Trick magic item


Rules Discussion

Liberty's Edge

No, it is not possible to use TMI for 3 Action effects, be it a Spell or any other 3 Action cost Activity or effect that might be something unique to that MI.

If you're looking at this as a deal-breaker talk to your GM to see if they'll bend the rules to allow you to end a turn with TMI and follow up on your next turn with the 3 Action Spell or Activity.


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Just get an archetype of the tradition arcane or occult so you add its spell list to your character. Then you don't need to trick the item.

So currently with your decisions you are not able to cast that spell from an item. The character creation is an important choice on any RPG.

Anyway surprised that your GM is so restricting with some things but looks like uses the garbage magical item shopping core rules with that Amazon that has everything (but wands of longstride haha) and in any quantity (it makes me sick).


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Atalius wrote:
My GM is the worst, he doesn't even allow a wand of longstrider because he says it's "one of the most broken things in pf2e".

It is though? I ran it myself in a campaign that went to 20 where the whole party had them, it was extremely powerful. Disproportionately so.

Try asking your GM about subsequent turn activation... or maybe leave their game if you truely feel like they are "the worst".


The Gleeful Grognard wrote:
Atalius wrote:
My GM is the worst, he doesn't even allow a wand of longstrider because he says it's "one of the most broken things in pf2e".

It is though? I ran it myself in a campaign that went to 20 where the whole party had them, it was extremely powerful. Disproportionately so.

Try asking your GM about subsequent turn activation... or maybe leave their game if you truely feel like they are "the worst".

Yeah, the problem is that expending machine which you insert money and it returns the exact thing you have in mind.

Without that, tell me a way for all the party to have it apart from one character having Crafting with Inventor feat and spending extra money for creating the formula.


Dark_Schneider wrote:
The Gleeful Grognard wrote:
Atalius wrote:
My GM is the worst, he doesn't even allow a wand of longstrider because he says it's "one of the most broken things in pf2e".

It is though? I ran it myself in a campaign that went to 20 where the whole party had them, it was extremely powerful. Disproportionately so.

Try asking your GM about subsequent turn activation... or maybe leave their game if you truely feel like they are "the worst".

Yeah, the problem is that expending machine which you insert money and it returns the exact thing you have in mind.

Without that, tell me a way for all the party to have it apart from one character having Crafting with Inventor feat and spending extra money for creating the formula.

A Wand of Longstrider is a common level 3 item that costs 60 gp.

In comparison an Armor Potency (+1) Rune is a common level 5 item that costs 160 gp.

So other than concerns about Longstrider being too powerful, why would a GM bar access to Wand of Longstrider, but have no problems with everyone in the party having Armor Potency (+1) runes?

Dark Archive

Finoan wrote:
Dark_Schneider wrote:
The Gleeful Grognard wrote:
Atalius wrote:
My GM is the worst, he doesn't even allow a wand of longstrider because he says it's "one of the most broken things in pf2e".

It is though? I ran it myself in a campaign that went to 20 where the whole party had them, it was extremely powerful. Disproportionately so.

Try asking your GM about subsequent turn activation... or maybe leave their game if you truely feel like they are "the worst".

Yeah, the problem is that expending machine which you insert money and it returns the exact thing you have in mind.

Without that, tell me a way for all the party to have it apart from one character having Crafting with Inventor feat and spending extra money for creating the formula.

A Wand of Longstrider is a common level 3 item that costs 60 gp.

In comparison an Armor Potency (+1) Rune is a common level 5 item that costs 160 gp.

So other than concerns about Longstrider being too powerful, why would a GM bar access to Wand of Longstrider, but have no problems with everyone in the party having Armor Potency (+1) runes?

Because baseline mathematical assumptions about what the players have access to assume a scaling bonus to their armor.

It does not seem to for a nigh inherent bonus to speed.

I make these assumptions based upon the boons granted by automatic bonus progression.


Ectar wrote:

Because baseline mathematical assumptions about what the players have access to assume a scaling bonus to their armor.

It does not seem to for a nigh inherent bonus to speed.

I make these assumptions based upon the boons granted by automatic bonus progression.

That... doesn't actually address the critique I made.

Dark_Schneider is implying that the Wand of Longstrider is inherently limited in a level 20 campaign unless you have access to 'that expending machine which you insert money and it returns the exact thing you have in mind.' Which I interpret as being the magic item market available in settlements.

So I am taking that to be meaning that the Wand in question is prevented from being bought by the entire party because of its access requirements, level, or cost.

My point is that if the GM is limiting the Wand of Longstrider because of those reasons, what else (and why) is anything else being limited in similar fashion? Cantrip Deck? Bag of Holding?


I mean availability. Just use the buying and selling of GMG about magical items and market.
https://2e.aonprd.com/Rules.aspx?ID=870
In a point between 2 and 3 (including).

That could imply you cannot find whatever you want, but randomly determining what items are in the shops, and making them hard to find.

Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.

