Can alchemists prepare alchemical items without reading their formula book?

The Pathfinder 2 alchemist class can prepare alchemical items if they have the item’s formula in their formula book. However, the class features never explicitly say that the alchemist needs to read the formula book, or have the formula book nearby, when crafting these items during their daily preparations.

You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.

… choose an alchemical item of your advanced alchemy level or lower that’s in your formula book …

You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book…

The items you can select depend on your research field and must be in your formula book.

As a point of comparison, the wizard class explicitly requires that wizards must study their spellbook daily in order to prepare spells. So a wizard can’t feasibly go adventuring without it.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook…

You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day.

But the alchemist class has no such wording. Taken literally, this would mean that the alchemist can prepare items as long as (1) their formula book exists somewhere and (2) the item’s formula is written in the formula book. They could leave their 1-bulk formula book in a safe location and go adventuring without penalty.

In terms of rules-as-written, is this interpretation correct? Or do they need their formula book on hand during their daily preparations?

Given $n$ unique items and an $m^{th}$ normalised value, compute $m^{th}$ permutation without factorial expansion

We know that the number of permutations possible for $ n$ unique items is $ n!$ . We can uniquely label each permutation with a number from $ 0$ to $ (n!-1)$ .

Suppose if $ n=4$ , the possible permutations with their labels are,

0:  1234 1:  1243 2:  1324 3:  1342 4:  1432 5:  1423 6:  2134 7:  2143 8:  2314 9:  2341 10: 2431 11: 2413 12: 3214 13: 3241 14: 3124 15: 3142 16: 3412 17: 3421 18: 4231 19: 4213 20: 4321 21: 4312 22: 4132 23: 4123 

With any well defined labelling scheme, given a number $ m, 0 \leq m < n!$ , we can get back the permutation sequence. Further, these labels can be normalised to be between $ 0$ and $ 1$ . The above labels can be transformed into,

0:       1234 0.0434:  1243 0.0869:  1324 0.1304:  1342 0.1739:  1432 0.2173:  1423 0.2608:  2134 0.3043:  2143 0.3478:  2314 0.3913:  2341 0.4347:  2431 0.4782:  2413 0.5217:  3214 0.5652:  3241 0.6086:  3124 0.6521:  3142 0.6956:  3412 0.7391:  3421 0.7826:  4231 0.8260:  4213 0.8695:  4321 0.9130:  4312 0.9565:  4132 1:       4123 

Now, given $ n$ and $ m^{th}$ normalised label, can we get the $ m^{th}$ permutation while avoiding the expansion of $ n!$ ? For example, in the above set of permutations, if we were given the $ m^{th}$ normalised label to be $ 0.9$ , is it possible to get the closest sequence 4312 as the answer without computing $ 4!$ ?

Are crafted items counted in the magic item progression from XGtE?

The term healing potions in this context refers to the ensemble of {Potion of Healing; Potion of Greater Healing; Potion of Superior Healing; Potion of Supreme Healing}, not to the item Potion of Healing.

"Magic item progression" designates the suggestions about the number of magic items to award, detailed on p. 135 of Xanathar’s Guide to Everything; table at the bottom.

Rules Context

Potion of Healing appears on the table of purchasable goods (PHB p. 150). Furthermore, the descriptions of Potion of Healing and the Herbalism Kit (pp. 153/154) suggest that the latter can be used in the production of the former, which was discussed in this question: How does one craft Potions of Healing?

Xanathar’s Guide to Everything (p. 128) provides rules for crafting magic items, involving the acquisition of a formula. Healing potions, however have simpler rules, without the need for a formula (p. 130).

XGtE further has a suggested magic item progression (p. 135, table on the bottom) detailing the number of magic items that should be gained on average on different levels.

Interpretation and assumptions

The fact that Potions of Healing can be purchased at 50 gp a piece, suggests that they are in fact exempt from the progression. Similarly, the fact that magic items can be crafted in downtime questions the magic item progression. For most magic items, I see no problem, since opportunities to acquire formulae can be restricted in the same manner as opportunities to obtain complete magic items. Healing Potions do not require any formulae, however, and are much easier to craft, which bears the question if they are, in fact, generally exempt from the magic item progression.

