Rynjin wrote:
Or how about a friendly dwarven merchant and his simpleminded son (who just happens to have an uncanny knack for crafting), who show up with their wagon wherever the party makes camp, ready to buy unneeded loot, sell useful items, pass along rumors and even help the party upgrade their equipment. . .
Vincent Takeda wrote:
I don't know if you'd consider this powerful, but it granted a power that remained useful throughout a long-running AD&D 2e campaign: Early on, like second level, our party found an unidentifiable magic ring. Nobody had Identify (or it failed, I can't recall which) so we tried all the usual tests; tried to fly, jumped off a 10' roof, tried to become invisible etc. but couldn't figure out what it did. My PC took it anyway and wore it constantly, figuring it's function would eventually be revealed. At some point my character and one other were hiding in some bushes watching a group of enemies pass along a road. At some sudden inspiration she'd had, the other character whispered to mine "Oh, I wish I had the power of telekinesis!", to which my character replied "well I wish I had that power too, but. . ." and suddenly realized that he did, in fact, now possess the power of telekinesis. The ring had been a Ring of One Wish.
IceniQueen wrote: So what I have done is to make Clerics still have to do their pray but they can pick and choose at will what spells they want or need to use instead of trying to memorize all heal spells to keep a party that seems to get beat up a lot. Why were your cleric players preparing any healing spells when they have access to Spontaneous Casting? You've essentially turned clerics into spontaneous casters with access to an entire spell list as a "fix" for a nonexistent problem. Everyone at your table should be playing a cleric--unless you've also applied similarly powerful "fixes" to perceived problems with other classes as well.
RuyanVe wrote:
The obvious choice here would be a flaming frying pan, with the flames emanating from the bottom. The primary use would be cooking--anywhere, any time, no campfire needed--and the extra combat damage would be a side benefit. A nice GM might even let you make the flames adjustable. Max heat for combat (and of course searing/blackening food) with moderate and low heat available as needed for more delicate cooking. |