| inkedmsd |
A player wants to create a magic bonded item for his wizard that can cast scorching ray as a 3rd level caster at will. He said that the item is considered a use-activated or continuous use item with a Skill Requirement and a Class Requirement.
Scorching Ray - use at will REQ skill: Spellcraft , REQ Class:wizard
spell level 2 x caster level 3 x 2000 gp = 12,000gp (-10% - 30%... - 40%) = 7200gp
Is this correct? 1st off - can he make an item that is at will like that? I tried to look into the rules but there is nothing specific that I can see. From what I have read it seems that the item has to be limited to 3-4x per day at least. Help!
| Nigrescence |
While this may fit by the rules, many people could say that this is a bit much. Compare to other items like the Crown of Blasting (though that uses a higher level spell, boosting its cost, it is limited to once per day).
People may also suggest that making it restricted has little reason for the item other than reducing the cost. This is also a fair argument. It would probably be suggested that you remove those restrictions because there is no real reason for it. This would increase the price to a potentially more appealing level for a use-activated item.
Of course, it's good that he's using minimum caster level, meaning he only gets one ray at 4d6. He still must succeed on a ranged touch attack roll, and he still only gets 4d6 damage. I'd be more worried about an archer firing off full attacks or a fighter swinging his sword.
So, I see it as comparable to a reliable weapon for a Wizard. For 7200 gold and a modest effect, I don't think it's too bad. This also means he has to use a standard action to activate it, meaning that he can't use that standard action to cast a probably more powerful spell.
If he wants to get those discounts, I suggest that you have him build an in-depth and reasonable bit of fluff to explain why this restriction is in place, at the very least. I'd also suggest that you only allow him to have one of the restrictions.
That said, I honestly would be more worried about the spells he would cast normally, and I don't find 4d6 straight damage to be too much of a threat, at will or use per day, especially with how much it costs even with those "discounts" applied. Keep in mind that at CL 3 he's stuck to 30 ft range as per the spell, and only one ray.
The replies you get may vary, but I think it's rather expensive for a mediocre effect. My Wizard would be more interested in picking up two lesser metamagic rods for even less gold, to boost the power of his spells and to give him more options.
Or even a custom Staff of Magic Missile CL 9 for 7200, the same price, if you want a comparable item. Sure, it's not unlimited, but I think it would be more attractive. Maybe suggest that item to him instead.
| Some call me Tim |
A player wants to create a magic bonded item for his wizard that can cast scorching ray as a 3rd level caster at will. He said that the item is considered a use-activated or continuous use item with a Skill Requirement and a Class Requirement.
Scorching Ray - use at will REQ skill: Spellcraft , REQ Class:wizard
spell level 2 x caster level 3 x 2000 gp = 12,000gp (-10% - 30%... - 40%) = 7200gp
Is this correct? 1st off - can he make an item that is at will like that? I tried to look into the rules but there is nothing specific that I can see. From what I have read it seems that the item has to be limited to 3-4x per day at least. Help!
As a GM, I never let the players place class or skill requirements on an item just to save coin. It has to thematically fit the item. Like a Paladin class restriction on a Holy Longsword. So, I'm thinking the price reduction is a little bit shaky.
In any case I'm not sure stacking of requirements reduces it by more than 30% anyhow.
So, the book price would be 2 x 3 x 2000 gp or 12000 gp. That sounds a bit cheap for what it does. A wand with 50 charges would only cost 4500 gp, so this item costs about 2-1/2 times as much.
Now, you have to look at how many times a day he is likely to use it. A few times a day wouldn't be all that much more powerful than buying a stack of wands.
Remember, you can let him make this with the proviso that if it appears to alter the balance of the game that some Evil magic may befall it and it ceases to function at will.
Also compare this to a flametonque sword. Which costs 2400gp more than a normal +1 Flaming Burst weapon and is usable only once use a day.
So, if we assume he won't use very often more than five times a day 12000 is about right. Of course you could just limit it to five times a day and be done with it.
| Gloom |
I've always played in games where magic creation was pretty much uncapped, but placing restrictions on an item were pretty "rare" for the players. They didn't do it just to save a bit of cash.
There are some restrictions I've also added/modified and seem to fit for the games that I play in with certain characters. I'm a fan of playing Dwarves, in the setting I play in when I used to make magical items I would restrict it to my Bloodline and it would be usable by myself and any children that I had. It was a much higher DC to fake it by using a Use Magic Device roll. It also gave maximum discounts but caused a point of con damage per item that I made that needed to be restored. All in all, I liked the idea of that concept.
As far as Alignment restrictions, they really only make sense when you're dealing with holy/unholy characters such as Priests, Clerics, Paladins, Anti-Paladins, Inquisitors, and other varient classes. Also True Neutral makes sense for Druids, and Lawful makes sense for Monks. All other items in other situations would require a bit of fluff to excuse the discount.
As far as Class restrictions go.. Wizards, Paladins, and Monks are the few classes that would actually require specific class restrictions on their items due to the fact that Wizards can be very "elitest" at times. Paladin Orders can be VERY specific at times. And Monks can have very restrictive items requiring that specific training is met.
Race Restrictions only come in when you are dealing with racism in a culture and they don't want the item being used by filthy "insert race here".
On top of those restrictions other ones that I find fun are "Deity" restrictions and "Code" restrictions that require you to follow a specific deity or abide by a specific code of honor.
Whenever adding a restriction to an item, I feel there should ALWAYS be a chance to create an intelligent item. Especially if it's a legacy item.
When it comes to items that have constant or unlimited per day usage, yes it can get out of hand but I find that talking to the player after the game to try and get them to tone it down, or throwing in slightly more powerful challenges can also prove to challenge the party without making the wizard feel useless when they run out of spells.
Another option would be a Staff. I like a good staff with a decent spell that has X uses per day, another "weaker" spell that has unlimited uses per day, and a final spell that only has X charges on the staff. Staves can be recharged by dumping spells while travelling or through adventuring. I find those items to be much more flavorful for a Wizard and accomplish the same effect.