
drawesome1111 |

I am thinking about making a new magic item for my players, but I dont want it to be too gamebreaking. Here's what I have for starters.
{Insert slot} of Absolute Knowledge: You call upon the arcane forces to deal 1d6+int mod to target.(1/2 character level/day).
I feel like its slightly over powered, and was thinking possibly a will save. Let me know what you think.

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It only gets overpowered if your 10th level wizard has a crazy high INT. Let us say he has a 36 INT. So five times a day he can do 1d6+ 13. Even at 5th level the fighter could probably dish out 14-19 points a round.
That said magic usually requires a touch attack roll or save to do damage. Setting a Will save DC allows the item to be useful early and then at higher levels in special circumstances. I suggest DC 12.
I like to make new items one time use. This way I can see it used a few times without worrying about it breaking the game. I can also adjust it without fear of breaking my own game. Worst case scenario they blow through the two or three items I gave them and destroy a couple encounters.
edit: One thing I like to do is make magic items with non-combat uses. I find the players seem the most interest in those. Combat type items tend to all be treated as variations of the same damage dealing widget.