| Psisquared |
Too weak, powerful, cheap, or expensive? Should it exist at all? Should characters wear anything other than cloaks of resistance?
Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.
This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. With a swift action, three stored spell levels can be used to empower any single force spell cast by the wearer in a given round. The spell’s efficacy is increased by 50%, even if its primary effect is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 and 30 hit points per caster level. A particular spell may be empowered only once by any means.
Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp
Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation).
| Tacticslion |
Too weak, powerful, cheap, or expensive? Should it exist at all? Should characters wear anything other than cloaks of resistance?
Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. With a swift action, three stored spell levels can be used to empower any single force spell cast by the wearer in a given round. The spell’s efficacy is increased by 50%, even if its primary effect is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 and 30 hit points per caster level. A particular spell may be empowered only once by any means.
Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gpPricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation).
Based on basic game principles, I'd say the two bold parts make this extremely cheap, compared to what it does. While I, personally, would okay the item as you present it (price and all), it's likely considered extremely powerful.
I'd suggest making it times 1.5 instead of .5, for a total price of 120,000. While I, personally, couldn't see my way to spending that kind of gold, the ability to empower a non-variable effect, even if limited to force effects, is tremendously potent and most GMs will likely scoff at anything less than a net increase.
If you really don't want to increase the price, simply drop the multiplication factor (or rather, {force spells only and requires recharge} -> x50%; {removes variable limitation} -> x200%; net change to price = none).
| Psisquared |
Psisquared wrote:Too weak, powerful, cheap, or expensive? Should it exist at all? Should characters wear anything other than cloaks of resistance?
Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. With a swift action, three stored spell levels can be used to empower any single force spell cast by the wearer in a given round. The spell’s efficacy is increased by 50%, even if its primary effect is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 and 30 hit points per caster level. A particular spell may be empowered only once by any means.
Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gpPricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation).
Based on basic game principles, I'd say the two bold parts make this extremely cheap, compared to what it does. While I, personally, would okay the item as you present it (price and all), it's likely considered extremely powerful.
I'd suggest making it times 1.5 instead of .5, for a total price of 120,000. While I, personally, couldn't see my way to spending that kind of gold, the ability to empower a non-variable effect, even if limited to force effects, is tremendously potent and most GMs will likely scoff at anything less than a net increase.
If you really don't want to increase the price, simply drop the multiplication factor (or rather, {force spells only and requires recharge} -> x50%; {removes variable limitation} -> x200%; net change to price = none).
There is always a balance fear when removing a limitation on an existing item or power. From a verisimilitude standpoint, I find the varaiable limitation on empower spell to be somewhat funny. I throw an empowered fireball and do +50% damage, but can't empower a finger of death spell. I would love to hear a wizard's theoretical explanation for why that is.
Is adding 50% to a shield or mage armor spell game breaking? I don't really think that. Offensive spells like magic missle can be empowered normally. It makes Wall of Force tougher, but anything that can hack through a Walls of Force is probably going to kill you anyway. If you can think of an application of this altered empower to a Force spell that is particularly unbalancing,then I may increase the price (or scrap the item all together). Specifically limiting the empower to a single effect of the cast spell may be in order.
Sphen
|
The only thing I see that I would change is that any force spells absorbed by the cloak disappear the next day. This obviously frees up the cloak to absorb new spells to protect the wearer, but also stops them from hording force spells for the empower effect.
Also, what happens if the cloak is destroyed? Would it be different if it is destroyed while it has spells stored in it?
| Psisquared |
The only thing I see that I would change is that any force spells absorbed by the cloak disappear the next day. This obviously frees up the cloak to absorb new spells to protect the wearer, but also stops them from hording force spells for the empower effect.
Also, what happens if the cloak is destroyed? Would it be different if it is destroyed while it has spells stored in it?
It might be a good idea to have the "charge" leach out over time, maybe one per hour. I also like the idea of having the cloak do something weird/dangerous if it is destroyed while containing charges.
| Tacticslion |
Re: Price
Actually, I would personally totally approve of the item and price as-is, as a GM. The advice I give is based on the fact that most GMs I've talked to, and most suggestions I've seen on this board would indicate that any kind of outside-the-rules item be very expensive. This, of course, goes along with the guidelines in the AGMG that suggest that any unusual item default to a higher price rather than a lower.
Now, if you're asking if there's any way that you can break the game with this, I'd say almost certainly. However via Core RAW? Unlikely (though a wizard with an extra +4 to AC is quite significant, especially since it's force which means that incorporeal can't overcome it). This is why I'd personally accept the price as-is, whereas I'd expect the majority to go with the Advanced Game Mastery Guide's guidelines. That's the nature of my suggestion - not my preference. I actually agree with your arguments, on the whole, but I don't give advice based on my home games, but on the various things Paizo's published.
The slow discharge suggestion is actually a really good balancing factor, but again, if you have high level damaging force effects, this could be significant.
