Looking for advice on a custom ring.


Advice


The idea for this ring is that you can cast any self only spell on yourself that has a duration of 3 rounds or more and then the ring will sustain the spell for 24 hours, effectively making the spells duration 24 hours rather than it's normal duration. The ring can only sustain one spell and can only be used once per day.

I am looking for feedback on possible abuses of such a ring to see if it is a straight up bad idea and for pricing on it should it not be a bad idea.

Thank you in advance for any help and input.


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This is the original ring of continuation IIRC. The nerfed version is still priced at 56K, and while I'm not familiar with the details I expect the nerfing was due to abuse of some kind.


Level 9 spell Time Stop lasting 24 hours would be a little broken.


Ryze Kuja wrote:
Level 9 spell Time Stop lasting 24 hours would be a little broken.

Excellent point. That's why I posted. To catch the things I missed in the concept.


Considering the ring you are proposing is more powerful than a double mythic ability that is only available to a 6th tier Hierophant I would say that is a major artifact.


You could base the item on alchemical allocation. It would only allow up to third level spells since it needs a potion, and you'd need a potion of the spell you wanted it to replicate, but should otherwise work.

I'm not entirely sure a permanent "call the void" spell will positively impact a game. Which spells were you thinking about that you wanted to extend from rounds to hours?

The Exchange

You might consider making an item that functions like the Starfinder Technomancer’s cache capacitor. It extends a spell’s duration to 24 hours but it only functions on a fixed set of spells. If you are including this as treasure for your party or as an item they can craft then you could also allow them to expand the list of allowed spells using an arcane discovery, revelation, feat, or the like. That would effectively give you veto power if they come up with something too powerful while still making it relatively open-ended.


If you're going to have an item that extends 3+ rounds to 24hr duration, I would limit to affecting 3rd level spells and lower, or specifically name the spells that you'd like it to affect. That's still super powerful and doesn't break your game.


A few strong self only spells off the top of my head. Ask yourself how you feel about these being permanent:
Shield, divine power, Righteous Might, Giant form/ Form of the Dragon/ Monstrous Physique X, Transformation, Angelic Aspect.


There was a metamagic feat that turned some spells into a 24 hour effect. It was persistent spell from complete arcane. The downside was it increased the spell level by 6 levels.

Shadow Lodge

OmniMage wrote:
There was a metamagic feat that turned some spells into a 24 hour effect. It was persistent spell from complete arcane. The downside was it increased the spell level by 6 levels.

As I recall, this metamagic feat was originally +4 levels in D&D3.0, nerfed to +6 levels in 3.5, and then completely dropped from all further editions: Presumably, it was just too open to abuse (Persistent buff spells were a mainstay of mid-level+ CoDzillas in D&D3.0, allowing them to be better martials than the actual martial classes).

Generally speaking, I don't think the idea of extending short spell durations to 24 hours is a good idea...

Full Disclosure: I did use this feat on my own 3.0 Cleric, and trading a 5th level spell slot for +4 to hit and damage all day long was ridiculous...


Taja the Barbarian wrote:
Generally speaking, I don't think the idea of extending short spell durations to 24 hours is a good idea...

I think it's OK for some spells, e.g. the Continual Spell metamagic by RGG is a good one: it extends a spell to 24h for a +4 level adjustment, but only works on spells that could be made permanent with the Permanency spell.

Shadow Lodge

Theaitetos wrote:
Taja the Barbarian wrote:
Generally speaking, I don't think the idea of extending short spell durations to 24 hours is a good idea...
I think it's OK for some spells, e.g. the Continual Spell metamagic by RGG is a good one: it extends a spell to 24h for a +4 level adjustment, but only works on spells that could be made permanent with the Permanency spell.
Wow, that feat seems pretty weak:
  • If you actually have access to permanency, an actual permanent version is almost always going to be a better option (and not all that expensive: Look at the cost of any spell on that list and tell me you wouldn't pay that for essentially an extra spell slot of that spell's level + 4: 5,000g for permanent See invisibility is pretty cheap given that it frees up a 6th level spell slot).
  • If you don't have access to permanency, you probably don't have access to 75% of the spells the feat can be used on (in the CRB at least)...
Personally, I think I like the Ring of Continuation's restriction of 'spells with a 10 minutes / level duration or longer only' as these are the spells you'll probably have running for an entire dungeon crawl anyway: It's the shorter duration spells that are somewhat balanced around needing to spend an action casting them each battle that become really abusive...


Taja the Barbarian wrote:
Wow, that feat seems pretty weak

You can use it on others, not just yourself. And some spells aren't worth making permanent for gold, but could be useful to have for a day, e.g. Wall of Fire.

Shadow Lodge

Theaitetos wrote:
Taja the Barbarian wrote:
Wow, that feat seems pretty weak
You can use it on others, not just yourself. And some spells aren't worth making permanent for gold, but could be useful to have for a day, e.g. Wall of Fire.

Four feats (extend, another meta magic, stack metamagic, and Continual spell) plus an 8th (or 9th for a Druid/Shaman) level spell slot for a Wall of Fire that lasts all day? That's a pretty big investment for something that 'could be useful'...

That feat just seems incredibly situational to me, though that is more of a topic for the 3rd party forums.


I'm not saying the entire thing is a good feat, just that this feat is solving the issue of extending a spell duration to 24h very good by limiting it to Permanency-able spells.


avr wrote:
This is the original ring of continuation IIRC. The nerfed version is still priced at 56K, and while I'm not familiar with the details I expect the nerfing was due to abuse of some kind.

Think I will just go with the Ring of Continuation. As has been shown in this thread my original idea was not balanced.

Thank you everyone for all the good advice!


Yeah - Paizo isn't always spot on with pricing (or nerfs!), but I do agree with their choice to nerf the original Ring of Continuation (the original simply lacked the requirements of 10min/level min duraion). Indeed, your hypothetical ring is actually stronger than a pre-nerf Ring of Continuation, because RoC always effects the latest personal-range-spell, whereas your homebrew ring would allow one to add other such spells as normal while keeping the first spell active. For instance, it would allow a Warpriest or Cleric to cast Righteous Might start of day and have it last 24h via the ring, and still cast Divine Power each combat.

Even 1min/lvl spells would be super strong, as that would include polymorph spells - Monstrous Physique II+ to turn into a Deathsnatcher for anyone interested in combat is huge, and as a 4th level spell, a martial could cast MP2 from a wand via UMD; for a caster, Plant Shape III to turn into a Green Man grants not only DR 15/epic and slashing, but also regeneration 5 (deific or mythic), meaning the character is almost unkillable.

Note: The list of personal 10min/level spells that don't end when triggered is pretty short, I count 37 of those, including two cantrips; most of the spells are fairly low level. You might think about lowering the price of the RoC.

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