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<blockquote data-quote="Veril" data-source="post: 4877236" data-attributes="member: 33452"><p>It's very simple, what he is trying to do simply does not work for a multitude of reasons, any of which is sufficient to make it fail. </p><p>Here is the writeup of Fabricate:</p><p></p><p>You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.</p><p>You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.</p><p>Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.</p><p>Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.</p><p></p><p>"convert metarial of one sort into a product that is of the same material." This is the critical sentance in the whole thing. </p><p>This means you convert "wood" to "planks". You convert "iron" to "sword".</p><p></p><p>You *can* convert wood to a bridge, but of course the bridge is entirly wooden, there are no screws or nails in it made of of iron, it is entirely constructed of wood. You would need to mak apropriate craft checks for this, probably more than one IMO. </p><p></p><p>You CAN convert coal into diamond. To produce a 100gp diamond needs 100gp of carbon - see the last sentance about material components. However a character in a mediaval campaign would NOT know that carbon -> diamond and you can dissalow this. </p><p></p><p>Here's how you stop the player from destroying the underlying fabric of your campaign, all legitimate and within the rules IMO. Each of the methods outlined below is independent of the others. </p><p> </p><p>1) Alchemists Fire is not simply "oil". It also includes stuff that makes it stick to people. It also bursts into flames on exposure to air so it's probably got some naptha in it. On this basis Alchemists Fire is a complex material composed of many different substances blended together. Since it's not one material into another it cannot be made with fabricate. </p><p> </p><p>2) Acid, Alchemist’s fire, smokestick, tindertwig, Antitoxin, sunrod, tanglefoot bag thunderstone can only be created by spellcasters as noted under the Craft skill. This implies that some magic is involved in the creation of these items. This implies that to some extent these items could be said to be magic. (if only those who wield magic can make it then that's a magic item). Therefore the Alchemists Fire cannot be made with fabricate as fabricate cannot make magic items.</p><p></p><p>3) With fabricate you make "a product" that is a singular reference. So at most with one casting of the spell you could make one dose of alchemists fire. That puts a cap on what can be created, based on the number of fifth level spells that the character can cast per day</p><p></p><p>4) With fabricate you must still have the correct raw materials - these simply are not available in the quantities that the player is imagining they are available in. By restricting the amount of raw materials available you can control how much he can make. The craft skill notes that only in cities can you buy what is available and that you must have an alchemists lab and be a spell caster. </p><p></p><p>5) fabricate says you need a craft skill roll. Now lets look up the craft skill.</p><p>"you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship."</p><p>I think it's pretty clear that you must make a skill check to make alchemists fire Alchemists Fire is DC20, 20gp for a single dose. </p><p>It's clear that he is attempting to make "progress by the day" by casting the spell, so he accumulates value using the per day rules. </p><p>I assume he has an effective skill of 22 in alchemy at 9th level (13 points, </p><p>+4 from int, +2 from lab +3 from feat). Assuming he gets an average result of 11 on the dice, that's a skill check of 33. </p><p>33 (skill check) * 20 (DC) = 660. This is the numbe of Copper Pieces progress made towards creating alchecmist fire from the materials. 660cp = 6.6 gp. That's ALMOST one third of the way to succeed. The raw materials have been used up (cost 20/3gp) and the alchemists fire has not yet been created. You should allow him to cast a further THREE fabricate spells to complete the process. </p><p>6.6 + 6.6 + 6.6 = 19.8 - so 3 spells isn't enough.</p><p>This shows that the likely production rate is limited to one flask per four </p><p>castings of fifth level spells. Using the above rules, he pays one thirs of the cost - for raw materials, casts 4 fifth level spells and produces one alchemists fire. That's exactly what the rules support, the benefit of using 4 fifth level spells is that he didn't have to spend time doing it and he can do other things. </p><p></p><p>6) It doesn't matter how much you produce, there simply isn't the market to sell 100's of flasks of alchemists fire. It's not a matter of "market glut" there aren't 100's of people wanting to buy it. Where and how is he selling all of this? </p><p>Make the player use the rules in order to sell all this Alchemists Fire in </p><p>massive quantitles. This is a "Profession: Merchant" check. It takes him a week to do this, make a skill check. You gain GP equal to 1/2 your check in that week. Owning a shop to sell in, buying the right to buy/sell</p><p>in town, paying taxes etc are all rolled into this one dice roll. And he cannot go adventuring that week, he is busy. </p><p> </p><p>7) Selling in the sorts of quantities he is outlining will draw the ire of the</p><p>Alchemists Guild. They almost certainly have an patent of exclusivity with the city council/king etc to be able to buy/sell alchemical items. This is how medieval guilds operated. </p><p>The guild sends someone round and tells him to stop - explaining that they have the exclusive rights. Decide how you want to proceeded from here.</p><p>7a) he is clearly breaking the law of the city/kingdom, set the law on him, have him arrested, charged, fined, magic items confiscated etc. The guild is willing to drop charges in return for a payment of XX,000gp and becoming a guild member and obeying the laws of the guild.</p><p>7b) The guild trys to have him killed. Approach his comrades, tell them of</p><p>this wizard transgressing their laws etc. Offer them XX,000gp to kill him and make sure he does not get rezzed etc.</p><p>7c) The guild pays the assassins guild to kill him and his comrades. Game on!</p></blockquote><p></p>