The core rules ruins many things of the game, classes, features and etc. and looks like a single simplification for attracting new players and casuals in a more wargame style playing: you clean a map, exchange money in the virtual shop by items, and go to the next map. Awful for RPG IMHO and experience.

We have a recent example about Prepared vs Spontaneous, where you can go with a Spontaneous and just buy scrolls for single usage circumstantial spells (like breath water). What about if you have harder access to that, not able to get that collections of spells at all? Maybe could find eventually 1 or 2 of some spell you want, but that's all, use them wisely.

Or who is going to use any other than just stacking damaging runes in the weapon, for doing insane amounts of damage by its own with no need of companions? Finding a flaming sword has no value at all, as you can easily build your optimal on demand LEGO weapon making that flaming sword just a trash.
I see much more natural and satisfactory for everyone:
- You were lucky and found an elemental weapon!
- Now combine with your Wizard using Forcible Energy (could require retraining) of your weapon element if want to deal extra damage.
Everyone is useful, and the amount of damage is more realistic.

And this example is repeated "every 2 pages of the book" as you can find so many things ruined for having that unlimited source of any item.


Dark_Schneider wrote:
Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.

Good thing that in a campaign 1-20 there must be a couple of crafters (probably including PCs) and a bit of time to craft 5 common (and completely commonplace in lore) lvl 3 items which use a common (and widespread) spell!


Errenor wrote:
Dark_Schneider wrote:
Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.
Good thing that in a campaign 1-20 there must be a couple of crafters (probably including PCs) and a bit of time to craft 5 common (and completely commonplace in lore) lvl 3 items which use a common (and widespread) spell!

The formula could not be available Is another source of getting items (but must be crafted), that requires some more work and time, but is not guaranteed you can get.

As mentioned, the only way is a character having Crafting and Inventor feat, is investment so it must be rewarded. And even in that case it requires more time and money.


Dark_Schneider wrote:
Errenor wrote:
Dark_Schneider wrote:
Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.
Good thing that in a campaign 1-20 there must be a couple of crafters (probably including PCs) and a bit of time to craft 5 common (and completely commonplace in lore) lvl 3 items which use a common (and widespread) spell!

The formula could not be available Is another source of getting items (but must be crafted), that requires some more work and time, but is not guaranteed you can get.

As mentioned, the only way is a character having Crafting and Inventor feat, is investment so it must be rewarded. And even in that case it requires more time and money.

You don't need formulas for common items in remaster at all. (And formulas for common items are common items themselves and so can be crafted without a formula, if you want to reduce crafting times for items in high demand)

Ah, also to forbid Wand of Tailwind/Longstrider you must forbid crafting of all wands, as there is only one formula for all wands (and one formula for all scrolls).

Well, of course at this point you can forbid downtime. And crafting. This would get rather far from the default PF2 game though, as PF2 is more or less designed with widely available magical items in mind.


The one formula is from the remaster? I am pretty sure in the original is one formula per spell.

Looks the remaster just reinforces the core system, so I’ll pass.

What I apply (original game) is that for quality items (those with bonus but non-magical, from GMG, and with no property) and scrolls there is no need of formula. As writing your own spells in scrolls is a core feature IMO.

Looking at the GMG that “designed with widely available magical items in mind” seems to be after the simplification I mention. Combining rules from the own GMG we can get a much more realistic game.
That so freely magical items everywhere system just stinks and makes me sick, can take seriously any game with that. Fortunately can adapt the game to our expectations, less fortunately it requires some work as in the GMG the lack of items is mentioned but later they don’t give any guidance about implementing it.


Dark_Schneider wrote:

I mean availability. Just use the buying and selling of GMG about magical items and market.

https://2e.aonprd.com/Rules.aspx?ID=870
In a point between 2 and 3 (including).

That could imply you cannot find whatever you want, but randomly determining what items are in the shops, and making them hard to find.

Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.

The core rules ruins many things of the game, classes, features and etc. and looks like a single simplification for attracting new players and casuals in a more wargame style playing: you clean a map, exchange money in the virtual shop by items, and go to the next map. Awful for RPG IMHO and experience.

We have a recent example about Prepared vs Spontaneous, where you can go with a Spontaneous and just buy scrolls for single usage circumstantial spells (like breath water). What about if you have harder access to that, not able to get that collections of spells at all? Maybe could find eventually 1 or 2 of some spell you want, but that's all, use them wisely.

Or who is going to use any other than just stacking damaging runes in the weapon, for doing insane amounts of damage by its own with no need of companions? Finding a flaming sword has no value at all, as you can easily build your optimal on demand LEGO weapon making that flaming sword just a trash.
I see much more natural and satisfactory for everyone:
- You were lucky and found an elemental weapon!
- Now combine with your Wizard using Forcible Energy (could require retraining) of your weapon element if want to deal extra damage.
Everyone is useful, and the amount of damage is more realistic.

And this example is repeated "every 2 pages of the book" as you can find so many things ruined for having that unlimited source of any item.

