![]() Of course, this does not work for herbs you want to use as material components.)įungal Grafts may or may not count as alchemical items, but they are not consumables (as grafts remain an active part of the user) so they are not valid targets regardless.ĭrugs are a more unusual topic. (Incidentally, as vegetable matter, you can recreate herbs with Minor Creation, including through usage of Greater Shadow Conjuration, which is obtainable on any full spellcaster through the Veiled Illusionist PrC. At the least, it seems reasonable to assert that the herbs that require processing with Craft (Alchemy) constitute alchemical items in their processed form. Somewhat more ambiguous is whether Herbs count as alchemical items. There are also two more lists that include clearly contain alchemical items: I think it's pretty unambiguous that the following lists constitute alchemical items: So, for 1 swift action and 1 gp (if you use False Focus you can waive this cost as an arcane spellcaster, if you take Eschew Materials you can waive this 1 gp cost on any caster, and if you wear a 5k gp Robe of Components you can cast it 50 times per day before dipping into your own pockets), you can make a permanent copy of any alchemical item, and have it upgrade to the save DC of the spell instead of the item too. Saves against the new alchemical item’s affects use the original item’s save DC or the save DC of this spell, whichever is higher. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The object must be an alchemical item, but not a dose of disease, a poison, a magic potion, or another type of consumable item. You cast this spell as you draw out a consumable alchemical item to use. Saving Throw Fortitude negates (object) Spell Resistance no If it is underpowered, suggest the player also use a feat on Sacred Geometry(quicken spell) so they can do it as a swift action instead, or some other potent metamagic- Intensified Spell is particularly popular for a shocking grasp magus.School transmutation Level alchemist 2, arcanist 2, bard 2, druid 2, hunter 2, inquisitor 3, investigator 2, occultist 3, ranger 3, skald 2, sorcerer 2, wizard 2Ĭomponents V, S, M (alchemical reagents or herbs worth 1 gp) If it is within reason for your game, it is, in fact, RAW and can work fine. If this build is likely to be overpowered, consider applying the errata to magical lineage to Wayang Spellhunter as well, as e.g. Note as well that shocking grasp is one of the weaker options for this combination- it just does melee damage- and that every spellcaster can have at most one spell specialized in this way. You should consider denying it on the basis of game balance, or suggesting/allowing your other players to use similar exploits. Running this trait in accordance with the rules makes it much more powerful than most other similar traits. Just because the rules say something doesn't mean that is a good idea for your game. In combination, the two can indeed lower a +1 spell level adjustment metamagic to -1, which can indeed make a 1st-level spell a level 0 spell, which, for some classes including the Magus, gives it special properties unique to 0-level spells (like not getting used up when cast). Unlike Magical Lineage, Wayang Spellhunter was never errataed to prevent spell-level lowering.
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