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Continual Flame - Permanent?

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Archived from groups: rec.games.frp.dnd (More info?)

 

Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
when most require Permanency to be cast? Used to be the old Continual
Light used up the material it was cast on, but even that took years at
least. With a permanent duration most characters would carry around
something with this cast on it, completely avoiding the need for any other
light source (torches, lanterns, ect.) Could be used for street lights in
cities as well...

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Archived from groups: rec.games.frp.dnd (More info?)

 

Andrew James Alan Welty wrote:
> Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> when most require Permanency to be cast? Used to be the old Continual
> Light used up the material it was cast on, but even that took years at
> least. With a permanent duration most characters would carry around
> something with this cast on it, completely avoiding the need for any
> other light source (torches, lanterns, ect.) Could be used for
> street lights in cities as well...

In Eberron, it is. There are members of the Magewright NPC class who work as
travelling lamplighters, going from town to town and making permanent lamps
for the residents, and major cities are illuminated by Everbright Lanterns,
essentially Continual Flame items but produced as Wondrous Items so that
they can't be permanently dispelled. As for all adventurers carrying them,
it's right there in the standard equipment list in the PHB - Everburning
Torch, 110 gp.

--
Mark.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

Andrew James Alan Welty wrote:
> Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> when most require Permanency to be cast? Used to be the old Continual
> Light used up the material it was cast on,

No it didn't. Maybe in 2nd ed they did that, but not in 1e or the
original.




--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/

Reply to Anonymous

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"Andrew James Alan Welty" <andrew@cci-29palms.com> wrote in message
news:pan.2005.03.13.21.06.40.918644@cci-29palms.com...
> Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> when most require Permanency to be cast?

Because it is a cantrip?

> Used to be the old Continual Light used up the material it was cast on,
but even that took years at
> least.

Thousands. Ie; so long as to be irrelevant. There were no game mechanics
for it.

> With a permanent duration most characters would carry around
> something with this cast on it, completely avoiding the need for any other
> light source (torches, lanterns, ect.) Could be used for street lights in
> cities as well...

Power Word: Duh

-Michael

Reply to Anonymous

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On Sun, 13 Mar 2005 13:06:41 -0800, Andrew James Alan Welty
<andrew@cci-29palms.com> scribed into the ether:

>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>when most require Permanency to be cast? Used to be the old Continual
>Light used up the material it was cast on, but even that took years at
>least.

No it didn't. It's the exact same spell just with a changed name.

> Could be used for street lights in cities as well...

And should be.

Reply to Anonymous

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Matt Frisch <matuse73@yahoo.spam.me.not.com> wrote:
>Andrew James Alan Welty <andrew@cci-29palms.com> scribed into the ether:
>
>>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>>when most require Permanency to be cast? Used to be the old Continual
>>Light used up the material it was cast on, but even that took years at
>>least.
>
>No it didn't. It's the exact same spell just with a changed name.

Actually, it did in 2E. As flavor text. I suppose casting 2E
Continual Light on the back of Cthulhu's head several dozen times
while he's sleeping the sleep of centuries might have a little
effect eventually... :)


>> Could be used for street lights in cities as well...
>
>And should be.

Except that it's really not as bright in 3E as it was in 1E or 2E
(we have Daylight as the "other half" of the old Continual Light).
And costs more, unless you call a Lantern Archon as a (Lesser) Planar
Ally or an Improved Familiar...

Donald

Reply to Anonymous

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"Andrew James Alan Welty" <andrew@cci-29palms.com> wrote in message
news:pan.2005.03.13.21.06.40.918644@cci-29palms.com...
> Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> when most require Permanency to be cast?

Because it's a highly, highly specialised 0-level spell, essentially. It's
a single-purpose zero-level effect with a huge duration. Where would you
place it?

- David Prokopetz.

Reply to Anonymous

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On Sun, 13 Mar 2005 22:47:01 GMT, Sea Wasp
<seaobviouswasp@sgeobviousinc.com> carved upon a tablet of ether:

> Andrew James Alan Welty wrote:
> > Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> > when most require Permanency to be cast? Used to be the old Continual
> > Light used up the material it was cast on,
>
> No it didn't. Maybe in 2nd ed they did that, but not in 1e or the
> original.

From the AD&D2 PHB: "This spell eventually consumes the material it is
cast upon, but the process takes far longer than the time in the
typical campaign. Extremely hard and expensive materials can last
hundreds or even thousands of years."

IOW, it wasn't really much of an inpediment to the creation of magical
street lamps, especially given the area a Continual Light spell
illuminated.


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."

Reply to Anonymous

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Andrew James Alan Welty wrote:
> Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> when most require Permanency to be cast? Used to be the old Continual
> Light used up the material it was cast on, but even that took years at
> least. With a permanent duration most characters would carry around
> something with this cast on it, completely avoiding the need for any other
> light source (torches, lanterns, ect.) Could be used for street lights in
> cities as well...

