Say Goodbye to Cluttered Coffee Tables: How "The Magic Remote" Simplifies Your Entertainment Setup

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The magic remote is a fictional concept that has been explored in various forms of media, including books, movies, and television shows. This remote control possesses supernatural powers that allow its user to control elements of their surroundings and manipulate reality. In many stories, the magic remote is portrayed as an ordinary-looking device that can easily be mistaken for a regular remote control. However, its true potential is revealed when the user discovers its extraordinary capabilities. With the push of a button or the flick of a switch, the user can change the weather, alter the appearance of objects, or even travel through time and space. The possibilities with the magic remote are endless.


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But, if you re looking for specific guidance for this item in particular you want to create, it would function best as a Wand of sorts, since that s the most flexible and ideal situation for this. If you were going to make it an actual Armor such as Explorer s Clothing , I would just add the Potency Resiliency Runes in on top of the base value since most Body slot items would also provide these benefits regardless, such as the Robes of the Archmage , meaning the Lesser Phantom Harness would be a 1 Resilient Explorer s Clothing with the activation, putting it at 1,000 gold.

Ne 2 magic

The possibilities with the magic remote are endless. It can be used to fulfill desires and fantasies, as well as to solve problems and overcome obstacles. For example, the user can use the remote to transport themselves to any location they desire, whether it's a tropical paradise or a bustling city.

Creating New Magic Items: How?

I am a fairly new player to PF2E. I had a long history with 1st edition, but I am only now getting back into it and trying out 2E.
I have read through the crafting rules and they all make sense to me, but I did not find any rules for inventing entirely new magic items/formulas or what that might cost. I don't have every book, but so far it's been hard to find a discussion on this anywhere. I am starting to suspect that simply aren't any rules to discuss.
If not, I would love to hear what the community has come up with, as I am sure I can't be the first person to ask this. Perhaps a 3rd party publisher?

The item I would like to create is a wearable body-slot item that casts Phantom Steed 1/day, maybe twice. PS is a second-level spell. As the caster goes up in level, the better versions can be created.

How hard would it be to invent such an item folks? And how much would it cost? Is there a breakdown that I can use to make the higher levels ones later?

Thanks in advance!
M_J

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MerKaBa_Jedi wrote:

I am a fairly new player to PF2E. I had a long history with 1st edition, but I am only now getting back into it and trying out 2E.

I have read through the crafting rules and they all make sense to me, but I did not find any rules for inventing entirely new magic items/formulas or what that might cost. I don't have every book, but so far it's been hard to find a discussion on this anywhere. I am starting to suspect that simply aren't any rules to discuss.
If not, I would love to hear what the community has come up with, as I am sure I can't be the first person to ask this. Perhaps a 3rd party publisher?

The item I would like to create is a wearable body-slot item that casts Phantom Steed 1/day, maybe twice. PS is a second-level spell. As the caster goes up in level, the better versions can be created.

How hard would it be to invent such an item folks? And how much would it cost? Is there a breakdown that I can use to make the higher levels ones later?

Thanks in advance!
M_J

I know that Treasure Vault is introducing alternate crafting rules, but what that entirely entails, I don't know (the book isn't officially released yet as far as I can tell). But what I do know is that custom item creation is mostly (if not entirely) GM purview. I'm pretty sure the Game Master's Guide has some insight on some do's and do not's with these things. And really, there's no discussion because, outside of the game table you play at, or whatever the rare/unique item in the book/adventure you're playing, it won't come up. It's just not common enough. I suppose there is the "Craft Anything" Legendary Skill Feat, but all that does is at-best let the player have a "vision" in terms of what item they want to make, but the GM still has the final say in what's possible and what it will take to craft it. And in short, it's mostly guesswork, as well as following basic guidelines.

But, if you're looking for specific guidance for this item in particular you want to create, it would function best as a Wand of sorts, since that's the most flexible and ideal situation for this. Essentially, a basic Wand of Phantom Steed lets you cast the spell of the appropriate level 1/day, and you can spend gold to upgrade it to the heightened levels, since Wands cost the same amount regardless of what spell is in it (not regarding differences in cost for Rarity or Spell Component Costs, of course, which are separate). If you're wanting a non-spellcaster to utilize such an item, and it not requiring a hand "slot" to utilize, then that will both jack the price up significantly, and reduce the ways you can "heighten" the item between its grades. A non-spellcaster should not have the same flexibility as a spellcaster in regards to their magic item niches, after all.

