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Someone told me that charaters may still have spells during the downtime,so does it means that Alchemist can buy lots of Preserving Flasks,and storing spells?
Just because of the downtime,my PC wanna use the "bug"(I guess,maybe) to kick my ass.
I know if PC can cast spells by themselves,they can also use the storing spells weapon or magic items and take to the next module,but it's hard for me to concept that an Alchemist may have several times of "daily spells" than others.
Can Paizo workers or someone else answer my question?

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You can cast crafters fortune on yourself for your downtime, that's about it.
You can't carry spells over from one scenario to the other, which would mean that you can't carry spells over from your downtime into the next scenario.
All spells and effects end at the end of an
adventure with the following exceptions.
yadda yadda...
A character can have one each of the following spells
on an item or items that carries over from adventure
to adventure: continual flame, masterwork transformation (Pathfnder RPG Ultimate Magic 228), secret chest, and
secret page.

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A preserving flask costs the same as a pearl of power of the same spell level, so an alchemist can pay for the same number of extra spells per day as a wizard or cleric.
The player should declare what extracts he's preserving when he has game time available to make them (that is, preferably not between the mission briefing and arriving at the Blakros Museum across town) but otherwise there's no game balance reason to restrict it.

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You can cast crafters fortune on yourself for your downtime, that's about it.
You can't carry spells over from one scenario to the other, which would mean that you can't carry spells over from your downtime into the next scenario.
All spells and effects end at the end of an
adventure with the following exceptions.yadda yadda...
A character can have one each of the following spells
on an item or items that carries over from adventure
to adventure: continual flame, masterwork transformation (Pathfnder RPG Ultimate Magic 228), secret chest, and
secret page.
I know,here's the situation:
Mission completed,and PCs tried to delay a few days,but I refused.
I said if you guys reply the mission,then it's over,you can only store the rest spells.The adventure finished,and you are all in the downtime now.
But they told me,they can cast spells during the fxxking "Downtime"!!!
It means if I agree,the Alchemist or someone else,whatever,they may have 7 days to cast extracts or spells——and if they buy enough Preserving Flasks or something else,they may get 7 times than normal daily spell,and take the storing spells to the next module!!!
I know what you talking about,PFS FAQ said that if you can cast spells,you can also store and bring these spells to the next scenario,but my question is:
How to judge the downtime in PFS?Can PCs casting spells during this time?
That!is!really!make!me!a!mess!

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It means if I agree,the Alchemist or someone else,whatever,they may have 7 days to cast extracts or spells——and if they buy enough Preserving Flasks or something else,they may get 7 times than normal daily spell,and take the storing spells to the next module!!!
No, seriously. A wizard or a cleric can do the same thing for the same amount of money.

outshyn |

It means if I agree,the Alchemist or someone else,whatever,they may have 7 days to cast extracts or spells——and if they buy enough Preserving Flasks or something else,they may get 7 times than normal daily spell,and take the storing spells to the next module!!!
As Starglim said, a Preserving Flask is just like a Pearl of Power, at least in terms of power and how it unbalances the game (or, doesn't unbalance the game at all).
A Preserving Flask is just as expensive as a Pearl of Power, too.
Would you be upset if a wizard spent 7000 GP to get 7 Pearls of Power? I mean, those will only store 1st level spells. By the time you can afford 7 of them, 1st level spells aren't very powerful anyway.
I don't see the issue. If a Pearl of Power is OK, then a Preserving Flask is OK.

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I think several of you are confusing a Preserving Flask with a Boro Bead, which is the Alchemist item that functions like a Pearl of Power.
Technically, an Alchemist can use a Preserving Flask to store any extract he/she knows (and has a flask for) indefinitely, yes.
However, as BNF pointed out, spells and effects cannot carry over between scenarios unless specifically noted. The rules for years have been that items with "charges" (wands, rods, staves, Blood Reservoir of Physical Prowess, etc) can carry over, but Preserving Flasks do not have "charges" and thus, pending a FAQ or ruling from the PFS team, cannot carry over either.
Preserving Flasks in PFS are useful if there is a scenario, module, or AP-section that is (in-game) multiple days long, and the Alchemist has unused extracts during one of those days. When I ran Eyes of the Ten recently, the party's alchemist figured out after Part 1 that these scenarios would require multiple days of work each, so he bought a couple of these flasks to use for when those situations came up - for example.
Hope that helps!

