Blood Money+Restoration?


Rules Questions


If a cleric crossclass wizard(or a cleric with a custom magic item) used Blood Money to pay for restoration, would they end up with all but 1 ability damage healed, or all ability damage healed?

I'm pretty sure it's the latter, but can't be too sure.

Grand Lodge

All ability damage would be healed, as the damage from Blood Money happened before the Restoration spell healed the characters ability damage.

Scarab Sages

It actually the one function of blood money that is balanced, as Monks can already perform free self restorations.

The Exchange Owner - D20 Hobbies

I'd recommend a Half Elf Oracle with Ancient Lorekeeper.

Blood Money, Restoration, Raise Dead, Contingent Scroll, Simulacrum, Animate Dead, etc.

Add a Ring of Inner Fortitude (I think, the one for no ability damage) for 66,000 gp to the mix.

You end up with a fundamentally broken character to the core. If you do so, make sure all the other people are playing broken characters. Otherwise people will have an issue with you.


James Risner wrote:
Otherwise people will have an issue with the game

Fixed.


Blood Money should never have been created. Too dangerous to balance, intra-party and in the world as a whole.

Costly material components are there for a balance reason. Blood Mone breaks this.

Scarab Sages

I've been told Blood Money only works with spells that take a full-round or less to cast.

Blood Money:

School transmutation; Level magus 1, sorcerer/wizard 1, witch 1
Casting Time 1 swift action
Components V, S
Range 0 ft.
Effect 1 material component
Duration Instantaneous

DESCRIPTION
You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.

For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process.

Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.

This makes Blood Money really good for Animate Dead, and not much else.


I can't link to where, but I think that was clarified at some point to be ok as long as you start casting in the same round.


Guru-Meditation wrote:

Blood Money should never have been created. Too dangerous to balance, intra-party and in the world as a whole.

Costly material components are there for a balance reason. Blood Mone breaks this.

Agreed. It was a borderline concept (from a balance perspective) with terrible execution.


I like blood money. It's only usable by a class that typically has a very low strength so it's fairly limited in that way. Additionally it gives wizards the relative freedom to build permanent things without costing them a fortune.

Of course the "poses an anyhromorphic elephant and drain its strength" strategy expands the cost of what can be permanencied, but that requires a lot of planning and a fairly stable environment. Kingmaker is about the only place that's truly viable.

Plus if it's basically free it gives the DM more leeway to take permanencied things from the PC's without feeling like a dick.

The Exchange Owner - D20 Hobbies

I've seen it multiply clarified you can cast any spell no matter how long, as long as you start the casting the round you cast blood money. It's been a year since I played, but it was clarified several times by several paizo staffers.


Tiny Coffee Golem wrote:


Of course the "poses an anyhromorphic elephant and drain its strength" strategy expands the cost of what can be permanencied, but that requires a lot of planning and a fairly stable environment. Kingmaker is about the only place that's truly viable.

Plus if it's basically free it gives the DM more leeway to take permanencied things from the PC's without feeling like a dick.

What if you have like, a monster dominated or a barbarian on your team.


CWheezy wrote:
Tiny Coffee Golem wrote:


Of course the "poses an anyhromorphic elephant and drain its strength" strategy expands the cost of what can be permanencied, but that requires a lot of planning and a fairly stable environment. Kingmaker is about the only place that's truly viable.

Plus if it's basically free it gives the DM more leeway to take permanencied things from the PC's without feeling like a dick.

What if you have like, a monster dominated or a barbarian on your team.

There are variations not he same concept. I just chose not to list all of them.


Horselord wrote:

I've been told Blood Money only works with spells that take a full-round or less to cast.

** spoiler omitted **

This makes Blood Money really good for Animate Dead, and not much else.

IF you rule this way, and there are good arguments both ways,

Limited wish gets around the casting time issue. Standard action cast.


The other way around the issue is use the fabricate spell to turn your blood money into the needed components.

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