I don't see how it completely avoids the need for any other light
source. Our group of 10-13 level characters and our group of 6-8 level
characters both have continual flame light sources, but we only use them
in absolute emergencies. Normally we have daylight or sunrods. Take a
look...continual flame only has a 10' radius, while most encounters
happen more than 10' away. If you start out 10' from that fomorian
giant, you're screwed! Even against orcs, you won't be too happy with
10' of vision (as they skewer you with javelins from 60' away and you
can't even tell where they are to fight back).

Alex
--
My words are my own. They represent no other; they belong to no other.
Don't read anything into them or you may be required to compensate me
for violation of copyright. (I do not speak for my employer.)

Reply to Anonymous

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No, no, no. Your rogue or other stealth specialist has a pouch full of
rocks with continual flame on it. He throws the first one 80' in front
of him down the dark corridor, moves forward 20' throws another one 80'
in front of him (20' in front of the first stone), etc. When he gets
to the first stone, he picks it up and throws it forward. When you get
to caverns/rooms, "seed" the area with the rocks by scattering
handfuls.

(alternatively, have your Unseen Servant carry them, or put it on a
Floating Disc in front of you; at 10th level, both spells last 10 hours
and have a range of 50'.)

Continual Flame is Clr 3, Sor/Wiz 2, not a cantrip.
I personally wouldn't be opposed to a house rule that limits the
duration (say, to one month + <some amount per level> ) but only if the
material component (50 gp ruby) is dropped to something lower. It's
not exactly an overpowered spell; I just don't want parties leaving
trails of Continual Flame in the woods (which some people would do,
even at 50 gp per spell)

Reply to Anonymous

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<alordofchaos@yahoo.com> wrote in message
news:1110819905.809316.194850@l41g2000cwc.googlegroups.com...
> No, no, no. Your rogue or other stealth specialist has a pouch full of
> rocks with continual flame on it. He throws the first one 80' in front
> of him down the dark corridor, moves forward 20' throws another one 80'
> in front of him (20' in front of the first stone), etc. When he gets
> to the first stone, he picks it up and throws it forward. When you get
> to caverns/rooms, "seed" the area with the rocks by scattering
> handfuls.
>
> (alternatively, have your Unseen Servant carry them, or put it on a
> Floating Disc in front of you; at 10th level, both spells last 10 hours
> and have a range of 50'.)
>

Or just replace the light source in a Bullseye lantern with the spell.

Reply to Anonymous

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alordofchaos@yahoo.com wrote:
> No, no, no. Your rogue or other stealth specialist has a pouch full
of
> rocks with continual flame on it. He throws the first one 80' in
front
> of him down the dark corridor, moves forward 20' throws another one
80'
> in front of him (20' in front of the first stone), etc. When he gets
> to the first stone, he picks it up and throws it forward. When you
get
> to caverns/rooms, "seed" the area with the rocks by scattering
> handfuls.

Heh - reminds me of Electroflares in the old X-Com
computer game. Really annoying to police those
up every time, but otherwise you had to keep
buying them.

Walt Smith
Firelock on DALNet

Reply to Anonymous

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Marshall wrote:

> <alordofchaos@yahoo.com> wrote in message
> news:1110819905.809316.194850@l41g2000cwc.googlegroups.com...
>
>>No, no, no. Your rogue or other stealth specialist has a pouch full of
>>rocks with continual flame on it. He throws the first one 80' in front
>>of him down the dark corridor, moves forward 20' throws another one 80'
>>in front of him (20' in front of the first stone), etc. When he gets
>>to the first stone, he picks it up and throws it forward. When you get
>>to caverns/rooms, "seed" the area with the rocks by scattering
>>handfuls.
>>
>>(alternatively, have your Unseen Servant carry them, or put it on a
>>Floating Disc in front of you; at 10th level, both spells last 10 hours
>>and have a range of 50'.)
>
> Or just replace the light source in a Bullseye lantern with the spell.

I've always wondered if that should actually work with magical light.
Does the torch create "light" in the area of effect, or emanate
light from its origin point. I'd assume the latter considering how it
interacts with the "dim lighting" and "low-light vision" rules.

On that note, anyone remember how far away a torch can be seen
(_not_ seen by) in various light conditions?