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I'm not talking about the Preserving Flask,not just because it seemed like Pearl of Power……well actually,quite thanks about the damn flask,but it's not the POINT.
All I care about,is that you can/can't cast spells during the downtime.
To tell the truth,I guess the week is just let you earn some money or finish the faction task,but I'm not sure what these horrible guys will do next while they ENJOYING their downtime——
Maybe they will try to use spell to finish the faction tasks?
I can't imaging further more,it's definitely terrible.
So just tell me the answer,yes or no,and why——there's no FAQ about the downtime rule.
Please.

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Wait, what's the actual question then? Yes you can cast spells during downtime, no they won't affect the next scenario unless they are one of the four mentioned by BNW. Are you worried about the characters of these players trying to burn down the world in their downtime?
Yep, I think so, once they tried, there must be second times.
Well, the UCa didn't tell more about the downtime spell, it seemed perfer dices to spells while solving the problem during the downtime.
If I'm a pathfinder GM and players want to use spell, that's not a big problem.
But in PFS, I'm not sure——so it's legal to use spell while after completing mission and finishing adventure? Further more FUNS than daily job?
Interesting.

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So long as they aren't expecting it to impact the next time they play.
Example from Lau Bannenberg above: They can say they've spent time creating all those parchments, but they can't be used the next time they play. It's almost like the world does a soft reset just before the next session for any spell that is not continual flame, masterwork transformation, secret chest, and secret page.
Does that make sense?

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I think several of you are confusing a Preserving Flask with a Boro Bead, which is the Alchemist item that functions like a Pearl of Power.
Technically, an Alchemist can use a Preserving Flask to store any extract he/she knows (and has a flask for) indefinitely, yes.
However, as BNF pointed out, spells and effects cannot carry over between scenarios unless specifically noted. The rules for years have been that items with "charges" (wands, rods, staves, Blood Reservoir of Physical Prowess, etc) can carry over, but Preserving Flasks do not have "charges" and thus, pending a FAQ or ruling from the PFS team, cannot carry over either.
Preserving Flasks in PFS are useful if there is a scenario, module, or AP-section that is (in-game) multiple days long, and the Alchemist has unused extracts during one of those days. When I ran Eyes of the Ten recently, the party's alchemist figured out after Part 1 that these scenarios would require multiple days of work each, so he bought a couple of these flasks to use for when those situations came up - for example.
Hope that helps!
So why would a preserving flask be different than a ring of spell storing?

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Ok, so I re-read the thread and this is what I'm getting:
Day 1: PCs go to [city], do [things], succeed in [mission]. They then request to stay a few days to [give speech].
Day 2: PCs prepare spells such as Honeyed Tongue, Eagle's Splendor, Enhanced Diplomacy to make [speech]. PC's successfully give [speech] and are looking for [rewards] on the chronicle sheet because they succeeded. Alternatively they fail and continue to try to give the speech on succeeding days until they succeed.
Clarifying questions: Are they trying to get PP or Chronicle Sheet rewards from succeeding this? Are they just trying for faction card missions?

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Ricky,
1) downtime is an abstract amount of time. It can literally be 1 second or 20 years at the players discretion. As such...
2) spells cannot be cast during downtime with the expectation that they would affect the next scenario. Short answer. No, you cannot cast spells during downtime.
Storing items, like rings of spell storing (and presumably preserving flasks) can store spells from one scenario to another. But the spell must be stored during a scenario, not during downtime.