One basic example I would take is making what I would dub the "Phantom Harness," a riding harness body slot item (which can fit under or over other armors), or even making it a type of Explorer's Clothing (which would let you add Potency and Resiliency Runes to it as well), which provides the 1/day Phantom Steed activation regardless of ability to cast spells. The Lesser version would be the basic 2nd level, the Normal version would be the heightened 5th level, and the Greater version would be a heightened 8th level. I would also tack on at-least the Uncommon tag, since this is a custom item, but it also isn't so unreasonable or undesirable that maybe some luxurious folks/other adventurers wouldn't have some around.

Now, if you're only going to make it a simple Body slot item, I would take about 250% of the cost of a Wand of the appropriate level (double the value of the Wand's base price since it doesn't require spellcasting to activate, and 50% because it's Uncommon and not an appropriate slot item for such an ability to begin with), which puts it at around 500 gold for the Lesser, 4,250 gold for the Normal, and 42,500 gold for the Greater. If you were going to make it an actual Armor (such as Explorer's Clothing), I would just add the Potency/Resiliency Runes in on top of the base value (since most Body slot items would also provide these benefits regardless, such as the Robes of the Archmage), meaning the Lesser Phantom Harness would be a +1 Resilient Explorer's Clothing with the activation, putting it at 1,000 gold. A normal Phantom Harness would be +2 Resilient Explorer's Clothing with the 5th level activation (5,750 gold), and Greater Phantom Harness at +3 Greater Resilient Explorer's Clothing with the 8th level activation (67,500 gold).

Of course, 250% value might be too high, but I just took it as a baseline for an example; the point is that the formula variables are mutable to suit your needs, and that you could adjust that to be, say, 150%, or even just taking the base values of all the involved components and deciding that the investment slot cost is enough (though I would advise against this if making it an Explorer's Clothing, since that will always require investiture regardless of whatever other effects are on it).

The magic rmeote

They can also use it to transform their appearance, making themselves younger, more attractive or stronger. However, as with any form of power, the magic remote also comes with its own set of consequences and challenges. Its misuse or abuse can lead to unintended consequences and chaos. The user may become trapped in a parallel dimension or alter the course of history in ways they did not intend. Furthermore, the magic remote may fall into the wrong hands and be used for malicious purposes. Despite these risks, the allure of the magic remote continues to captivate the imagination of audiences worldwide. It taps into the human desire for control and escapism, offering a temporary reprieve from the limitations of reality. It allows individuals to become the protagonist of their own story, experiencing adventures and fulfilling dreams that may be otherwise unattainable. In conclusion, the magic remote is a concept that has captured the fascination of many. While it remains a fictional idea, it represents the power of imagination and the longing for control and escapism. Whether in literature or on the big screen, the magic remote offers a tantalizing glimpse into a world beyond our own..

Reviews for "Smart TV Made Simple: Navigating Your Television with "The Magic Remote"

1. Laura - 2/5 stars
I found "The Magic Remote" to be quite disappointing. The premise seemed intriguing, but the execution fell flat. The characters were one-dimensional and unrelatable, and the plot dragged on with unnecessary scenes and subplots. Additionally, the writing style was unimpressive, lacking in depth and creativity. Overall, I was bored throughout most of the book and struggled to find any enjoyment in it.
2. Mark - 1/5 stars
"The Magic Remote" was a complete waste of my time. The storyline was unimaginative and cliché, filled with predictable twists and turns. The characters lacked development and were utterly forgettable. The dialogue was awkward and forced, making it difficult to emotionally connect with any of the characters. I was hoping for an entertaining and engaging read, but unfortunately, this book did not deliver.
3. Sarah - 2/5 stars
I had high hopes for "The Magic Remote," but it fell short of my expectations. The plot had potential, but it felt disjointed and poorly paced. The writing style was bland and lacked descriptive language, leaving me feeling detached from the story. Furthermore, the resolution was rushed and unsatisfying. Overall, I found this book to be a disappointment and not worth the time I invested in reading it.
4. Andrew - 2.5/5 stars
While "The Magic Remote" had some interesting ideas, it failed to fully execute them. The characters were flat and lacked depth, making it difficult to care about their fates. The pacing was uneven, with stagnant moments followed by rushed action. Moreover, the plot twists felt contrived and left me feeling unsatisfied. Overall, I was hoping for a more engaging and compelling read, but this book fell short.
5. Emily - 1.5/5 stars
"The Magic Remote" was a tedious read. The concept had potential, but the execution was poorly done. The characters were stereotypical and lacked any real development, and the dialogue was unimaginative and forced. Additionally, the plot was predictable and lacked any real surprises. I found myself struggling to finish the book, and in the end, I was left disappointed and unimpressed.

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