Reply to Anonymous

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Ophidian wrote:
> Marshall wrote:
>
>> <alordofchaos@yahoo.com> wrote in message
>> news:1110819905.809316.194850@l41g2000cwc.googlegroups.com...
>>
>>> No, no, no. Your rogue or other stealth specialist has a pouch
>>> full of rocks with continual flame on it. He throws the first one
>>> 80' in front of him down the dark corridor, moves forward 20'
>>> throws another one 80' in front of him (20' in front of the first
>>> stone), etc. When he gets to the first stone, he picks it up and
>>> throws it forward. When you get to caverns/rooms, "seed" the area
>>> with the rocks by scattering handfuls.
>>>
>>> (alternatively, have your Unseen Servant carry them, or put it on a
>>> Floating Disc in front of you; at 10th level, both spells last 10
>>> hours and have a range of 50'.)
>>
>> Or just replace the light source in a Bullseye lantern with the
>> spell.
>
> I've always wondered if that should actually work with magical light.
> Does the torch create "light" in the area of effect, or emanate
> light from its origin point. I'd assume the latter considering how it
> interacts with the "dim lighting" and "low-light vision" rules.
>
> On that note, anyone remember how far away a torch can be seen
> (_not_ seen by) in various light conditions?

As I recall, it's ten times the distance to which it illuminates. Not sure
offhand if that's the clear illumination distance or the shadowy
illumination distance.

--
Mark.

Reply to Anonymous

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firelock_ny@hotmail.com wrote:
> alordofchaos@yahoo.com wrote:
>
>>No, no, no. Your rogue or other stealth specialist has a pouch full
>
> of
>
>>rocks with continual flame on it. He throws the first one 80' in
>
> front
>
>>of him down the dark corridor, moves forward 20' throws another one
>
> 80'
>
>>in front of him (20' in front of the first stone), etc. When he gets
>>to the first stone, he picks it up and throws it forward. When you
>
> get
>
>>to caverns/rooms, "seed" the area with the rocks by scattering
>>handfuls.
>
>
> Heh - reminds me of Electroflares in the old X-Com
> computer game. Really annoying to police those
> up every time, but otherwise you had to keep
> buying them.
>
> Walt Smith
> Firelock on DALNet
>

Electroflares? That what I used incendiary rounds for. Burn, baby, burn.

CH

Reply to Anonymous

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firelock_ny@hotmail.com wrote:
> Heh - reminds me of Electroflares in the old X-Com
> computer game. Really annoying to police those
> up every time, but otherwise you had to keep
> buying them.

I did something similiar when I played Warlords. With the Fog of War on,
we'd leave scouts peppered all over so that we could see the enemy from the
map.
--
"... respect, all good works are not done by only good folk ..."
-till next time, Jameson Stalanthas Yu, consul de designers
consul@INVALIDdolphins-cove.com -x- <<poetry.dolphins-cove.com>>

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

~consul <consul@INVALIDdolphins-cove.com> wrote:
> firelock_ny@hotmail.com wrote:
>> Heh - reminds me of Electroflares in the old X-Com
>> computer game. Really annoying to police those
>> up every time, but otherwise you had to keep
>> buying them.
>
> I did something similiar when I played Warlords. With the Fog of War on,
> we'd leave scouts peppered all over so that we could see the enemy from the
> map.

That one makes sense. That's (part of) what scouts are *for*.


Keith
--
Keith Davies "English is not a language. English is a
keith.davies@kjdavies.org bad habit shared between Norman invaders
keith.davies@gmail.com and Saxon barmaids!"
http://www.kjdavies.org/ -- Frog, IRC, 2005/01/13

Reply to Anonymous

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Alex Johnson wrote:
>
> Andrew James Alan Welty wrote:
> > Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
> > when most require Permanency to be cast? Used to be the old Continual
> > Light used up the material it was cast on, but even that took years at
> > least. With a permanent duration most characters would carry around
> > something with this cast on it, completely avoiding the need for any other
> > light source (torches, lanterns, ect.) Could be used for street lights in
> > cities as well...
>
> I don't see how it completely avoids the need for any other light
> source. Our group of 10-13 level characters and our group of 6-8 level
> characters both have continual flame light sources, but we only use them
> in absolute emergencies. Normally we have daylight or sunrods. Take a
> look...continual flame only has a 10' radius, while most encounters
> happen more than 10' away. If you start out 10' from that fomorian
> giant, you're screwed! Even against orcs, you won't be too happy with
> 10' of vision (as they skewer you with javelins from 60' away and you
> can't even tell where they are to fight back).

Nit: continual flame has a radius of 20 feet, and
provides shadowy illumination to 40 feet.

-Bluto

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

> In Eberron, it is. There are members of the Magewright NPC class who work as
> travelling lamplighters, going from town to town and making permanent lamps
> for the residents, and major cities are illuminated by Everbright Lanterns,
> essentially Continual Flame items but produced as Wondrous Items so that
> they can't be permanently dispelled. As for all adventurers carrying them,
> it's right there in the standard equipment list in the PHB - Everburning
> Torch, 110 gp.

Didn't say it wasn't easily available. Just think it shouldn't be
permanent.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

>> Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>> when most require Permanency to be cast? Used to be the old Continual
>> Light used up the material it was cast on,
>
> No it didn't. Maybe in 2nd ed they did that, but not in 1e or the
> original.

