
Luke Sherman |
would a gun be able to benefit from the effect of 'gravity bow' (or it's identical counterpart 'gravity gun')? A gunslinger could spend 4k for an item granting continuous 'gravity bow' (spell level 1 x cl 1 x(2000x2)). using this setup, my 9th level gunslinger with a musket is now hitting for 5d6+x (3d6 bullet, d6 acid, d6 electrical) per shot.

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Congratulations, you are not giving up an item slot for a messily 1d6 damage.
EDIT: Assuming, of course, that the GM
a) allows the spell to exist
and
b) allows you to find/create/commission an item that will continuously generate it
and
c) The Gm does not add any catches, like saying the gun need special ammo or that it counts as a +1 bonus or something.
Just because the Item Creation Rules provide guidelines on new items does not mean that everything you can possibly create is automatically permitted.
Anything made using those rules is essentially a house rule that requires GM approval. For instance, a pair of "Boots of Expeditious Retreat" only costs 4,000 gold, while "Boots of Striding and Springing" cost 5,000 and only add +10 feet. No sane GM is going to let a player abuse the item creation rules in this way.

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'gravity gun')? A gunslinger could spend 4k for an item granting continuous 'gravity bow' (spell level 1 x cl 1 x(2000x2)).
Several major issues with your post:
- Gravity bow only works on Bow or Crossbows.
- Continuous item of 1st level spells is not priced by SLxCLx2000, but rather priced by 1) Similar Item, then by 2) Similar Power, and finally falls back to 3) Chart. Since you will find other similar item/power and it is the +x Weapon enhancements, you never get to option 3.
- A GM would never allow either of these.

taeko |
GM speaking: sounds like a nice time to break out the rules for making NEW spells which hardly ever get touched.
Step One: does a similar spell already exist? YES! in fact TWO similar spells exist that do the same thing but for different categories of weapons.
Step Two: compare the "new" spell to other spells and see what level the spell should be. Well we have two other spells that do the smae thing at lvl 1, so logic says this new spell would be lvl 1
Step Three: GM approval. go talk to your GM. at first glance it looks good so with "approval" received move to step 4
Step Four: GM sets a dc ( or uses a simple formula ) for making the new spell and the caster in question goes about the task of researching it.
Step Five: "Research requires an expenditure of 1,000 gp
per week and takes one week per level of the spell. This money
goes into fees, consultants, material component experimentation,
and other miscellaneous expenditures. At the end of that time, the
character makes a Spellcraft check (DC 10 + spell level). If that roll
succeeds, the character learns the new spell if her research produced
a viable spell. If the roll fails, the character must go through
the research process again if she wants to keep trying."
source: Dungeon Masters guide; WoTC, Pg. 198
this is the procedure more or less as defined back in 3.5 and having used it several time now as a player and as a GM it works rather well.
testing of the new spell is always fun and research can be a fun side quest involving the gathering of forgotten lore or perhaps finding certain ingredients.
if you want it to be a bit harder start the DC at 20 + spell level and it makes it harder for low level groups to pull this gem out on the poor BBEG goblin or what have you early on in the game.