[QUOTE="Veril, post: 4877236, member: 33452"] It's very simple, what he is trying to do simply does not work for a multitude of reasons, any of which is sufficient to make it fail. Here is the writeup of Fabricate: You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet. You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell. Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created. "convert metarial of one sort into a product that is of the same material." This is the critical sentance in the whole thing. This means you convert "wood" to "planks". You convert "iron" to "sword". You *can* convert wood to a bridge, but of course the bridge is entirly wooden, there are no screws or nails in it made of of iron, it is entirely constructed of wood. You would need to mak apropriate craft checks for this, probably more than one IMO. You CAN convert coal into diamond. To produce a 100gp diamond needs 100gp of carbon - see the last sentance about material components. However a character in a mediaval campaign would NOT know that carbon -> diamond and you can dissalow this. Here's how you stop the player from destroying the underlying fabric of your campaign, all legitimate and within the rules IMO. Each of the methods outlined below is independent of the others. 1) Alchemists Fire is not simply "oil". It also includes stuff that makes it stick to people. It also bursts into flames on exposure to air so it's probably got some naptha in it. On this basis Alchemists Fire is a complex material composed of many different substances blended together. Since it's not one material into another it cannot be made with fabricate. 2) Acid, Alchemist’s fire, smokestick, tindertwig, Antitoxin, sunrod, tanglefoot bag thunderstone can only be created by spellcasters as noted under the Craft skill. This implies that some magic is involved in the creation of these items. This implies that to some extent these items could be said to be magic. (if only those who wield magic can make it then that's a magic item). Therefore the Alchemists Fire cannot be made with fabricate as fabricate cannot make magic items. 3) With fabricate you make "a product" that is a singular reference. So at most with one casting of the spell you could make one dose of alchemists fire. That puts a cap on what can be created, based on the number of fifth level spells that the character can cast per day 4) With fabricate you must still have the correct raw materials - these simply are not available in the quantities that the player is imagining they are available in. By restricting the amount of raw materials available you can control how much he can make. The craft skill notes that only in cities can you buy what is available and that you must have an alchemists lab and be a spell caster. 5) fabricate says you need a craft skill roll. Now lets look up the craft skill. "you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship." I think it's pretty clear that you must make a skill check to make alchemists fire Alchemists Fire is DC20, 20gp for a single dose. It's clear that he is attempting to make "progress by the day" by casting the spell, so he accumulates value using the per day rules. I assume he has an effective skill of 22 in alchemy at 9th level (13 points, +4 from int, +2 from lab +3 from feat). Assuming he gets an average result of 11 on the dice, that's a skill check of 33. 33 (skill check) * 20 (DC) = 660. This is the numbe of Copper Pieces progress made towards creating alchecmist fire from the materials. 660cp = 6.6 gp. That's ALMOST one third of the way to succeed. The raw materials have been used up (cost 20/3gp) and the alchemists fire has not yet been created. You should allow him to cast a further THREE fabricate spells to complete the process. 6.6 + 6.6 + 6.6 = 19.8 - so 3 spells isn't enough. This shows that the likely production rate is limited to one flask per four castings of fifth level spells. Using the above rules, he pays one thirs of the cost - for raw materials, casts 4 fifth level spells and produces one alchemists fire. That's exactly what the rules support, the benefit of using 4 fifth level spells is that he didn't have to spend time doing it and he can do other things. 6) It doesn't matter how much you produce, there simply isn't the market to sell 100's of flasks of alchemists fire. It's not a matter of "market glut" there aren't 100's of people wanting to buy it. Where and how is he selling all of this? Make the player use the rules in order to sell all this Alchemists Fire in massive quantitles. This is a "Profession: Merchant" check. It takes him a week to do this, make a skill check. You gain GP equal to 1/2 your check in that week. Owning a shop to sell in, buying the right to buy/sell in town, paying taxes etc are all rolled into this one dice roll. And he cannot go adventuring that week, he is busy. 7) Selling in the sorts of quantities he is outlining will draw the ire of the Alchemists Guild. They almost certainly have an patent of exclusivity with the city council/king etc to be able to buy/sell alchemical items. This is how medieval guilds operated. The guild sends someone round and tells him to stop - explaining that they have the exclusive rights. Decide how you want to proceeded from here. 7a) he is clearly breaking the law of the city/kingdom, set the law on him, have him arrested, charged, fined, magic items confiscated etc. The guild is willing to drop charges in return for a payment of XX,000gp and becoming a guild member and obeying the laws of the guild. 7b) The guild trys to have him killed. Approach his comrades, tell them of this wizard transgressing their laws etc. Offer them XX,000gp to kill him and make sure he does not get rezzed etc. 7c) The guild pays the assassins guild to kill him and his comrades. Game on! [/QUOTE]
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