Yup, in AD&D 2nd edition it did. Didn't in AD&D.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

On Mon, 14 Mar 2005 01:34:11 +0000, Matt Frisch wrote:

> On Sun, 13 Mar 2005 13:06:41 -0800, Andrew James Alan Welty
> <andrew@cci-29palms.com> scribed into the ether:
>
>>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>>when most require Permanency to be cast? Used to be the old Continual
>>Light used up the material it was cast on, but even that took years at
>>least.
>
> No it didn't. It's the exact same spell just with a changed name.

Nope. AD&D 2nd edition version used up the materials, AD&D version
didn't. Didn't have any material component in the AD&D version, also
range was different.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

> I personally wouldn't be opposed to a house rule that limits the
> duration (say, to one month + <some amount per level> ) but only if the
> material component (50 gp ruby) is dropped to something lower. It's
> not exactly an overpowered spell; I just don't want parties leaving
> trails of Continual Flame in the woods (which some people would do,
> even at 50 gp per spell)

That's all I was getting at, a limited duration for the spell. For
myself, I think darkness should play more of a roll, this spell takes a
lot of that away.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Andrew James Alan Welty" <andrew@cci-29palms.com> wrote in message
news:pan.2005.03.15.21.45.51.727127@cci-29palms.com...
>> I personally wouldn't be opposed to a house rule that limits the
>> duration (say, to one month + <some amount per level> ) but only if the
>> material component (50 gp ruby) is dropped to something lower. It's
>> not exactly an overpowered spell; I just don't want parties leaving
>> trails of Continual Flame in the woods (which some people would do,
>> even at 50 gp per spell)
>
> That's all I was getting at, a limited duration for the spell. For
> myself, I think darkness should play more of a roll, this spell takes a
> lot of that away.

How so? It does not exactly illuminate a great distance.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley

Reply to Anonymous

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"Andrew James Alan Welty" <andrew@cci-29palms.com> wrote in message
news:pan.2005.03.15.21.39.32.532767@cci-29palms.com...
>> In Eberron, it is. There are members of the Magewright NPC class who work
>> as
>> travelling lamplighters, going from town to town and making permanent
>> lamps
>> for the residents, and major cities are illuminated by Everbright
>> Lanterns,
>> essentially Continual Flame items but produced as Wondrous Items so that
>> they can't be permanently dispelled. As for all adventurers carrying
>> them,
>> it's right there in the standard equipment list in the PHB - Everburning
>> Torch, 110 gp.
>
> Didn't say it wasn't easily available. Just think it shouldn't be
> permanent.

For 50 gp? It certainly should.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley

Reply to Anonymous

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On Tue, 15 Mar 2005 13:43:18 -0800, Andrew James Alan Welty
<andrew@cci-29palms.com> scribed into the ether:

>On Mon, 14 Mar 2005 01:34:11 +0000, Matt Frisch wrote:
>
>> On Sun, 13 Mar 2005 13:06:41 -0800, Andrew James Alan Welty
>> <andrew@cci-29palms.com> scribed into the ether:
>>
>>>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>>>when most require Permanency to be cast? Used to be the old Continual
>>>Light used up the material it was cast on, but even that took years at
>>>least.
>>
>> No it didn't. It's the exact same spell just with a changed name.
>
>Nope. AD&D 2nd edition version used up the materials,

That's not quite the "old" version, however. It would be the "last"
version.

The "old" version is 1E, where nothing of the sort happened.

Reply to Anonymous

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"Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
news:p00f31psk4h3qbdpm7o9uisi0rtobi6mrj@4ax.com...
> On Tue, 15 Mar 2005 13:43:18 -0800, Andrew James Alan Welty
> <andrew@cci-29palms.com> scribed into the ether:
>
>>On Mon, 14 Mar 2005 01:34:11 +0000, Matt Frisch wrote:
>>
>>> On Sun, 13 Mar 2005 13:06:41 -0800, Andrew James Alan Welty
>>> <andrew@cci-29palms.com> scribed into the ether:
>>>
>>>>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>>>>when most require Permanency to be cast? Used to be the old Continual
>>>>Light used up the material it was cast on, but even that took years at
>>>>least.
>>>
>>> No it didn't. It's the exact same spell just with a changed name.
>>
>>Nope. AD&D 2nd edition version used up the materials,
>
> That's not quite the "old" version, however. It would be the "last"
> version.
>
> The "old" version is 1E,

OD&D, actually.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley

Reply to Anonymous

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Senator Blutarsky wrote:
> Alex Johnson wrote:
>
>>Andrew James Alan Welty wrote:
>>
>>>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>>>when most require Permanency to be cast? Used to be the old Continual
>>>Light used up the material it was cast on, but even that took years at
>>>least. With a permanent duration most characters would carry around
>>>something with this cast on it, completely avoiding the need for any other
>>>light source (torches, lanterns, ect.) Could be used for street lights in
>>>cities as well...
>>
>>I don't see how it completely avoids the need for any other light
>>source. Our group of 10-13 level characters and our group of 6-8 level
>>characters both have continual flame light sources, but we only use them
>>in absolute emergencies. Normally we have daylight or sunrods. Take a
>>look...continual flame only has a 10' radius, while most encounters
>>happen more than 10' away. If you start out 10' from that fomorian
>>giant, you're screwed! Even against orcs, you won't be too happy with
>>10' of vision (as they skewer you with javelins from 60' away and you
>>can't even tell where they are to fight back).
>
>
> Nit: continual flame has a radius of 20 feet, and
> provides shadowy illumination to 40 feet.
>
> -Bluto

Hmmm. So it does. Our stinkin' DM is cheating us again. Our continual
flames only illuminate 10'.

