Magic Item creation -- changing activation action required


Rules Questions


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Are there "official" rules for reducing the action required to activate a magic item (to be combined with consulting the DM of course)? i.e. demote the action from Standard action to a move action

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DeltaOneG wrote:
Are there "official" rules for reducing the action required to activate a magic item (to be combined with consulting the DM of course)? i.e. demote the action from Standard action to a move action

I think your average DM will just do a blanket "No" to anything that speeds up the activation time of an item because that way lies power creep, horrid brokenation, and unexpected combos.

Changing the command word of a wand, OTOH, is something I'd allow to someone with the appropriate crafting feats and some spellcraft, since while a Wand of Healing is nice, it's a little less nice if the command word is "Lamashtu, Bless me with Your monstrous babies!" is somewhat less nice, especially if you expect it to be used by a cleric of Shelyn.


Official? Not that I know of. At our table, to reduce something to a swift action, you basically apply the Quicken spell, and base the item cost on the new spell level and minimum caster level. To take something from a standard action to a move action, we apply a "half-quicken" which is just a +2 spell level modifier.


I believe the official response is to set out a robot with claws and have it wave its arms around while shouting

"Danger will Robinson, Danger !"

Because its not usually a good idea.

Grand Lodge

DeltaOneG wrote:
Are there "official" rules for reducing the action required to activate a magic item (to be combined with consulting the DM of course)? i.e. demote the action from Standard action to a move action

You could perhaps add the cost of a metamagic quicken rod of appropriate level, adding 50% to the less costly ability. Mauril's idea also sounds workable.

I wouldn't favour changing a standard action to a move action, unless the item's effect is, in fact, movement or something similar to existing move actions, and I wouldn't price that any cheaper than Quicken Spell.


Starglim wrote:
DeltaOneG wrote:
Are there "official" rules for reducing the action required to activate a magic item (to be combined with consulting the DM of course)? i.e. demote the action from Standard action to a move action

You could perhaps add the cost of a metamagic quicken rod of appropriate level, adding 50% to the less costly ability. Mauril's idea also sounds workable.

I wouldn't favour changing a standard action to a move action, unless the item's effect is, in fact, movement or something similar to existing move actions, and I wouldn't price that any cheaper than Quicken Spell.

Approaching from another angle- you could make a magic item that is use activated ( cost CL x Spell level X 2000) and give it an amusing spell. I'm still looking for a really amusing spell to put in a pair of boots that could go off when you stomped.

Grand Lodge

DeltaOneG wrote:
Are there "official" rules for reducing the action required to activate a magic item (to be combined with consulting the DM of course)? i.e. demote the action from Standard action to a move action

There are no general rules for such. Specific items may have exceptions. i.e. a ring of featherfalling can be activated as an immediate action. But otherwise, no.

Grand Lodge

Silly boot stomping activated spell? Summon instrument.


Stinking Cloud.


The Black Bard wrote:
Stinking Cloud.

I am so making "Pants of Deadly Silence" now.


Sekret_One wrote:
The Black Bard wrote:
Stinking Cloud.
I am so making "Pants of Deadly Silence" now.

Better yet, Monocle of Popping. First failed will save it absorbs and pops off. Essentially a use activated abjuration spell- I know there's one in there that protects against compulsions or fear or the like.


Sekret_One wrote:
I'm still looking for a really amusing spell to put in a pair of boots that could go off when you stomped.

Expedition Excavation would be fun. "Let me just climb back out of this hole . . ."

Arcane Mark - leaving permanent, invisible, when you choose to tracks could be useful in dungeons - better than string or breadcrumbs.

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