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Ok, so I re-read the thread and this is what I'm getting:
Day 1: PCs go to [city], do [things], succeed in [mission]. They then request to stay a few days to [give speech].
Day 2: PCs prepare spells such as Honeyed Tongue, Eagle's Splendor, Enhanced Diplomacy to make [speech]. PC's successfully give [speech] and are looking for [rewards] on the chronicle sheet because they succeeded. Alternatively they fail and continue to try to give the speech on succeeding days until they succeed.
Clarifying questions: Are they trying to get PP or Chronicle Sheet rewards from succeeding this? Are they just trying for faction card missions?
D1:Mission complete, all over, they used spells and left some, but not what they need.
D2:Downtime, these guys want to prepare spells, and do something, like storing spells or finishing faction tasks.
I just wanna make sure whether PCs can cast spells during the downtime or not.
Does the situation above legal?

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The official viewpoint is what BNW stated from the guide. Otherwise there is no official statement about using spells during the time between adventures and it is unlikely someone from the team will respond directly, though they will in all likelihood hear about it. I'm just trying to figure out what exactly the situation here is and help out.
Edit: What Tallow said.

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I think part of the problem here is the concept of when 'downtime' begins. There is nothing that says that it needs to start immediately after a mission is successful, as you've apparently imposed upon your players. For example, diseases, curses, etc. still exist 'real time' rather than in downtime for resolving, even after a mission is successful. As was mentioned this doesn't change which effects can carry over to the next game, but it does mean that effects legal to carry over (such as heightened continual flames, spell storing on your own weapon/armor, etc.) could potentially be prepped and charged at the end of the scenario, after the mission succeeds, but before official 'downtime' starts. Can you do faction missions during that time too? I'd certainly allow it, so long as the store wasn't closing or something. I might limit them to staying local.... so no walking 1000 miles over 6 months to a settlement of 5000+ people to do a faction mission that must occur in such a place, but a mission that can happen locally the next day? Why not? The job of a GM (particularly in regards to faction missions) is to enable fun, not compete with the players. With regards to the OP for example, "...to kick my ass" certainly sounds to me of an adversarial rather than cooperative role between GM and players, which I find concerning.

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PCs often delay the start of downtime to cast spells.
The most common case is clearing conditions, actually. For example, PCs end the scenario with some dread disease. They delay downtime until the party cleric can rest and regain spells to cast remove disease.
As for the Faction cards, My understanding is they say you must do it during the mission. That means after the briefing, before the conclusion. So if they delay reporting back to the VC to rest, regain spells, and do faction card fulfillment, that would be fine. But once they are back at the lodge, they have missed the chance.

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D2:Downtime, these guys want to prepare spells, and do something, like storing spells or finishing faction tasks.
What are they wanting to do with the prepared or stored spells?
What faction tasks are they trying to finish?The session does not necessarily finish at the end of the last encounter (otherwise clearing diseases and other conditions wouldn't be possible), and the gap between missions is not a specific length.

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PCs often delay the start of downtime to cast spells.
The most common case is clearing conditions, actually. For example, PCs end the scenario with some dread disease. They delay downtime until the party cleric can rest and regain spells to cast remove disease.
As for the Faction cards, My understanding is they say you must do it during the mission. That means after the briefing, before the conclusion. So if they delay reporting back to the VC to rest, regain spells, and do faction card fulfillment, that would be fine. But once they are back at the lodge, they have missed the chance.
Some of them have to be done during the adventure, a few of them give up your downtime.