Alex

Reply to Anonymous

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Buy your own PHB :-)

(or have the SRD handy)

Reply to Anonymous

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Andrew James Alan Welty wrote:
> Does anyone wonder why this low level (2nd or 3rd) spell is
permanent,
> when most require Permanency to be cast? Used to be the old
Continual
> Light used up the material it was cast on, but even that took years
at
> least. With a permanent duration most characters would carry around
> something with this cast on it, completely avoiding the need for any
other
> light source (torches, lanterns, ect.) Could be used for street
lights in
> cities as well...

There is of course a big problem with using them to illuminate cities.

A quite skilled professional in D&D3.x land makes about [(+3 ability
+5 ranks + 2 synergy + 2 other synergy + 2 masterwork tools + 3 skill
focus + 10.5 die roll)/2]GP per week, or about 715 GP/year.

The average is closer to 377 GP/year (assuming no slack time or
vacations). Unskilled is 30 or so GP if they are stupid enough to use
the rate in the book (which I assume to be for unreliable vagrants,
aka adventurers or drug adicts), or 260 GP/year if they notice that
craft is usable untrained, and assistants get paid half their check
result per week.

Multiply those numbers by about $100 and you have reasonable pay rates
for the current USA (within a factor of 2 or so, and the errors are
in different directions).

Now imagine that the world was full of places you could sell a stolen
street light for ~$5,500, no questions asked.... (Does anyone ask where
your characters got all those second hand magic items and other loot?)

Imagine that policing was haphazard at best, that some people live
on the edge of starvation, and that you can live like a fairly rich
doctor or successful drug smuggler by stealing a streetlight a week
or less....

Imagine that some cities actually have thieves' guilds (OK my
imagination won't streach that far, mafias and organized fences yes,
but the classic fantasy theives' guild is nonsensical).

How long do YOU think the city will stay illuminated?

Streetlight: 50 GP material component, 60 GP level 2 spell, 60 GP
having a really heavy rock draged into town to cast it on, so the
whole assemblage won't "mysteriously" get up and walk away on its
own some foggy night.

DougL

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

On Tue, 15 Mar 2005 20:22:36 -0800, "Malachias Invictus"
<capt_malachias@hotmail.com> scribed into the ether:

>
>"Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
>news:p00f31psk4h3qbdpm7o9uisi0rtobi6mrj@4ax.com...
>> On Tue, 15 Mar 2005 13:43:18 -0800, Andrew James Alan Welty
>> <andrew@cci-29palms.com> scribed into the ether:
>>
>>>On Mon, 14 Mar 2005 01:34:11 +0000, Matt Frisch wrote:
>>>
>>>> On Sun, 13 Mar 2005 13:06:41 -0800, Andrew James Alan Welty
>>>> <andrew@cci-29palms.com> scribed into the ether:
>>>>
>>>>>Does anyone wonder why this low level (2nd or 3rd) spell is permanent,
>>>>>when most require Permanency to be cast? Used to be the old Continual
>>>>>Light used up the material it was cast on, but even that took years at
>>>>>least.
>>>>
>>>> No it didn't. It's the exact same spell just with a changed name.
>>>
>>>Nope. AD&D 2nd edition version used up the materials,
>>
>> That's not quite the "old" version, however. It would be the "last"
>> version.
>>
>> The "old" version is 1E,
>
>OD&D, actually.

That'd be the "Ancient" version...

I just checked my book, and Continual Light there also makes no mention of
consuming whatever it was cast on.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

On 16 Mar 2005 09:25:53 -0800, "DougL" <doug.lampert@tdytsi.com>
carved upon a tablet of ether:

> The average is closer to 377 GP/year (assuming no slack time or
> vacations). Unskilled is 30 or so GP if they are stupid enough to use
> the rate in the book (which I assume to be for unreliable vagrants,
> aka adventurers or drug adicts), or 260 GP/year if they notice that
> craft is usable untrained, and assistants get paid half their check
> result per week.

I'd not use an untrained assistant - too unreliable, as they can't
take 10, and they'll fail quite often. A proper assistant has +9 in
the craft, probably from something like: 4 ranks + 3 skill focus + 2
MW tools = +9. If MW tools are too rich for you, find someone with
decent Int.

