas, break enchantment removes it, and then the geas'er is going to die.

There's no such easy solution to a problem with Fabricate.

==Aelryinth

RPG Superstar 2012 Top 16

Cat-thulhu wrote:

I think you seriously over value the Wizards power. If he's 9th level and doing this he will always be 9 th level, no xp in item making. Wizards do not have god like power and can not predict everything going on around them. Seriously paranoid people do not develop groups or collectives that work together. The games history tells us 9th level or higher wizards in their lairs die all the time to heroes. plus if you draw other classes in I'm certain Abadar would like to get involved for his share, so in come the clerics of tax, no wizard will ever beat the taxation beurocracy.

If I was a powerful meglmaniac who employed just such a wizard I would certainly see him dead and buried for fear he would just do the same for a potential rival, after all he clearly shows no scruples for what and how he manufactures. As a good leader I would want his engine of destruction put down. Sure it benefits my kingdom, but uncontrolled he's a menace.

Which is basically another word for 'DM Fiat." i.e., if you abuse this spell or make me confront the fact it's broken, I will kill you.

The spell is broken.

==Aelryinth


Aelryinth wrote:
Turin the Mad wrote:

Never said fabricate wasn't abusable. Players need to recognize that what's good for them is just as good for the rest of the game world/universe.

Why, they'll wind up geas-bound to a limited wish-using lunatic's will fabricating diamonds from his coal mine. Forever. Because he/she/it can. And there's not a thing they could do to stop it. ;)

Since there's no skill that will make coal dust into diamonds, this isn't going to be productive.

And even with today's technology, you could say the DC to make something like this is...high. And probably involves multiple skills, which Fabricate can't duplicate.

just as there's no skill that makes diamond dust into diamonds.n Not a raw material, they are 'what remains behind' after you make a diamond.

A simple prot/evil stops the geas, break enchantment removes it, and then the geas'er is going to die.

There's no such easy solution to a problem with Fabricate.

==Aelryinth

You can make artificial diamonds with carbon. Effectively refined coal.

Per JJ the easy solution is "wizards have better things to do." Its up to the DM to decide what those better things are.

Edit: Supply and demand / Market forces is another easy solution.

Some combination of the above and/or DM Fiat hand wave is another.

Not liking them is one thing, but they do exist.

Of course when you build your world you can change that up however you see fit.


Aelryinth wrote:

Aye, a 10th level priest making a hundred suits of masterwork plate mail a month for sale to outsiders completely escapes the grasp of gold-hungry dwarves. Why would they ever do such a thing?

Or maybe just equipping all the elite dwarves of their citadel with adamantine armor for 1/3 the cost. Sell one to outsiders, make two for yourselves with the profit.

Or use mithral, or maybe any other metal you care to name. Don't even need to fire up the forge. just bring up the metal and the leather, pray for ten minutes, spend the rest of the day sermonizing to the smiths about how they need to keep working hard at making armor and hope they don't call you on it.

==Aelryinth

I actually like that one, not going to lie. It helps explain Dwarven dominance in mining; they don't need many smiths. On the flip side, the few smiths there are survive on almost a cult of personality: even if it's no better than Fabricated armor, Udon's armor is a status symbol, because it's rare.

Cat-thulhu wrote:
Wizards do not have god like power and can not predict everything going on around them. Seriously paranoid people do not develop groups or collectives that work together.

Why are we assuming they're more paranoid than they are smart? There's no foundation for this.

Cat-thulhu wrote:
The games history tells us 9th level or higher wizards in their lairs die all the time to heroes.

Really? What part of the game tells us that? Adventures and quests tell us that, the game itself does not. And if we're assuming that...

Cat-thulhu wrote:
I think you seriously over value the Wizards power. If he's 9th level and doing this he will always be 9 th level, no xp in item making.

Adventures and quests also tell me that I can make xp off sleeping with a girl and dodging her overprotective father without killing him (that one's early in a rather iconic AP). So if we're drawing information from them, well... oops? Plenty of xp.

The item-creation route also leaves tons of time to adventure and gain xp, since you can craft on the road (albeit more slowly) and eventually the actual labor is outsourced.

Using your own spell slots leaves all of your level 1-4 and probably 6-9 slots open. You can get by fine.

Cat-thulhu wrote:
plus if you draw other classes in I'm certain Abadar would like to get involved for his share, so in come the clerics of tax, no wizard will ever beat the taxation beurocracy.

So you donate 10% to Abadar. The Wizard I pitched earlier was not specced toward Fabricate and turned over more than half a million a year on the low end. He'll be just fine.

That's also a GM-fiat response, not a "Fabricate doesn't break the world" response.

Cat-thulhu wrote:
If I was a powerful meglmaniac who employed just such a wizard I would certainly see him dead and buried for fear he would just do the same for a potential rival, after all he clearly shows no scruples for what and how he manufactures. As a good leader I would want his engine of destruction put down. Sure it benefits my kingdom, but uncontrolled he's a menace.

Bolded parts. What.

More on point: if I was a powerful megalomaniac I'd hire the guy and make damn sure he was my best friend.

Would I have a contingency plan to dispose of him? Certainly.

Would I use him to supply my army? Of course, I'm not an idiot who turns down a noticeable logistical boost.

Would I keep him under control? Yes. I'd do that by...

Would I pay him handsomely? Hell yes. That's how I keep this Wizard, clearly driven by profits, happy.

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