Third Mind |
Hello all, I thought of making a wondrous item that is essentially a grenade, but instead of explosions, it causes the areas they land in to become subject to Create Pit. Temporary of course.
Now if I'm reading this right, it'd cost 3 (caster lv.) x 2 (spell lv.) x 50gp (Use Activated) for a 3 round Create Pit grenade. Is this correct? And just up it where appropriate for the higher level pit spells yes? Would this require the 1.5 multiplier for a slotless item?
Third Mind |
Wraithstrike is right.
But for the record, isn't the slotless multiplier x2? The 1.5 multiplier is for adding additional abilities to slotted items.
It's quite probably x2 and I was just mis-remembering.
In any event. Thanks everyone for the info and input. Now to look up how to set DCs for magic items.
Wonderstell |
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
So, that should be DC 13 for a second level spell.
10 + 2 (spell level) + 1 (Ability score 12)
Third Mind |
SRD; Magic Items; Saving Throws Against Magic Item Powers wrote:Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
So, that should be DC 13 for a second level spell.
10 + 2 (spell level) + 1 (Ability score 12)
I see. Thanks for the info. Turns out these won't be very good at all then haha Wonder if one could increase spell level using metamagic (heighten spell probably) to increase the DC. I know it's increase the build DC and cost too... but a 13 is extremely low.