> Streetlight: 50 GP material component, 60 GP level 2 spell, 60 GP
> having a really heavy rock draged into town to cast it on, so the
> whole assemblage won't "mysteriously" get up and walk away on its
> own some foggy night.

Why do you imagine it will take three months' pay for a labourer to
move a rock?


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"DougL" <doug.lampert@tdytsi.com> wrote in message
news:1110993953.591469.204190@z14g2000cwz.googlegroups.com...
>
>
> Now imagine that the world was full of places you could sell a stolen
> street light for ~$5,500, no questions asked.... (Does anyone ask where
> your characters got all those second hand magic items and other loot?)
>
> Imagine that policing was haphazard at best, that some people live
> on the edge of starvation, and that you can live like a fairly rich
> doctor or successful drug smuggler by stealing a streetlight a week
> or less....
>
You don't think they'll cast the spell on something distinctive, that would
make it obvious where it came from?
Would there really be a market for stolen streetlights?

Geoff.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Geoff Watson" <geoffwatson@pacific.net.au> you up next, work it out
now.

>
>"DougL" <doug.lampert@tdytsi.com> wrote in message
>news:1110993953.591469.204190@z14g2000cwz.googlegroups.com...
>>
>>
>> Now imagine that the world was full of places you could sell a stolen
>> street light for ~$5,500, no questions asked.... (Does anyone ask where
>> your characters got all those second hand magic items and other loot?)
>>
>> Imagine that policing was haphazard at best, that some people live
>> on the edge of starvation, and that you can live like a fairly rich
>> doctor or successful drug smuggler by stealing a streetlight a week
>> or less....
>>
>You don't think they'll cast the spell on something distinctive, that would
>make it obvious where it came from?

You don't think that thieves guilds wouldn't commission and sell
identical, non-enchanted items in their cover storefronts to confuse
the issue?

Plausible deniability is everything... "No sir, that wasn't stolen.
I bought it from Guido's Lights and had Bruno, the mage on staff
enchant it. They'll back me up and here's my invoice."

>Would there really be a market for stolen streetlights?

Of course. There are markets for ANYTHING that can be stolen, and
since it was a relatively common item like a streetlight with a
relatively low GP cost to create new, the asking price for stolen
versions would probably be lower than creating a new light from
scratch.

The up front cost of each such item would be far cheaper in the long
run than continually purchasing new oil and/or candles and would cause
no work stoppages (or security risks if servants were allowed into
normally locked areas) for replacing burned down candles or refilling
lamps.

Bill
--
By working faithfully eight hours a day, you may eventually
get to be boss and work twelve hours a day. - Robert Frost

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

Rupert Boleyn wrote:
> On 16 Mar 2005 09:25:53 -0800, "DougL" <doug.lampert@tdytsi.com>
> carved upon a tablet of ether:
>
> > The average is closer to 377 GP/year (assuming no slack time or
> > vacations). Unskilled is 30 or so GP if they are stupid enough to
use
> > the rate in the book (which I assume to be for unreliable vagrants,
> > aka adventurers or drug adicts), or 260 GP/year if they notice that
> > craft is usable untrained, and assistants get paid half their check
> > result per week.
>
> I'd not use an untrained assistant - too unreliable, as they can't
> take 10, and they'll fail quite often. A proper assistant has +9 in
> the craft, probably from something like: 4 ranks + 3 skill focus + 2
> MW tools = +9. If MW tools are too rich for you, find someone with
> decent Int.

Irrelevant, the rules for Craft say you can get paid half your
check result for assisting and that it can be used untrained.

You can houserule this, but doing so is a houserule.

> > Streetlight: 50 GP material component, 60 GP level 2 spell, 60 GP
> > having a really heavy rock draged into town to cast it on, so the
> > whole assemblage won't "mysteriously" get up and walk away on its
> > own some foggy night.
>
> Why do you imagine it will take three months' pay for a labourer to
> move a rock?

If "a labourer" can move the rock it will still walk away!

If your rock doesn't cost 60 GP to move you need a bigger rock!

To do any good the rock must be big enough that moving the rock a
noticable distance is more than half the price of the continual
flame spell, otherwise it still walks. If you count the rock as
adding to the value of the item rather than as dead weight, then
the cost of the rock must be over 110 GP!

