Wicht
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Why would you want an object? if you lose it, you can't cast spells, but I see no such restriction on the familiar. Hell, summon the familiar and then kill it, because I see no reason not to! This is ridiculous. You can still cast spells without your familiar but not without your item? WHY?
I don't know. I'm playing a dwarven wizard who bonded his warhammer. I'm really enjoying the ability to cast a spell without preparing it. And it makes for good character development. So far losing it hasn't been an issue.
LazarX
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Why would you want an object? if you lose it, you can't cast spells, but I see no such restriction on the familiar. Hell, summon the familiar and then kill it, because I see no reason not to! This is ridiculous. You can still cast spells without your familiar but not without your item? WHY?
As far as I know the only spell casting you lose in that case is the freebie spell the object provides, your normal spellcasting capabilities will still be there. There is a hampering effect, but if you're a good wizard and are keeping your spellcraft up to snuff, it should not be a crippling issue. Also keep in mind that you've got an object that can potentially be a very potent magic item that's easy to replace even if lost.
SirUrza
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Why would you want an object? if you lose it, you can't cast spells, but I see no such restriction on the familiar. Hell, summon the familiar and then kill it, because I see no reason not to! This is ridiculous. You can still cast spells without your familiar but not without your item? WHY?
Really? So bonding with a masterwork staff.. making it magic for 1/2 the cost, and then continuing to make it better.. like a staff of power, at 1/2 the cost is under powered? Oh.. and a wizard can recharge the staff now too.
Oh about bonding with a sword, making it magical, continue making it better and using Hand of the Apprentice (when Jason revises Hand of the Apprentice to work with magic items next build.)
Dead familiars don't give you their bonus.
Have you played 3P yet?
Goblins Eighty-Five
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If you play in a world where it's hard to cast spells without your item, the first thing the BBEG is going to do is steal your wizards item.
LOL! I did some talking with my players. They suggested you make the item a girdle, chastity belt or ring that is located upon your unmentionables, making it very hard to remove.
Goblins Eighty-Five
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"Losing your item" isn't a really real drawback. Unless your GM is an outright dick, you might lose your item once, maybe twice in a campaign, as part of a specific adventure and you'd get it back before the end of said adventure anyway.
I was thinking more like, when you are disarmed of your wand your suddenly having to make spellcraft checks. Think potter. How many times did they snag away wands and the like? A lot.
| Doug Bragg 172 |
I was thinking more like, when you are disarmed of your wand your suddenly having to make spellcraft checks. Think potter. How many times did they snag away wands and the like? A lot.
You see a Wizard standing there... he has two rings, an amulet, a dagger in one hand and a wand in the other.
Which is the bonded item you want to disarm?
Honestly, I've never had a wizard disarmed of anything. My wand of magic missile has never been taken from me; my staff never knocked from my hand, nothing.
And if you are disarmed? Hand of the Apprentice to reclaim it. Easy.
| F33b |
Goblins Eighty-Five wrote:
I was thinking more like, when you are disarmed of your wand your suddenly having to make spellcraft checks. Think potter. How many times did they snag away wands and the like? A lot.You see a Wizard standing there... he has two rings, an amulet, a dagger in one hand and a wand in the other.
Which is the bonded item you want to disarm?
Honestly, I've never had a wizard disarmed of anything. My wand of magic missile has never been taken from me; my staff never knocked from my hand, nothing.
And if you are disarmed? Hand of the Apprentice to reclaim it. Easy.
Agreed. If your wizard is getting disarmed, then he probably has bigger issues (since he is most likely in melee with some foe.)
Sure, ranged disarm is possible, but any spell that grants concealment should be able to shut that down.
I think Sunder and Shatter are bigger bugbears, but if you've got a Shatter happy DM, you're probably better off making your bonded item a ring or amulet. However, since a bonded item can be enchanted without the wizard actually having the preq feats, a wizard should be able to enchant his bonded item by level 3.
Another option would be to use a Locked Gauntlet and avoid spells with somatic components, or make liberal use of still spell.
0gre
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I was thinking more like, when you are disarmed of your wand your suddenly having to make spellcraft checks. Think potter. How many times did they snag away wands and the like? A lot.
Thank you, but I enjoy my D&D sans Potter. For starters there are no instant disarm spells in D&D like there is in Harry Potter.
As has been pointed out, a wand is perhaps not the best choice for a bonded item. Wands are easy to sunder and conspicuous. A ring, an amulet, a dagger (maybe just as easy to disarm but tougher to sunder).
-- Dennis
Set
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Will this 'Bonded Item' Wizard *also* be spellbook dependent?
Cause that's looking like yet another way to 'disarm' a Wizard. I'm not adamantly against that, as a conscious design choice, but it will create differences in adventure mechanics.
The old 'wizard gets captured' thing will be that much easier to set up, with the wizard now needing a power item *and* a spellbook to do anything, which could be an issue for both player and NPC wizards. Adventure design has certain assumptions and this makes a pretty big flavor change for wizards dependent on specific focus items to use their spells.
0gre
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Will this 'Bonded Item' Wizard *also* be spellbook dependent?
Cause that's looking like yet another way to 'disarm' a Wizard. I'm not adamantly against that, as a conscious design choice, but it will create differences in adventure mechanics.
The old 'wizard gets captured' thing will be that much easier to set up, with the wizard now needing a power item *and* a spellbook to do anything, which could be an issue for both player and NPC wizards. Adventure design has certain assumptions and this makes a pretty big flavor change for wizards dependent on specific focus items to use their spells.
Once you lose your spellbook and have burnt off your spells a wizard is pretty much a commoner with some nice knowledge skills. Having a familiar or just skipping the bonded item will not change this one bit.
I don't see how this is significantly easier to set up than previously. If you sunder or disarm the item it's going to be easier to defeat the wizard. Well all wizards know this so they would know to use a focus that is hard to sunder or disarm. Wands are likely out.