And in all of that, you still haven't mentioned why Rune of Armor Potency +1 shouldn't be held to that same level of inaccessible that Wand of Longstrider is. Or Bag of Holding. Or Cantrip Deck.

You apparently prefer a campaign that features scavenging and making do with what you find. That's fine. But don't try to enforce that gameplay style on everyone else - especially here on the rules forum. What you are describing is a particular campaign theme enforced by houserules.


Dark_Schneider wrote:
The one formula is from the remaster? I am pretty sure in the original is one formula per spell.

In this case it was more or less clear: the item's name is Magic Wand (N-Level Spell) and while before the remaster one needed formulas for each level version, you definitely never needed a version for each spell. A Magic Wand is a magic wand. In the remaster even all 'grades' and upgrades of items need only one formula: "If you have the formula for an item, you don’t need a different formula to Craft a different type of that item that’s just a higher-level upgrade."

Dark_Schneider wrote:

Looking at the GMG that “designed with widely available magical items in mind” seems to be after the simplification I mention. Combining rules from the own GMG we can get a much more realistic game.

That so freely magical items everywhere system just stinks and makes me sick, can take seriously any game with that.

You can dislike this as much as you like, and both GM's books indeed mention possibility to remove most or even all magic items from the game (mostly using ABP). But there's nothing 'realistic' about it by definition. It's only your preference, only one possibility and still only a game.


Finoan wrote:
Dark_Schneider wrote:

I mean availability. Just use the buying and selling of GMG about magical items and market.

https://2e.aonprd.com/Rules.aspx?ID=870
In a point between 2 and 3 (including).

That could imply you cannot find whatever you want, but randomly determining what items are in the shops, and making them hard to find.

Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.

The core rules ruins many things of the game, classes, features and etc. and looks like a single simplification for attracting new players and casuals in a more wargame style playing: you clean a map, exchange money in the virtual shop by items, and go to the next map. Awful for RPG IMHO and experience.

We have a recent example about Prepared vs Spontaneous, where you can go with a Spontaneous and just buy scrolls for single usage circumstantial spells (like breath water). What about if you have harder access to that, not able to get that collections of spells at all? Maybe could find eventually 1 or 2 of some spell you want, but that's all, use them wisely.

Or who is going to use any other than just stacking damaging runes in the weapon, for doing insane amounts of damage by its own with no need of companions? Finding a flaming sword has no value at all, as you can easily build your optimal on demand LEGO weapon making that flaming sword just a trash.
I see much more natural and satisfactory for everyone:
- You were lucky and found an elemental weapon!
- Now combine with your Wizard using Forcible Energy (could require retraining) of your weapon element if want to deal extra damage.
Everyone is useful, and the amount of damage is more realistic.

And this example is repeated "every 2 pages of the book" as you can find so many things ruined for having that unlimited source of any item.

And in all of that, you still haven't mentioned why Rune of Armor Potency +1 shouldn't be held to that...

Oh yes I removed runes. The capabilities including bonuses are embedded all, non-transferable, AKA old-school items.

And magical weapons are armors are like any other magical item, harder to find. What is easier are quality items, that grant only non-magical bonus.

@Errenor if you prefer instead realistic call it more old-school. There are no few things on these modern games that sounds to me too casual and far from true RPG concept and try to get away from those things.


Dark_Schneider wrote:
Oh yes I removed runes. The capabilities including bonuses are embedded all, non-transferable, AKA old-school items.

Lovely.

So... Why did you choose this thread to promote your houserules on? There is an entire subforum for houserules.


Dark_Schneider wrote:
@Errenor if you prefer instead realistic call it more old-school. There are no few things on these modern games that sounds to me too casual and far from true RPG concept and try to get away from those things.

Wow you managed to make it even worse. 'True RPG concept'? Seriously?

Obvious statement: there's no such thing.


Finoan wrote:
Dark_Schneider wrote:
Oh yes I removed runes. The capabilities including bonuses are embedded all, non-transferable, AKA old-school items.

Lovely.

So... Why did you choose this thread to promote your houserules on? There is an entire subforum for houserules.

Yes that is houserule, but others are supported directly by GMG. So you consider GMG are houserules? Also think that I’d only mentioned then others asked, so I responded, not sure if not responding would be better.

Anyway I’d say no more, looks like @Errenor didn’t understood what I wanted to say.

Don’t want to generate what seems to be more offending material.


I support using houserules. You should certainly be able to tinker with the game to get the experience that you want.

What is strange is when someone is discussing balance concerns with a particular spell and you mention how it's problems are fixed by the houserules that you use - without actually describing those houserules. It makes it feel like you are saying that the problem is fixed by the standard rules instead since you didn't specify that you are using houserules and you are on the rules forum.

Which is why you are getting pushback about how the entire party each buying a Wand of Longstrider doesn't break the rules and a GM that forbids doing that is imposing restrictions on gameplay that don't normally exist.

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