Re: other stuff
As for weird/dangerous effects, you can look at the staff of power for a base line, though the cloak should certainly be lesser than a minor artifact. Off the top of my head, I might suggest something like a 5-ft radius burst that allows a reflex save (DC 10+1/2 the charges) or take force damage equal to the number of charges currently in it. The caster probably doesn't get a save (considering the cloak wraps around him). The destruction shouldn't be voluntary under normal circumstances, but shouldn't be likely, either (so it's not likely that things accidentally crisp the mage).
| Psisquared |
Okay, here's version 1.1.
Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.
This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. These stored spell levels are lost from the force manteau at a rate of one per hour. With a swift action, three stored spell levels can be used to empower any one effect of a single force spell cast by the wearer in a given round. This effect is increased by 50%, even if it is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 or 30 hit points per caster level (but not both). A particular spell may be empowered only once by any means. If the Force Manteau gains the broken condition through any means, it no longer functions and loses stored spell levels at a rate of one per turn. If destroyed, a burst of force energy does 1d4 damage per charge in a 10’ radius. All affected by the burst can make A DC 17 reflex save for half damage, except for the one wearing the Force Manteau, who automatically takes full damage.
Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp
Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation, side effect if destroyed).
I added the loss of charges over time, limited the empower to a single aspect of a modified spell, and made it go boom when destroyed. I also toyed with the idea of having it interfere with force spells in effect on the user when broken. I wasn't sure if that was inline with the power level nor could I come up with a good mechanism. If people like the idea, I'll put it in.
| Tacticslion |
Okay, here's version 1.1.
Looks good, but again that 10' radius is rather large. I'd recommend a 5' radius (that's a 10' diameter, meaning all creatures adjacent to the mage in question). BUT! That's just me, and it's fine if you like the 10' radius. You also might want to clarify "full damage". As I read it, that could mean the wearer actually takes maximum damage, but if that's not what you meant, you could simply note that the wearer does not get a save to reduce the damage.
Interfering with current spells could be cool, in theory, but as you say, it's difficult to come up with a decent mechanism. Off the cuff, I could see something like halving the potency of all currently active force effects as a nifty and related thing, but that's a bit of number grinding, so I might recommend against it.
Anyway, nifty thing you made, there!
| Psisquared |
Clarified the last sentence.
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.
This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. These stored spell levels are lost from the force manteau at a rate of one per hour. With a swift action, three stored spell levels can be used to empower any one effect of a single force spell cast by the wearer in a given round. This effect is increased by 50%, even if it is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 or 30 hit points per caster level (but not both). A particular spell may be empowered only once by any means. If the Force Manteau gains the broken condition through any means, it no longer functions and loses stored spell levels at a rate of one per turn. If destroyed, a burst of force energy does 1d4 damage per charge in a 10’ radius. All affected by the burst can make A DC 17 reflex save for half damage, except for the one wearing the Force Manteau, who receives no saving throw.
Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp
Pricing: As a greater Metamagic Empower Rod: 73,000 gp + plus 7,000 gp (most of the cost of the Ring of Forcefangs) x 50% (Force spells only, requires recharge, removes variable limitation, side effect if destroyed).
| Psisquared |
Oops, lost the name. Repost for sake of completeness.
Force Manteau
Aura Moderate (no school); CL 9th
Slot Shoulders; Price 40,000 gp; Weight 1 lb.
This cloak can absorb and retain up to nine levels of force spells directed at the wearer as a Ring of Forcefangs. These stored spell levels are lost from the force manteau at a rate of one per hour. With a swift action, three stored spell levels can be used to empower any one effect of a single force spell cast by the wearer in a given round. This effect is increased by 50%, even if it is not represented as a variable. For example, mage armor could be empowered to grant a +6 armor bonus or a wall of force empowered to Hardness 45 or 30 hit points per caster level (but not both). A particular spell may be empowered only once by any means. If the Force Manteau gains the broken condition through any means, it no longer functions and loses stored spell levels at a rate of one per turn. If destroyed, a burst of force energy does 1d4 damage per charge in a 10’ radius. All affected by the burst can make A DC 17 reflex save for half damage, except for the one wearing the Force Manteau, who receives no saving throw.
Construction Requirements
Craft Wondrous Item, Empower Spell, Wall of Force; Cost 20,000 gp
| Damon Griffin |
Should it exist at all? Should characters wear anything other than cloaks of resistance?
As there doesn't seem to have been a lot of feedback on these questions, I thought I'd chime in with Yes and Yes. It's horrifically boring if everyone in the party wears the same magic cloaks (resistance), rings (protection) and amulets (natural armor), but it often seems like there aren't enough good challengers out there, since many other items for those body slots are only useful in highly specific situations.
The ring of delayed doom from the Advanced Players Guide is an example of a viable alternative to the ubiquitous rings of protection, but of course a character can wear two rings so there's less pressure to choose.