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Charon's Little Helper wrote:
Depends on if there's a squatters rights clause anywhere.
Charon's Little Helper wrote:
Though I love the Dresden idea, you'd need to make a new chart for it. As it stands, you are correct. It's all or nothing. It'll be DM' discretion. I think the litmus test mentioned earlier is the best way to go.
"A litmus test: if you can, in accordance with common courtesy, enter a building without asking permission/being invited, it isn't a private dwelling."
Kobold Cleaver wrote:
The flying skin flaps are called patagium.
edit: Also, Sylph have something similar with the help of a specialized cloak. I forget the name of the cloak, but basically it's a gliding effect.
For example, I'm making an item which casts "Bigimpressivespell."
The crafting cost minus the material component is 2000 GP.
Would this theoretical item take two days to craft or three?
Please cite sources for a RAW answer. Thank you.
Yup, good way to set up teleport gates.
If you want to make multiple items, sure. However, even that has limits and opens you up for problems.
One gate per casting and the caster has to be "Very Familiar" with the area.
Once you set up a gateway you have to defend it somehow if word gets out.
Edit: hell, a few scrolls can accomplish a gateway network.
I understand why you're knee jerk reaction is to say no, but think about it for a moment then answer why?
It's basically just a souped up rope trick. Sure, it can have some cool features, but you wont be able to take them out of the plane for the most part. You could theoretically pay someone a lot less to accomplish the same thing. Or buy a scroll as mentioned above.
Game Master wrote:
Long story short, the trap rules exist to create traps, and weren't designed for use as "healing traps" or "create food/water traps" which are the most common abuses of this system. This is another way to abuse it.
I'm aware. As stated the trap part isn't really necessary. It just changes the price slightly. The bulk of the cost is the permanency effect.
On a related subject in general I like the helpful traps thing. Typically not useful for adventurers as they're wandering murder hobos, but the cost trade off is balanced by the fact that you can't move the magic item in question.
It makes it nice for permanent structures, but appropriately limited. It lends credence to the magical improvements for cities, for example.
Except I can't craft the scroll and it's unlikely I'll be able to buy one.
Except my item is one time use and the well of many worlds is mobile, after a fashion. Once created my item ceases to be an item so much as a spell effect. It's a permanent spell effect, but it's disposable per the standard flaws.
Is the below correct by RAW? That is the question. Opinions on if it should be allowed are welcome, but please keep it to a minimum and be clear when you're stating RAW vs opinion. Naturally some DM's allow custom items and other don't. Thank you in advance.
So I may have figured out a "reasonably" priced way to make a demiplane early. Essentially i'm going to use the create trap game feature to make something useful. Edit: in hindsight you wouldn't even need the trap feature if you simply made a one time use wondrous item. The price difference will change, but only by a few thousand gold. Plus you'd be able to activate the thing anywhere after you made it.
For sake of continuity and my sanity this trap will be placed on a doorway which will be the portal focus for the greater deimplane spell. Going through the doorway activates the trap. Essentially I'm going to make a trap that goes off over the course of two rounds, though if it needs to take longer to activate so be it.
Once the trap activates it creates a greater demiplane effect then casts permanency at an appropriate caster level. All demiplane features would have to be decided upon creating the item/trap.
Ta Da, Over the course of a month of so a lower level caster with a good spell craft could have a greater demiplane available for party use before 17th level.
Here's the math break down. I'm a little unsure on this part, but please let me know what if anything needs correcting.
Greater Demiplane: [Spell level 9 X Caster level 17 X 50gp (one time use; Use activated)] /2 because it's a magic immobile trap = 3825
Total market price = 30,575 (crafting it cost 26,537 because the component cost isn't reduced)
Assuming 10th level wizard is crafting this and has Permanency available:
Am I forgetting anything or is all of this correct by RAW?
