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Wandering Adventure Party

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Read your spellbooks

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  • Q qarbone@lemmy.world

    It's only permanent if the target critically fails. Which puts all of the wording into question.

    A This user is from outside of this forum
    A This user is from outside of this forum
    authorinthedark@lemmy.sdf.org
    wrote last edited by
    #15

    blindness/deafness is a 1e spell which is permanent no matter what

    P Ricky RigatoniR 2 Replies Last reply
    64
    • I iamthetot@sh.itjust.works

      They're called GMs in Pathfinder 😉

      Dungeon Master is a DnD term, and trademarked by WotC.

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      Tar_Alcaran
      wrote last edited by
      #16

      Breaking Hasbro IP is chaotic good though

      I 1 Reply Last reply
      1
      20
      • T Tar_Alcaran

        Breaking Hasbro IP is chaotic good though

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        iamthetot@sh.itjust.works
        wrote last edited by
        #17

        I'd rather not give them the recognition, and Pathfinder ditched alignment anyway.

        susaga@sh.itjust.worksS 1 Reply Last reply
        4
        • I iamthetot@sh.itjust.works

          I'd rather not give them the recognition, and Pathfinder ditched alignment anyway.

          susaga@sh.itjust.worksS This user is from outside of this forum
          susaga@sh.itjust.worksS This user is from outside of this forum
          susaga@sh.itjust.works
          wrote last edited by
          #18

          It is actually a good strategy to dilute the term Dungeon Master into a general phrase, because that means Hasbro can't enforce their copyright. For instance, Aspirin is a brand name, but it's such a generic term that anyone in the US can call their product Aspirin without risk.

          I 1 Reply Last reply
          25
          • 𝕱𝖎𝖗𝖊𝖜𝖎𝖙𝖈𝖍W 𝕱𝖎𝖗𝖊𝖜𝖎𝖙𝖈𝖍

            Pathfinder is closer to D&D than most other TTRPGs (not counting direct D&D derivatives)

            pixeltree@lemmy.blahaj.zoneP This user is from outside of this forum
            pixeltree@lemmy.blahaj.zoneP This user is from outside of this forum
            pixeltree@lemmy.blahaj.zone
            wrote last edited by
            #19

            True, but anyone who thinks it's a drag and drop replacement is in for a headache

            1 Reply Last reply
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            • susaga@sh.itjust.worksS susaga@sh.itjust.works

              It is actually a good strategy to dilute the term Dungeon Master into a general phrase, because that means Hasbro can't enforce their copyright. For instance, Aspirin is a brand name, but it's such a generic term that anyone in the US can call their product Aspirin without risk.

              I This user is from outside of this forum
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              iamthetot@sh.itjust.works
              wrote last edited by iamthetot@sh.itjust.works
              #20

              We'll have to agree to disagree! I prefer using the game's defined term, or Game Master for general usage.

              1 Reply Last reply
              2
              • I iamthetot@sh.itjust.works

                Depends on which edition of DnD, frankly. Pathfinder 1e and 2e are quite mechanically different, as many DnD editions are to each other.

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                chaogomu@lemmy.world
                wrote last edited by
                #21

                I need to read up on Pathfinder 2e.

                I know the "joke" was that 1e was basically D&D 3.75... which was a bit too powergamey for my tastes, so I never even looked at 2e...

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                • A authorinthedark@lemmy.sdf.org

                  blindness/deafness is a 1e spell which is permanent no matter what

                  P This user is from outside of this forum
                  P This user is from outside of this forum
                  psud@aussie.zone
                  wrote last edited by
                  #22

                  D&D 3.5:

                  Blindness/Deafness Necromancy Level: Brd 2, Clr 3, Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes

                  You pretty much destroy their eyes or ears. There's a spell that undoes the damage

                  T 1 Reply Last reply
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                  • A authorinthedark@lemmy.sdf.org

                    blindness/deafness is a 1e spell which is permanent no matter what

                    Ricky RigatoniR This user is from outside of this forum
                    Ricky RigatoniR This user is from outside of this forum
                    Ricky Rigatoni
                    wrote last edited by
                    #23

                    So can wizards quietly cast spells in a stealthy manner? Want to know if I ever get isekai'd into a pathfinder world.

                    M 1 Reply Last reply
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                    • P psud@aussie.zone

                      D&D 3.5:

                      Blindness/Deafness Necromancy Level: Brd 2, Clr 3, Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes

                      You pretty much destroy their eyes or ears. There's a spell that undoes the damage

                      T This user is from outside of this forum
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                      thetarrasque@lemmy.world
                      wrote last edited by thetarrasque@lemmy.world
                      #24

                      AFAIK The (D) behind „permanent“ means „dismissable“ so the caster can end it any time they want.

                      Found a reference:

                      https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#%3A~%3Atext=(D)+Dismissible%2Con+your+turn.

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                      • Ricky RigatoniR Ricky Rigatoni

                        So can wizards quietly cast spells in a stealthy manner? Want to know if I ever get isekai'd into a pathfinder world.

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                        M This user is from outside of this forum
                        mriswith@lemmy.world
                        wrote last edited by
                        #25

                        Conceal Spell

                        Through sheer mental effort, you can simplify the incantations and gestures needed to spellcast, leaving them barely noticeable. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

                        Silent Spell (Metamagic)

                        Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

                        Doesn't work for Bard spells, although they have a way to disguise theirs:

                        Melodious Spell

                        You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

                        1 Reply Last reply
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