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Spell Channeling

Price +5,000
Aura strong evocation and varies; CL 5th; Weight —
DESCRIPTION

A Spell Channeling weapon allows the spellcaster to "Attune" the weapon to a single spell that will later be cast through the weapon. The caster casts the spell in question into the weapon to "Attune" it. Then any time later if the caster casts that spell and channels it through the weapon he may increase the DC of the spell up to the Enhancement bonus of the weapon but no more than once per round. (Example: Bofan finally has aquired Lightning Bolt and takes his +2 Spell Channeling Warhammer and casts Lightning Bolt into it to "Attune" it to the spell. Now anytime Bofan casts Lightning Bolt he can instead channel it through his weapon and increase the DC of the spell by up to +2. This can only be done once per round.) If a caster wishes to change the spell that the weapon is "Attuned" to then he can simply as a Standard Action while holding the weapon clear the spell in the weapon. A new spell can later be "Attuned" to the weapon only once every 24 hours.

A Spell Channeling weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored.
CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, creator must be a caster of at least 5th level; Cost +5,000gp.

So I'm a big Thor fan and always liked using the Lightning Bolt spell. Yet most of the time I noticed that my staff wasn't being used to its full power.Like Gandalf or Khelben Blackstaff. I wanted my weapon to be a part of my character. So I rolled up a Aasimar Dwarf named Bofan Yurzak and gave him a warhammer even tho he isn't proficient in it and went to work thinking of ways to use my weapon to enhance my magic when casting Lightning Bolt and Spell Channeling is what I came up with. I wanted peoples Advise on what it should cost and so forth. So far me and my DM have been going back and forth with many emails in between. Thats when I remembered the Cloak of Resistance and started using it as a reference point for game balance issues as others think that it would ruin game balance.


I am about to hit level ten and our Oracle is taking Planeshift as his spell. I was wondering what the reason for Planeshifting is? Why do people cast it and where do they go? Does anyone have any good ideas or interesting places to go to? Just curious. Where would you go? Thanks.


I have a question about the True Strike spell. If I make an intelligent magic item with True Strike X times per day, who gets the bonus to attack? Does the act of making an item intelligent change who is effected by the spell? What if the item wasn't intelligent? By me activating it don't I gain the bonus? Does it boil down to, since the item is intelligent and considered a construct and it can cast the spell it gains the bonus to attack even tho it can't attack own its own because its inanimate? Has this come up before in any bodies game or covered in another thread? Thanks for your help.


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Vicon wrote:
We have a cleric and wizard, both 4th level (so 2nd level spells) ... if that helps!

As per the Pathfinder rules around page 550 or so for Crafting Magic Items while adventuring. You can craft magic items by working on them in four hour sections but only netting two hours worth of progress. So after four days you would have spent sixteen hours but only netted eight hours of usable crafting time worth 1,000 gold. Just like if you spent eight uninterrupted hours working. So for fast math, if your taking 3.5 months to travel ( 3.5x30=105, 30 days per month for easy math.) You have 105 days of crafting. Working four hours per day equals two hours of progress. Four days of progress equals 1,000 gold worth of crafting. So after 105 days spent 420 real hours working, gained 210 usable hours or 26.25 days worth of crafting. So you can produce 26,000 gold pieces worth of magic items!!! I play wizards who craft while adventuring all the time. It's a great way to help the party out while on the move. Good luck.


Blueluck wrote:
Jerichomage wrote:
Misunderstood Monk wrote:
Hmmmm...after reading the wording of True Strike again, I might have to have a chat with the GM on that one
The way I interpret True Strike. Since the weapon casts it then with a range of personal the weapon gains the bonus to hit. I think a wizards familiar or Druids animal companion can benefit from spells with a range of personal but I can't find anything on Intelligent Magic Items doing the same? Will have to do some research. Any one else have any thoughts?

In my group, we decided that a magical item effect must have only one target. That is, it either operates like a traditional magic item in that its effects benefit the wielder, or it operates like an independent entity benefiting itself.

Examples:
Headband of Intellect = makes the wearer smarter, not the headband.
Wand of True Strike = Makes the target more accurate, not the wand. However, due to the spell having a range of "personal" the spell can only be cast upon the wand wielder.

So, if you have an intelligent Headband of Intellect +4 with the ability to cast True Strike 3/day, you have to choose targets when the item is created. Does the intelligence bonus effect the headband or the wearer? Does the True Strike effect the headband or the wearer?

Good points about True Strike. Now that I think about it, the weapon would cast it but the wielder would still benefit from it.


Misunderstood Monk wrote:
Hmmmm...after reading the wording of True Strike again, I might have to have a chat with the GM on that one

The way I interpret True Strike. Since the weapon casts it then with a range of personal the weapon gains the bonus to hit. I think a wizards familiar or Druids animal companion can benefit from spells with a range of personal but I can't find anything on Intelligent Magic Items doing the same? Will have to do some research. Any one else have any thoughts?


Misunderstood Monk wrote:

Here is mine. He began as this which we found early in our campaign:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/grasp -of-droskar

Now he's:
Anung Am Rama
L.G. Int 12 Wis 10 Cha 10
+1 Holy, Adamantine, Furious, Menacing, Nullifying
Speaks Common
Stone Shape 1/day
Arcane Mark
Enl Person 3/day
True Strike 3/day
Touch of Idiocy 3/day
Touch of Gracelessness 3/day
Fly 2/day
Teleport 1/day

He's awesome, and yes, it's been expensive.

Now that's a magic item! Does the True Strike spell work in the wielder? Isn't the range personal? If it does then True Strike is on my list!!!


Bertious wrote:

I don't know a huge amount about the shadow weave but as a name how about Umbral Scourge.

As to what direction to take it really depends on how much money you have to spend on the weapon. Base line i'd suggest detect magic at will and probably some ranks in knowledge arcana and spell craft.

I am thinking long term so I will have the weapon up till level 15 or so. Figure around 100K worth of magical potential. Your reading my mind. That's what I was thinking, Detect Magic and both skills. Anyone know of any MUST have powers for and intelligent weapon? Can you tell me about your favorite intelligent items and why? I like hearing other people's stories they often have great ideas.


I am currently playing Pathfinder in a Forgotten Realms game. My character is a Gish. This is my first Gish ever. He is level F1/W4 (Abjuration specialist), LG Human from Waterdeep. ( he is not min/maxed for a Gish)He currently is using StrongArm Bracers to wield a large maul. He is a member of the Guardians of the Weave and worshipper of Mystra. He is all about protecting the weave. He hates the Shadow Weave and considers it an abomination. I set him up to be good at Dispel Magic when he gets it next level. Also the spell Rend Shadow Weave is perfect for him. I want to make his weapon intelligent and give it powers that compliment him and/or aid him in casting Dispel Magic. Any thoughts or ideas on what direction to take or a good name for the weapon?