If you can cast demiplane early from say a scroll what level do you need to be to make it permanent?
can a 9th level caster who successfully uses a scroll of Greater Demiplane then cast his prepared Permanency and pay the 22,500 GP cost to make it permanent?
The spells all say:
Muleback chords and Heavyload belt. One is effectively ant haul and the other is a str bonus for carrying only.
This wide leather is held together with two strands of oxen skin threaded through holes on each end.
The belt’s wearer is affected as though subject to a permanent ant haul spell.
Craft Wondrous Item, ant haul; Cost 1,000 gp.
These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Craft Wondrous Item, bull's strength; Cost 500 gp
Basically instead of gold the GM gives you a point pool that you can only spend on stats, etc.
My concept was identical except it's just gold. The only change from the current game is that you just buy a ritual and get the stat boost. No separate pools or what not to keep track of.
I was just talking about stat items and Maybe (stressing maybe) base saving throw items. Basically things that are inherent to the individual. All else would remain unchanged or it'll just get weird.
Perhaps I misunderstood. I thought you were talking about spending money to collect upgrade points or something. In retrospect I think we're talking about basically the same thing. The only difference being the flavor.
I think what you're saying would work, but you'd have to build a new system. Making stat boosting items into rituals melds perfectly into the current system minus the actual physical thing that is the stat booster.
Ritual costs would exactly mirror the current cost of stat boosting items and upgrades. I'd even say that if you want to do more than one physical or more than one mental that the prices reflect the combined items and not the single since you're not actually wearing anything.
But, to each their own.
This is one of the many reasons I like the idea of replacing magic items with equivalent character abilities that are "purchased" with non-monetary points. I.e., instead of spending 4,000gp on a +2 CON belt and then wondering about bathing, the economy, etc; you just spend 4,000 "points" on gaining a permanent +2 to CON for that character. Problem solved.
I like this idea. Perhaps rituals that have expense material components to imbue a willing participant with increased stats.
Edit: think that would work for the stat items and maybe a couple of other big six items?
I always thought of this in regard to ring of sustenance. It takes a week to attune. Basically, if you want it to work you can never take it off.
I think about this every time I wash my hands with my engagement ring on. Water inevitably gets under it. I then have to move it up my finger, but without taking it off, to dry underneath before I slip it back into the right place.
With all that in mind I wonder how annoying it would be to shower with a circlet on. I have short hair, so it'd be easier, but still irritating. What does someone with long hair do? You'd never be able to really comb or style your hair. Eventually the whole thing would look like a rats nest.
I usually play cerebral characters, so the belt is less of an issue. However, that'd be more annoying. How would you take off your pants without removing your belt? You'd have to wear the belt as an accessory and not as a functional item. Then what if you have to wear another non-magic belt to hold up your pants. Does it count as not worn if you unbuckle it? You'd never be able to unzip your pants to pee.
My general rationalization is that so long as your touching the attuned item (ring, circlet, belt) it stays attuned even if it's temporarily in the wrong place. However, you'd want to put it back in the right spot in a reasonable amount of time.
Its weird, but I think about this stuff all the time.
I'm not interested in things like sleeping, bathing, and "coitus" being parts of playing a game with my friends, so I don't even bother dealing with this.
It's usually fade to black moments at best with my group, which is how I prefer it. However, it's assumed that some part of downtime includes bathing and maybe whoring if we're in a town with a brothel. Varies with characters.
Darigaaz the Igniter wrote:
If I had the following:
Endure elements: Personal air conditioning
I might not mind camping so much. Incidentally, my mages always have most of those available if not running. My group calls Tiny Hut "lazy Mages Tent."
Here is a 3.5 item that does what you're talking about.
Rod of Many Wands (Complete Mage, 128)
This device, perhaps one of the stranger rods ever created, allows you to utilize more than one wand at a single time.
Description: A rod of many wands is made of steel and constructed in two distinct parts. The handle end, wrapped in leather, is roughly as thick as the handle of a mace, while the top end is roughly twice that in diameter. Each makes up about half the length of the rod. The upper end contains three depressions running down its length, each one designed to hold a wand in place.