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Step 6: Allow any PC who qualifies to attempt a Day Job check or engage in other downtime activity, and enter the result of this roll (determined by the table on page 34) in the Day Job field and initial the adjacent box (R).
Not every Pathfinder works for the Society full time. Some are trained artisans, professionals, or performers and earn extra gold between missions. After each adventure that grants XP, you gain a period of Downtime before your next mission. During Downtime, you can attempt a trained Craft, Perform, or Profession check to see how much extra money you earn—this is called a Day Job check. At the end of each adventure in the Roleplaying Guild, you have the opportunity to make one Day Job check. Certain vanities (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 and Pathfinder Player Companion: Pathfinder Society Primer 28) allow you to further modify your Day Job rolls, or even let you use skill ranks from other, more specialized skills like Heal or Sleight of Hand. Permanent bonuses from the following list affect your Day Job check as they would any check for the rolled skill. Temporary bonuses from sources other than crafter’s fortune do not affect Day Job checks.
- Equipment
- Feats
- Racial bonuses
- Class features
- Traits
- Familiar bonuses
- Crafter’s fortune spell
You can take 10 on a Day Job check, but you may not take 20 or use the aid another action. In order to determine how much gold you make as a result of a Day Job check, consult the table below. Add this amount to the Day Job box on your Chronicle sheet.
Day Job Check Result GP Award
5 1 gp
10 5 gp
15 10 gp
20 20 gp
25 50 gp
30 75 gp
35 100 gp
40 150 gp
There are additional ways to spend Downtime, many of which are performed in place of a Day Job check. These may include special boons that are earned during
an adventure.
Affinity (regional affinity): Some feats, traits, or other mechanical items require an affinity with a specific country or region of Golarion. Others require membership in a certain ethnic group of people (e.g. a Shoanti tribe or Mammoth Lord following). All of these are considered regional affinities. Your PC may acquire any affinity you wish during Downtime, but may have only one regional affinity at any given time. Note any affinities gained, lost, or changed on your next Chronicle sheet after making such a change.[/b]
Downtime: A PC gains a unit of time called Downtime after each XP-granting adventure. You can spend this Downtime to perform one of several actions, such as attempting a Day Job check. See page 34 for more
information on the Day Job check.
The above is all the information the Guide has about what you can do during your downtime. Like many of the other rules of this game, you can only do something if specifically allowed to do so. There is no way to prove a negative. I can't prove that you can't do something, because that's not the way the rules are written. I can only prove what you can do. Anything else that is not specifically on the list of things you can do, you cannot do.
So in this case, definitively, with the exception of crafter's fortune for a day job check, you cannot cast spells during downtime, unless some vanity, boon, or other rule allows you to do so.
The only real exception that I would make to this, is if someone needs to recover from some affliction and they want to purchase spellcasting services or have a member of the team that adventured with them spend some downtime to cast spells on them to help them heal up.
Additionally, the Emerald Spire Megadungeon has another downtime option, but I'll let you play or GM that to reveal what that option is.

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So, wait a minute. You guys are seriously saying that an alchemist can't fill up a preserving flask during downtime?
Because, well, that's nuts.
Wizards and alchemists have plenty of time to scribe spells into their books during downtime. That can take days.
Staves fully recharge during downtime. That can take days.
Allowing an alchemist to fill a preserving flask during downtime is hardly unbalancing. Those things cost 1000gp at first level. For that same price, you could get 20 first-level potions. So, for nearly 7 levels of character advancement, the preserving flask is no more powerful than the already available ability to purchase potions. Yes, some scenarios last a few days and have intra-scenario downtime in which you could refill them. But many are also just a few hours or less than a day a long. And, of the ones that have in-scenario downtime, the bulk of them have it because of travel at the beginning... when filling a flask and buying a potion is no different.
The notion that all preserving flasks have to show up at the beginning of a scenario empty defies common sense.

