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Tranquil Guardians (Paladin archetype) get the following ability:

Aura of Calm:
At 8th level, a tranquil guardian is immune to all spells and spell-like abilities with the emotion descriptor, as well as all fear effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against these effects. This ability functions only while the tranquil guardian is conscious, not if she is unconscious or dead.

This ability replaces aura of resolve.

My question is that, am I immune to beneficial emotion spells as well? Like Good Hope, for example? Or can I choose to ignore that immunity for harmless spells?

Sorry if this has been asked before. I've looked through the SRD and skimmed the forums, and I didn't find anything about this.


A player in one of my games has brought up a particular magic item he's invented, and would like to create at some point in the game, the Bag of Spell Storing. I think it's a cool concept, and would like to OK it for him to make, I just need to work out the niggly details of the item, and set its cost.

Here's my writeup so far on the item, taking Rod of Absorption and Bag of Holding as inspirations:

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Bag of Spell Storing
Aura strong abjuration; CL XX
Slot none; Price XX,XXXgp; Weight 5 lbs

This appears to be a common cloth sack about 1 foot by 1 foot in size, with a drawstring that can be pulled closed and tied tightly at the mouth.

The holder of the bag may ready an action to capture an incoming spell that has the bag holder as one of its targets. The spell has no effect on the bag holder, and it is captured inside the bag. The holder then spends an immediate action to close the bag tight. If the spell has multiple targets, all other targets are affected normally.

As a move action, the bag can be opened, and the spell within is released. The bag holder may select the target of the spell when they open the bag, but the spell can only affect one target, even if the original spell could affect multiple targets. If the holder does not consciously choose a target when they open the bag (perhaps they don't know the bag has a spell in it), the spell targets the closest target in a cone radiating outward from the open mouth of the bag.

When the spell is released from the bag, it functions identically to the original casting of the spell, except for the change in targets. In other words, caster level, save DCs, duration, etc. all stay the same.

The bag doesn't magically impart any knowledge of the spell stored within, or whether it's holding a spell or not. There is no way with mundane senses to detect the presence/identity of a spell stored in the bag, though some divination magic may provide clues. For example, Detect Magic when used on the bag may pick up the aura of the spell in the bag, if it can be detected over the aura of the bag itself (GM discretion).

Requirements
Craft Wondrous Item, spell turning; Cost XX,XXX gp
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The "doesn't impart magical knowledge" isn't vital to the magic item, and I'm debating changing that. I think it could make for a very interesting way to set traps/leave messages via illusions/etc. I'm mostly uncertain about the Caster Level, and thus the cost of the item.

Compared to the Rod of Absorption, I think it might be equally balanced, and thus deserve a CL of 15.

Bag of Spell Storing vs. Rod of Absorption

Pros:

  • Can be used to full effect by non-casters
  • Unlimited uses
  • Can recreate any targeted spell, instead of any spell the user can cast
  • The spell in the bag can be "cast" as a move action

Cons:

  • Requires readying an action to steal the spell, unlike the Rod which requires no action
  • Can only hold one spell at a time
  • Can only store targeted spells
  • Can only create the spell that it captured

What do y'all think? Any comments and critique is appreciated.

(This is my first time creating a new thread on the forums, so sorry if this is on the wrong board.)

EDIT: Added the "move action" Pro to the list.