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Keep in mind that the teleport wasn't the ranger ability, but the Fey Step ability from being an Eladrin:
MindwabderedB wrote: I used my eladrin Fey Step to teleport up to a sniping position, then took out the slightly-injured cleric and severely wounded the dragonshield kobold in one shot. But, yeah, from everything I've heard about 4E, it's starting to sound a lot like WoW. If I wanted WoW, I'd play WoW. I'll probably end up dropping the 4E classes and races and just keeping the mechanics. Yes, a lot of work finding middle ground between 3.5 and 4... but from what I've seen and read... worth it. ^-- And that was completely off topic... my bad. ![]()
Alright, so I wasn't quite thinking clearly when thinking about the casting time. But, I noticed, with this spellcasting system identify takes 62-70 minutes to cast in total depending on the caster's level (2-10 min prep time + 1 hour casting time). Edit: ...because most casters won't have identify hanging. Good thing people normally aren't racing the clock when they pull out identify. :P ![]()
One last thing. If it's there, I missed it, but: Zelazny Spellcasting.pdf wrote: Casting a spell requires either having that spell prepared or spending extra time to cast the spell without preparation. Zelazny Spellcasting.pds wrote: A spellcaster can discard an unwanted spell to make room for a new one. However, spell points spent on the discarded spell are not refunded. Discarding a prepared spell is a standard action. What is the casting time of a hanging spell? I'm assuming that the answer will be something like "a standard action regardless of what the original rules say the casting time is" but I figured it would be best to ask rather than assume. ![]()
Sorry to nitpick, but wouldn't the materials cost be 25,000 extra gold instead of 250,000 extra gold? Also, the spells in question are True Seeing (7th level) and Greater Arcane Sight (6th level, arcane / 5th level, divine). So, that means we're dealing with:
Arcane Sight, Greater
Which means the base price is 857,000 gp. SRD "Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price." So... that means 428,500 gp is taken up by material costs (possibly make the character quest for these...?) and there's an extra cost of 34,280 xp? That would bring the total to 857,000 gp + 34,280 xp? I'm thinking I might just mark this item down as "artifact" and save it for a reward at some later point during epic level play (party's 19th level.. on average.. right now). Regardless, thanks for the help figuring the cost out and the quick response... but this is looking pretty powerful. ![]()
Zelazny Spellcasting.pdf wrote: On the other hand, if he wanted to prepare or cast Sepia Snake Sigil, it would take 10 minutes, because Sepia Snake Sigil is a 3rd level spell, which is the highest level spell he can cast, and 10 minutes is shorter than double its casting time. If he simply wanted to cast the Sigil it would take 20 minutes; 10 minutes plus the Sigil’s 10 minute casting time. Things here are a little wordy. Under normal rules, Sepia Snake Sigil takes 10 minutes to cast. So, what's being said is that for a 7th level Sorcerer to hang Sepia Snake Sigil would take the 10 minutes (because 3rd level is the highest said Sorcerer can cast), right? Yet spontaneously casting Sepia Snake Sigil would take 20 minutes (double original casting time), right?Zelazny Spellcasting.pdf wrote: Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained. The spell points spent on any spells still prepared when spell points are regained are likewise counted against the daily limit and aren’t regained. So, if a wizard had 10 points of mana hanging when he "recharged", those spells would still remain hanging and those 10 points of mana would still be spent? Zelazny Spellcasting.pdf wrote: A character with non-stacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points and prepared spells for each spellcasting class. Since each spellcasting class has a separate pool, does that mean that hanging spells are prepared separately of one another? Lets assume the Cleric-5/Bard-2 character has 18 Wisdom and 16 Charisma. Would this mean that the character is capable of hanging 7 spells; 4 spells for the high Wisdom from the Cleric spell list and another 3 spells for the high Charisma from the Bard spell list? Regardless, this is a very interesting system for spellcasting that I am tempted of introducing into the next campaign my group plays. ![]()
I fully agree that the line is where the group sets it. I, myself, am not a fan of the gore for the sake of gore scenes like Saw or Hostel, but if the group enjoys it, go for it.. right? Like, in our latest adventure..
Spoiler:
The players were battling a group of regenerating undead (okay... logically, that doesn't work.. but for something to slow down the group that was about the only thing that would work with the current arrangement -_-' ). The player angled one of the small cannons on the boat at the horde and fired, leaving holes in their foes... so the next thing the group did was shove a ladder (the type of ladder that is a bunch of rungs attached to a single post) through a line of the horde and waited for the regeneration to kick in resulting in something akin to Pirates of the Carribean (sp?). It was amusing, though the description of what was happening was a tad gory, the group had fun. So, again, the line is wherever your group sets it, and is as blurry as your group wants it to be. ![]()
I'm running a game for a group and everything has gone fine up until now. One of the players wants to hire a wizard to fashion a new magic item. He wants an item for his eyes that gives him the effects of True Sight and Greater Arcane Sight as long as he wears them. I have a good enough grasp of how to create magic items that if it was a weapon or armor there wouldn't be a problem... but I've never tried to crunch the numbers for a wondrous item (at least I assume this item would be one) to keep the numbers balanced.
So, would this item be within reason, or would the power granted by it push it in the range of "artifacts" and shouldn't be achievable? Right now I don't see the item breaking the plot and events set up for the adventure, unless the player sees something through this combination that I missed. Now, if the party's wizard offered to craft this item, would there be an xp cost tied to it like there is with scrolls? |