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Like many of the other rules of this game, you can only do something if specifically allowed to do so. There is no way to prove a negative. I can't prove that you can't do something, because that's not the way the rules are written. I can only prove what you can do. Anything else that is not specifically on the list of things you can do, you cannot do.
Wait, are we playing a role-playing game? Or a board game?
Do you really hold this position? Really? PCs can only do things for which there are specific rules?
Tell me, then, how the following are accomplished:
- bribing somebody. (Really. It doesn't show up on a price list anywhere. Inn stays do, meals do, but bribes don't. There's no rules for them, so, I guess players can't do it.)
- remembering something that happened to them if they don't have any ranks in an appropriate Knowledge skill
- identifying a non-magical item. (Where are the rules for recognizing that an astrolabe is an astrolabe? Or, for that matter, that a backpack is a backpack?)
- laying down or standing up while not in combat. We've got rules for falling prone and standing up in combat. Does this mean we should roll initiative if the PCs want to sleep in the middle of a multi-day scenario?
If these sound stupid and absurd, they are. But they're not straw men. They point out how, in a roleplaying game, it's untenable to demand that PCs can only do that for which there are specific rules.
By the same argument, until we get a clarification in the Guide that prepared spellcasters are allowed to have spells prepared at the beginning of a scenario, all prepared spellcasters should start each scenario with no spells memorized. Only when/if they have time during the scenario to memorize spells, can they do so... unless they write in the Guide that we're allowed to. This, too, is obviously absurd. The inability to fill a preserving flask is equally absurd.

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Tallow wrote:Like many of the other rules of this game, you can only do something if specifically allowed to do so. There is no way to prove a negative. I can't prove that you can't do something, because that's not the way the rules are written. I can only prove what you can do. Anything else that is not specifically on the list of things you can do, you cannot do.Wait, are we playing a role-playing game? Or a board game?
Do you really hold this position? Really? PCs can only do things for which there are specific rules?
Tell me, then, how the following are accomplished:
- bribing somebody. (Really. It doesn't show up on a price list anywhere. Inn stays do, meals do, but bribes don't. There's no rules for them, so, I guess players can't do it.)
- remembering something that happened to them if they don't have any ranks in an appropriate Knowledge skill
- identifying a non-magical item. (Where are the rules for recognizing that an astrolabe is an astrolabe? Or, for that matter, that a backpack is a backpack?)
- laying down or standing up while not in combat. We've got rules for falling prone and standing up in combat. Does this mean we should roll initiative if the PCs want to sleep in the middle of a multi-day scenario?
If these sound stupid and absurd, they are. But they're not straw men. They point out how, in a roleplaying game, it's untenable to demand that PCs can only do that for which there are specific rules.
By the same argument, until we get a clarification in the Guide that prepared spellcasters are allowed to have spells prepared at the beginning of a scenario, all prepared spellcasters should start each scenario with no spells memorized. Only when/if they have time during the scenario to memorize spells, can they do so... unless they write in the Guide that we're allowed to. This, too, is obviously absurd. The inability to fill a preserving flask is equally absurd.
I can see how you extrapolated that out by what I said. But not my intent.
When dealing with mechanical things, typically, unless a rule says you can do something, you can't. Or in other words, just because the rules don't say you can't, does not automatically mean you can do something.
That still sounds the same I suppose, if you take it to the extreme, but bear with me.
That line of reasoning applies to situations like, "Well the rules don't say I can't do X," where it isn't specifically called out that you can't do X, but based on what you can do, it's obvious X isn't allowed. I am not referring to a GM using reasonable inference, extrapolation, and judgement to allow creative uses of skills and abilities that aren't specifically spelled out.
A bad example of what I'm trying to say is that if someone says, "the rules don't say I can't say I can't pick a spell as a fighter or be a drow." These are bad examples, because we know there are rules for those things, but they aren't immediately obvious. If a new person picks up the book and reads only the fighter entry, they won't understand the part about spellcasting being a class ability.
But the point is still valid, if a bit more vague on the things that are not as obvious. IN this case, there are rules for what you can do in downtime. Day jobs, change or add regional affinity, and an ambiguous line about boons and abilities that might add more things. So unless some rule adds another thing you can do during downtime, you can't do it, because it isn't specifically allowed.