In know that I can ignore or modify the magic item progression, that magic items are completely optional, and that I could hand out e.g Potions of Greater Healing within the boundaries of the progression.

Specific application

This question does not concern a specific game of mine. The following are examples arising as consequence of healing potions being exempt from magic item progression.

I liberally hand out potions of healing, through loot and quest givers. I’m wondering, however, what would happen if extended this to other healing potions. For example, the loot in one of the more dangerous dungeons would contain four potions of greater healing instead of four potions of healing, or I replace half of all potions of healing in loot with potions of greater healing, or I increase the quality of the healing potions given out with tier of play. I usually do not use crafting and I do not plan on doing so.

To clarify, what is meant by liberally handing out potions: Using the table from XGtE p. 135 and a four character party, we get about 1 minor magic item per person and level. Let’s say, we use all these "slots" for items other than *healing potions" but give out the same number of healing potions during the course of the campaign.

My question therefore is: Given the crafting rules on XGtE p. 130 (and potentially other rules that I overlooked), are crafted items, and specifically healing potions exempt from magic item progression?

Should magic items which allow to cast spells be considered as material components? [duplicate]

For using Counterspell, a spell needs to contain some kind of component, otherwise it cant be countered.

When casting spells from magical items the spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. DMG p141.

spells you cast from items can be countered

https://www.sageadvice.eu/2016/12/21/does-the-counterspell-work-against-wands/ https://www.sageadvice.eu/2016/08/21/is-it-possible-to-counterspell-a-magic-item/

So, does it mean that the magic items are considered as the material components of the spell?

Custom Taxonomy is Missing (Or Limiting) Items

I created a custom taxonomy; "places" using toolset

region>country>city with 12 Regions / All Countries and just a few cities; 12 parents, 260 children

Where I am using the taxonomy in a post, custom post type or the menu, only some of the items show and it is quite random. 1/2 of Europe shows up 3 from the Caribbean, etc

I used the plugin Toolset; this issue has repeated in 4 different installs. I have worked with hosting and they assure me it is a development issue. I have worked with toolset and am on Day 6 of no solution; I have tried with different themes (Hello & Astra), Using Elementor or not (no plugins other than toolset itself; there is no support over the weekend. Does anyone have any idea WHY I would be missing just some of the taxonomy?

I am not seeing any errors in debugging

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Are there any abilities or magic items that allow weapon attacks to ignore damage immunity?

DnDBeyond recently released a League of Legends themed adventure that introduces new unofficial subclasses that, while certainly interesting, pose some serious balance ramifications.

One of the biggest offending abilities allows a PC’s weapon attacks to ignore resistances and immunities for any damage inflicted by the weapon attack. I can’t think of single feature or item that grants this effect.

Are there any features or magic items that allow weapon attacks to ignore damage immunity against the weapon’s damage type?

This effect can be permanent or transient.

What are the rules for damage to worn magic items (non-weapon or armor)

I have a character who found a magic vest that enables the wearer to cast prestidigitation at will. The character wants to wear the vest into combat. I ruled that the vest, a loose-fitting item of clothing much thicker than a simple shirt wouldn’t fit under leather armor, so he wears the vest over his armor.

What are the rules for damage to magic items like this? Are they immune to typical types of non-magical damage delivered in combat? What about magical damage?

Or is it unreasonable to make him wear it outside his leather armor? That would make his decision seem less problematic, but even under armor, when characters take slashing, piercing, fire or acid damage in combat, the arrow or whatever would pierce the armor, and therefore the vest, at least some of the time. (Sometimes the hit might be in an unarmored part of the body.)

The only thing I could find is DMG p.141 “Most magic items, other than potions and scrolls, have resistance to all damage.” But it doesn’t say immunity, and if it has resistance (takes half damage) then that implies that it has some amount of damage it can take before being destroyed. And in the table of minor properties on p.143, one of the properties is unbreakable, implying that items without this property can be destroyed.

I could just be over-complicating things. I could ignore it and just let him wear the darn thing. It’d be too cumbersome to have to take it off before every combat. But I’m curious what other people have done.