DougL

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Wildwood" <wildwood72@pipeline.com.invalid> wrote in message
news:ioui31ps8foboumrspcfvse4u5v0u9fqcq@4ax.com...
> "Geoff Watson" <geoffwatson@pacific.net.au> you up next, work it out
> now.
>
> >
> >"DougL" <doug.lampert@tdytsi.com> wrote in message
> >news:1110993953.591469.204190@z14g2000cwz.googlegroups.com...
> >>
> >>
> >> Now imagine that the world was full of places you could sell a stolen
> >> street light for ~$5,500, no questions asked.... (Does anyone ask where
> >> your characters got all those second hand magic items and other loot?)
> >>
> >> Imagine that policing was haphazard at best, that some people live
> >> on the edge of starvation, and that you can live like a fairly rich
> >> doctor or successful drug smuggler by stealing a streetlight a week
> >> or less....
> >>
> >You don't think they'll cast the spell on something distinctive, that
would
> >make it obvious where it came from?
>
> You don't think that thieves guilds wouldn't commission and sell
> identical, non-enchanted items in their cover storefronts to confuse
> the issue?
>
So they sell fake/stolen streetlights openly?

Geoff.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Geoff Watson" <geoffwatson@pacific.net.au> wrote in message
news:8up_d.1983$Le2.18946@nasal.pacific.net.au...
> "Wildwood" <wildwood72@pipeline.com.invalid> wrote:

>> You don't think that thieves guilds wouldn't commission and sell
>> identical, non-enchanted items in their cover storefronts to confuse
>> the issue?
>>
> So they sell fake/stolen streetlights openly?

....until the "law" bans the making and selling of copies, of course.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Geoff Watson" <geoffwatson@pacific.net.au> you up next, work it out
now.

>
>"Wildwood" <wildwood72@pipeline.com.invalid> wrote in message
>news:ioui31ps8foboumrspcfvse4u5v0u9fqcq@4ax.com...
>> "Geoff Watson" <geoffwatson@pacific.net.au> you up next, work it out
>> now.
>>
>> >
>> >"DougL" <doug.lampert@tdytsi.com> wrote in message
>> >news:1110993953.591469.204190@z14g2000cwz.googlegroups.com...
>> >>
>> >>
>> >> Now imagine that the world was full of places you could sell a stolen
>> >> street light for ~$5,500, no questions asked.... (Does anyone ask where
>> >> your characters got all those second hand magic items and other loot?)
>> >>
>> >> Imagine that policing was haphazard at best, that some people live
>> >> on the edge of starvation, and that you can live like a fairly rich
>> >> doctor or successful drug smuggler by stealing a streetlight a week
>> >> or less....
>> >>
>> >You don't think they'll cast the spell on something distinctive, that
>would
>> >make it obvious where it came from?
>>
>> You don't think that thieves guilds wouldn't commission and sell
>> identical, non-enchanted items in their cover storefronts to confuse
>> the issue?
>>
>So they sell fake/stolen streetlights openly?
>

Probably, sold as "reproductions." Of course that also probably
depends on the local laws allowing questioning by magic and/or mind
reading, which would screw the whole thing up.

Bill
--
By working faithfully eight hours a day, you may eventually
get to be boss and work twelve hours a day. - Robert Frost

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

DougL wrote:
>
> Rupert Boleyn wrote:
> >
> > I'd not use an untrained assistant - too unreliable, as they can't
> > take 10, and they'll fail quite often. A proper assistant has +9 in
> > the craft, probably from something like: 4 ranks + 3 skill focus + 2
> > MW tools = +9. If MW tools are too rich for you, find someone with
> > decent Int.
>
> Irrelevant, the rules for Craft say you can get paid half your
> check result for assisting and that it can be used untrained.

Learn to read and interpret rules correctly before
posting such nonsense.

-Bluto

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

Senator Blutarsky wrote:
> DougL wrote:
> >
> > Rupert Boleyn wrote:
> > >
> > > I'd not use an untrained assistant - too unreliable, as they
can't
> > > take 10, and they'll fail quite often. A proper assistant has +9
in
> > > the craft, probably from something like: 4 ranks + 3 skill focus
+ 2
> > > MW tools = +9. If MW tools are too rich for you, find someone
with
> > > decent Int.
> >
> > Irrelevant, the rules for Craft say you can get paid half your
> > check result for assisting and that it can be used untrained.
>
> Learn to read and interpret rules correctly before
> posting such nonsense.

The rules are quite clear. The skill is usable untrained and
"You can practice your trade and make a decent living, earning about
half your check result in gold pieces per week of dedicated work."

There is no real ambiguity. You can roll a check with no ranks in
the skill, you earn about half your check result per week.

There is NOTHING that says you need to actually have the skill.

Usable untrained means that anyone can do it WITHOUT training!

DougL

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Geoff Watson" <geoffwatson@pacific.net.au> typed:

>You don't think they'll cast the spell on something distinctive, that would
>make it obvious where it came from?

The thief could just take an axe and chop the glowing bit off the
distinctive bit, then bolt it onto something else and add a bit of
paint.

This raises the question of how much of the original item you need to
retain the magic. If you were to cast the spell on a house, would you
need to steal the whole house, the brick or just a fragment of the
brick?