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Looks like they allow a spell-storing ring to carry spells over from session to session (IF you cast it yourself or paid for it), and there is even some fuzzy implication that it can be done between scenarios.
If a spell-storing ring works, I think a Preserving Flask works.
I disagree about the fuzzy implication. I'm pretty sure it's strongly explicit that it can only hapoen during a scenario.
Edit:
If he does not use the spell by the end of the adventure, it carries over into the next adventure.
That in my mind more strongly implies you can only caste into it during a scenario. Not during downtime.

outshyn |
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That in my mind more strongly implies you can only caste into it during a scenario. Not during downtime.
OK, but it doesn't matter. The scenario doesn't literally end the second the module goal is hit. We know this because the game mandates that you take care of ongoing diseases or other effects before resolving the game, and players are allowed to cast spells to aid in that, and they often need a day to rest in order to gain those spells. All of which is to say that we don't -- and shouldn't -- run a punitive jerk game where we rigidly declare "game's over YOU CAN'T CAST ANYTHING HA HA HA." So, end of session, player says, "While they're curing Albert of Mummy Rot, I'm filling my ring/flask/whatever."
Who cares that you can't cast during downtime? You can cast at the end of the module after a night's rest, and then go into downtime.
And if someone is going to block that, I'd refer them back to the "don't be a jerk" rule in the guide book. And if that's not enough, I'd note that players can easily delay the end of the module by simply not reporting in for the final briefing until they've had a day's rest, and thus, getting all the spells needed to cast before ending the adventure and going into downtime.
In other words, for every way a GM could imagine to block this, there is a rules-legal way to get around that blockade, and the more someone tries to block it, the more it will appear as a player-hostile "don't be a jerk" violation.
And because of all that, and the FAQ, I'm fairly confident that the PFS management doesn't want to run a gotcha-style game where we try to rules-lawyer the players out of using their purchased items.
These items are in the game. The leaders of PFS must intend them to be usable, then. GMs trying to render them un-usable are not playing in the spirit of the rules, far as I can tell. I know if I were in leadership and I updated the Additional Resources page to allow a Preserving Flask and then saw GMs trying to impose downtime and no spellcasting immediately upon hitting the scenario goal so as to block players from using the item I just allowed in, I'd be upset. But maybe that's just me.

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Quote:Do items like staves carry charges over between adventures?
Yes. Note that if you have the ability to charge a staff with your own spellcasting, the indeterminate number of days between adventures generally means that you begin each adventure with the staff fully charged.This points out the common-sense answer that if PCs have the ability to cast spells during an indefinite downtime, they can charge up things that require charging up during an indefinite downtime.
The "no carry over" rule in the Guide is meant to close down abusive "unlimited resources" cases. Without that rule, a PC could potentially show up at a scenario with a bunch of deeper-darkness busting Heightened Continue Flame stones... which would be scenario breaking. Filling up the limited slots in an expensive magic item (be it a Preserving Flask or a Ring of Spell Storing) is not game breaking.
And the rules allow it.
This is a good point, however, it discusses charged items that can be re-charged, not spell-storing items. I know its a bit of a semantics case and splitting hairs. But the line in the spellstoring FAQ indicates notating on a chronicle sheet which spell is carrying over between scenarios.
That line is completely pointless and meaningless if you can just cast into it during downtime.

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That's the same logic that people (incorrectly) used to conclude that you couldn't take 10 on knowledge checks; a bard ability let bards do it, and there'd be no reason for the ability to say that if anybody else could. The reasoning was wrong there, and it's wrong here.
The FAQ does not address casting spells into a ring in downtime. Inferring based on whether another rule is redundant is an overinterpretation.
The staff rule also doesn't address casting spells into a ring. However, it gives a justification: spellcasters would have had time to cast spells.
Put those two things together, and the reasonable conclusion is that you can cast spells into a ring during downtime. The other interpretation defies common sense. If it were explicit, we'd still have to go with it. But a needless limitation that defies common sense based on an inferrence is just mean.
"Sorry, your very expensive magic item is useless in this one-day adventure because another rule wouldn't be needed if your item weren't useless."
Is this really what your want to say to players?

