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I think I got it.
School illusion (glamer); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

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Can Ruth scribe the spells after the Scenario after she has gained her gold?

Our Mysterious Benefactor |

Yeppers. I just need to see the rolls so I can verify and note the expenditure on the Chronicle. Assuming of course, you live... :)

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Ok so why are the bats not affected by my spell?

Our Mysterious Benefactor |

Because mind affecting spells only affect swarms if they have a hive mind. No hive mind, no effect.

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Well damnit .... there goes my knock out the Big Evil Bad Guy spell for the day.

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No Day Job
#76925-42
Sovereign Court.
Fort Save VS Mercy Disease: 1d20 + 4 ⇒ (18) + 4 = 22

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Also no Day Job.
PFS #: 89635-9
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Thanks for the game, GM! I think I'll sit out if you decide to run another. Still trying to decide what I want out of this character-- so far he's basically just been a "dwarf."

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PFS #: 62762-6
Character Name: Ruth Rubani
Character Level and Race: Wizard 1 Human
Day Job Roll: Craft (Alchemy): 1d20 + 7 ⇒ (10) + 7 = 17
Fort Save: 1d20 + 2 ⇒ (6) + 2 = 8
Damn now Ruth has the CLAP ... serves her right for being a royal b1tC$!!!
Great game GM! I really liked that Scenario all the magic was quite unique.
Can I make my inscribing rolls with you in this thread for the spellbook we found?

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PFS-145296-7(Core)
Character Name: Etune Snowfoot
Player Name: Jim Page AKA Wei Ji the Learner
Day Job Roll: n/a
Fortitude Roll: In gameplay thread.
I'm actually curious to see what the disease does. The children have it, after all, and they don't *seem* adversely affected?

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I'm actually curious to see what the disease does. The children have it, after all, and they don't *seem* adversely affected?
Was thinking this too... Can I refuse my saving throw if it's something interesting? :-)

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Ruth’s Scribing Cost by Spell and Level
DC = 15+spell level
1st - 40 gp (10 gp each spell)
alarm Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
floating disk Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
hydraulic push Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24
identify Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16
2nd - 160 gp (40 gp each spell)
flaming sphere Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24
glitterdust Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
locate object Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
resist energy Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
3rd - 180 gp (90 gp each spell)
dispel magic Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16
enter image Spellcraft: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
If I can keep the book I can try again in a week game time.
Also I could not find if I have to pay the scribing cost again with multiple tries. Do you happen to know the rule about this?

Our Mysterious Benefactor |

Unfortunately Ruth and Etune have it!
Effect: 1d3 Con damage and 1d3 Cha damage; cure 2 consecutive saves. It's known as Mercy's Transformation.
I'll send out sheets soon!

Our Mysterious Benefactor |

Someone pointed out to me that you can Take 10 on spellcraft rolls to meet the DCs for scribing into a spellbook.

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Someone pointed out to me that you can Take 10 on spellcraft rolls to meet the DCs for scribing into a spellbook.
Well then the only one I missed on then is Dispel Magic. I will reroll it in my next game. Can you please record the results of scribing on my Chronicle and note that I have a spellbook with the spells we found if I get to keep it.

Our Mysterious Benefactor |

I don't think you can keep captured spellbooks unless they appear on the Chronicle sheet, but I will research. I noted the spells you did manage to scribe as well as the cost on the Chronicle, Ruth.

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I don't think you can keep captured spellbooks unless they appear on the Chronicle sheet, but I will research. I noted the spells you did manage to scribe as well as the cost on the Chronicle, Ruth.
Thanks alot!!

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Unfortunately Ruth and Etune have it!
Effect: 1d3 Con damage and 1d3 Cha damage; cure 2 consecutive saves. It's known as Mercy's Transformation.
I'll send out sheets soon!
So what do we need to do now with this?
Con Damage: 1d3 ⇒ 1
Chr Damage: 1d3 ⇒ 3 Ouch at 4 Cha now
Ruth needs to cure this thing quick.

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Yeah, looks like I'll have to dump the PP from the mission reward on that cure. Ouch.
Can understand why the people in town are showing the effects they are, though.
Also, very much important!
Thank you for running this for us!
*may even be able to theoretically run it at a con in two months because of that*

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Theoretically, as long as you don't die from it you'll eventually sleep off ability damage... Or does downtime work differently?

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::reads Chronicle sheet::
::tries to fight the urge to make Goldur a wizard::
Just do it ... all the cool kids are Wizards. ;)

Our Mysterious Benefactor |

I have a dwarf wizard. Toughest wizard you ever met.
Ruth, I would think, since the ability damage is only temporary, that a simple remove disease spell would take care of it all. I don't see a reason to penalize you twice for the same thing.
I'm going to take a break from GMing Core only for a bit. When I decide to run again, I'll post it on the Flaxseed Lodge page. Thanks everyone! I had a good time running this!

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Ruth, I would think, since the ability damage is only temporary, that a simple remove disease spell would take care of it all. I don't see a reason to penalize you twice for the same thing.
So how much does the spell cost?

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From the PFSRPGG Season Seven
cleric, druid, inquisitor, or
paladin powers)
Break enchantment 450 gp
Dispel magic 150 gp
Greater dispel magic 660 gp
Greater restoration 5,910 gp
Heal 660 gp
Lesser restoration 60 gp
Make whole 60 gp
Neutralize poison 280 gp
Raise dead 5,450 gp
Regenerate 910 gp
Remove blindness/deafness 150 gp
Remove curse 150 gp
Remove disease 150 gp
Remove paralysis 50 gp
Restoration 380 gp (or 1,280 gp to dispel
a permanent negative level)
Resurrection 10,910 gp
True resurrection 26,530 gp
Not spending PP, it's a lot cheaper than I thought to remove disease.

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Ok 150 gold it is thanks Etune.

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@GM - I just realized that some of the spells I scribed are not in the Core Rule Book can I still learn them or is it restricted because this is a CORE Character?

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I think spells that aren't in the CRB have to appear on Chronicle sheets (i.e. scrolls, etc) for you to use them. Could be wrong though.

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Damm must resist to become a wizard.
On the whole It's being great fun with all of you. Thank you for running the game.

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Found the offical link for Non-Core spells in CORE. I can scribe them. Here is the link.