Activation: In order to make use of a rod of many wands, you must first load it with as many as three wands you wish to use. Each wand requires a full-round action to load (or a move action to remove). After one or more wands are loaded into the rod, they can all be activated by a single command word unique to the rod. This utterance is a complex phrase in Draconic, and speaking it requires a full-round action, rather than the standard action normally required for command word activation.
Effect: With this rod, you can trigger multiple wands at once. Although you are not required to fill all three depressions, you cannot selectively activate the wands that you have loaded; activating the rod triggers every wand connected to it. This process drains a number of charges from each wand equal to the number of wands loaded into the rod. For instance, if you have fully loaded the rod, each use drains three charges from each wand.
Aura/Caster Level: Moderate, no school. CL 17th. Construction: Craft Rod, Craft Wand, 13,500 gp, 1,080XP, 27 days; Weight:5 lb.
Price: 27,000 gp
The thing with non-magic anti magic is that they're generally fragile. The circle of salt becomes useless if you push a stick across it. Frankly, i'm not sure why that doesn't happen more. If any item you hold counts as supernatural all you'd have to do is let go and have the momentum carry it over.
hell, if I were magic I'd carry around a small Roomba and let it go whenever anyone figured out the salt trick.
Anyway, that's enough random thoughts for now.
This thread has two purposes, though I suspect the first will be short lived.
1) By RAW are there any things mundane creatures can do to ward off magic. Things include circle of salt as supernatural blockers, powdered ash wood, etc. I suspect alchemical stuff will be in this category and that qualifies as long as it can be made without magic.
2) Are there any rules/systems that can be incorporated which add flavor and perhaps balance magic user's overpowered-ness. (Please don't debate if they are or not. I don't think they are, but for sake of argument lets just say they are.)
Circles of salt in the dresden files are good examples of what I'm talking about. Basically something anyone can do if they know to do it.
Edit: actually white ash wood from the MTV Teen wolf series is a better example. No need to infuse it with a fraction of will and what not.
I like the idea of a familiar, but there are only a few options with them.
1) Keep them tucked away safe somewhere which is less than useful when you're a traveling murder hobo
Though not necessarily wrong, If think its really pedantic not to allow your caster level when you cast permanency to count. I cast permanency and my caster level for that is 13 then I should be able to make permanent anything of CL 13 or less per the permanency spell.
Edit: Do you think this is FAQ worthy?
Bead of Karma from Prayer Beads gives +4 CL for 10 min/day and only costs 20,000. You would need to UMD to work it though as it is normally divine only.
That's really good. All you have to do is get UMD DC 20, but it increases caster level for all spell casting classes.
Edit: expensive, but the karma beat alone only costs 20K or 10 if you make it.
Interesting way to go about converting the 3.5 thing of the same name. Good idea.
Edit: I just read it over. I think you're off to a good start, but I was hoping for a bit more. This is basically a sorcerer with more weapon and armor proficiencies. Plus the ability reduced ASF with armor.
To make it unique I might consider limiting the available spells. Perhaps Evocation and Abjuration are all available. Then the player picks one more that cannot be divination. Or something. i'm just thinking "aloud."
Perhaps so many times per day you can enlarge an offensive spell.
I'm not clear on why anyone thought that a spell book was anything other than paper with magical writing. Unless you do something specific to make it so why would it be anything other than a book?
If you know you have a "dick dm" then always cast Book Ward every few days. Or if you're super paranoid just enchant your book to cast it 1/d.
Custom magic item:
Creates an effect identical to book ward for any book it's placed within.
CL3 X 2000 X 2 Spell level = 12,000 X .2 (1/d) = 2400 Market or 1200 to make.
Mechanically it casts book ward once per day automatically for any book it's placed in. That ward lasts three days. If you're fastidious you could theoretically keep three books so warded.