Matthew Downie |
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Quote:A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure.That line is meaningless if you can cast into your ring during downtime. Because you can literally start your adventure with any spell you want, without losing a spell slot.
Only if your character can cast all spells. For spells your character can't cast, you would want to be able to store them indefinitely until needed.

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Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?
Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.
PCs may temporarily fill each other's spell-storing items, but such spells do not carry into the next adventure.
_____
Note that the "if he does not use the spell" clause isn't limited to the part about paying the npc spellcaster.
Now I don't see any functional difference between filling that up in between scenarios, or we kill the boss, hit the tavern, wake up the next morning, then fill the flask, THEN end the scenario".

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Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?
Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.
PCs may temporarily fill each other's spell-storing items, but such spells do not carry into the next adventure.
_____Note that the "if he does not use the spell" clause isn't limited to the part about paying the npc spellcaster.
Now I don't see any functional difference between filling that up in between scenarios, or we kill the boss, hit the tavern, wake up the next morning, then fill the flask, THEN end the scenario".
With no judgement on how this affects this particular item or other spell-storing items, doing what you suggest is a loophole designed to get around the intent of built in time restrictions and limitations. Anything after the closeout VC Briefing is downtime. And arbitrarily adding a day to the adventure simply to bypass the restriction of not being able to do something in downtime is an attempt to bypass the limitation and thus likely against the spirit of the rules.

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That's the same logic that people (incorrectly) used to conclude that you couldn't take 10 on knowledge checks; a bard ability let bards do it, and there'd be no reason for the ability to say that if anybody else could. The reasoning was wrong there, and it's wrong here.
The FAQ does not address casting spells into a ring in downtime. Inferring based on whether another rule is redundant is an overinterpretation.
The staff rule also doesn't address casting spells into a ring. However, it gives a justification: spellcasters would have had time to cast spells.
Put those two things together, and the reasonable conclusion is that you can cast spells into a ring during downtime. The other interpretation defies common sense. If it were explicit, we'd still have to go with it. But a needless limitation that defies common sense based on an inferrence is just mean.
"Sorry, your very expensive magic item is useless in this one-day adventure because another rule wouldn't be needed if your item weren't useless."
Is this really what your want to say to players?
I think we are going to have to agree to disagree.
I don't see the item as useless if you can't fill it during downtime.

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I think Mathew Downie's point is the key one to answer your objection. The carry-over clause is to make clear that you can carry over NPC-cast spells you paid for from one scenario to the other. That way, if a player shows up with a stored spell he can't cast himself, and the GM wants to know where it came from, he can fall back on the NPC-cast and carry-over rule.
If the PC can cast the spell himself, then there's no problem;he cast it during down time.

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I think Mathew Downie's point is the key one to answer your objection. The carry-over clause is to make clear that you can carry over NPC-cast spells you paid for from one scenario to the other. That way, if a player shows up with a stored spell he can't cast himself, and the GM wants to know where it came from, he can fall back on the NPC-cast and carry-over rule.
If the PC can cast the spell himself, then there's no problem;he cast it during down time.
I see the logic in that statement. However, I think we should get a more clearly stated FAQ and perhaps a better definition of downtime in the Guide.

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With no judgement on how this affects this particular item or other spell-storing items, doing what you suggest is a loophole designed to get around the intent of built in time restrictions and limitations. Anything after the closeout VC Briefing is downtime. And arbitrarily adding a day to the adventure simply to bypass the restriction of not being able to do something in downtime is an attempt to bypass the limitation and thus likely against the spirit of the rules.
Is this how you handle conditions like disease also? There are many low level diseases that can be cured the hard way (just waiting it out and trying to get enough saves before death from 0 Con., looking at filth fever).
When a low lever character catches filth fever the party often sticks together after the debriefing and cooperates to ensure their fellow agent gets better. One party member rolls a Heal check and everyone else aids, repeating this until the poor character makes their saves or dies. Is this abusing a loophole?