--
Jim or Sarah Davies, but probably Jim

D&D and Star Fleet Battles stuff on http://www.aaargh.org

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

DougL wrote:
>
> Senator Blutarsky wrote:
> > DougL wrote:
> > >
> > > Rupert Boleyn wrote:
> > > >
> > > > I'd not use an untrained assistant - too unreliable, as they
> can't
> > > > take 10, and they'll fail quite often. A proper assistant has +9
> in
> > > > the craft, probably from something like: 4 ranks + 3 skill focus
> + 2
> > > > MW tools = +9. If MW tools are too rich for you, find someone
> with
> > > > decent Int.
> > >
> > > Irrelevant, the rules for Craft say you can get paid half your
> > > check result for assisting and that it can be used untrained.
> >
> > Learn to read and interpret rules correctly before
> > posting such nonsense.
>
> The rules are quite clear.

Yes, they are. Too bad you still don't UNDERSTAND
them.

> The skill is usable untrained and
> "You can practice your trade and make a decent living, earning about
> half your check result in gold pieces per week of dedicated work."

That's the *general* rule, yes. Now, keep reading:

"(Untrained laborers and assistants earn an average of
1 silver piece per day.)"

That's the *specific* rule.

Thus, if you are an untrained assistant, you earn an
average of 1 silver piece per day, just like any other
untrained laborer (see DMG p.105).

> There is no real ambiguity. You can roll a check with no ranks in
> the skill, you earn about half your check result per week.

I agree there is no ambiguity. You can roll a check
with no ranks in the skill. Also, *if* you are trained
in the skill, you can earn about half your check result
per week; otherwise, 1 sp per day.

-Bluto

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

Senator Blutarsky <monarchy@comcast.net> wrote:
>> The skill is usable untrained and
>> "You can practice your trade and make a decent living, earning about
>> half your check result in gold pieces per week of dedicated work."
>
>That's the *general* rule, yes. Now, keep reading:
>
>"(Untrained laborers and assistants earn an average of
>1 silver piece per day.)"
>
>That's the *specific* rule.
>
>Thus, if you are an untrained assistant, you earn an
>average of 1 silver piece per day, just like any other
>untrained laborer (see DMG p.105).

Well... can't this be interpreted two ways?

1. (subset of people) (earn an average of (amount))
2. ((subset of people) earn an average of) (amount)

In other words, it's not totally clear if it's the way you state
it, or more like "an average wage of all untrained assistants is
about 1 SP/day", which leaves the possibility of exceptionally-paid
untrained assistants.

In real life, there are certainly untrained assistants that make
more than minimum wage, generally due to either "connections", or
one or more high stats (or both).

Donald

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

In article <roam315ivfs83vfulvibqf317l26d3elsb@4ax.com>,
Jim Davies <jim@aaargh.NoBleedinSpam.org> wrote:
>"Geoff Watson" <geoffwatson@pacific.net.au> typed:
>
>>You don't think they'll cast the spell on something distinctive, that would
>>make it obvious where it came from?
>
>The thief could just take an axe and chop the glowing bit off the
>distinctive bit, then bolt it onto something else and add a bit of
>paint.
>
>This raises the question of how much of the original item you need to
>retain the magic. If you were to cast the spell on a house, would you
>need to steal the whole house, the brick or just a fragment of the
>brick?

Casting the spell on a delecate glass focus then putting it in a tamper
resistant housing cemented into a wall could go a long way making it
hard to steal.
--
Michael
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist | Nameless Abominations are people too.

Reply to Anonymous

Archived from groups: rec.games.frp.dnd (More info?)

 

"Donald Tsang" <tsang@soda.csua.berkeley.edu> wrote in message
news:d1g347$2rs5$1@agate.berkeley.edu...
> Senator Blutarsky <monarchy@comcast.net> wrote:
> >> The skill is usable untrained and
> >> "You can practice your trade and make a decent living, earning about
> >> half your check result in gold pieces per week of dedicated work."
> >
> >That's the *general* rule, yes. Now, keep reading:
> >
> >"(Untrained laborers and assistants earn an average of
> >1 silver piece per day.)"
> >
> >That's the *specific* rule.
> >
> >Thus, if you are an untrained assistant, you earn an
> >average of 1 silver piece per day, just like any other
> >untrained laborer (see DMG p.105).
>
> Well... can't this be interpreted two ways?

No. At least not in a way that includes the untrained in the general rule.

> 1. (subset of people) (earn an average of (amount))
> 2. ((subset of people) earn an average of) (amount)
>
> In other words, it's not totally clear if it's the way you state
> it, or more like "an average wage of all untrained assistants is
> about 1 SP/day", which leaves the possibility of exceptionally-paid
> untrained assistants.

That's possible with either interpretation you give.

> In real life, there are certainly untrained assistants that make
> more than minimum wage, generally due to either "connections", or
> one or more high stats (or both).

So you might pay 2sp to a talented (high stat) guy you want to keep around
and 0.5 sp to the kid starting his apprenticeship. That says nothing about
their current productive value but still produces an average and
variability.

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