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Spell-Powered Items I'm sure this is a ripoff of someone

#1 User is offline   Raven Bloodmoon 

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Posted 24 November 2005 - 05:03 AM

Here is an idea that struck me after watching Stargate, but it seems like it could lead to a wide variety of items:

A magical item that fits over the hand (it must touch the skin and not be covered to function properly) that allows an arcane caster to channel the energy of a spellslot through it in order to produce a powerful burst of energy. This burst streaks out to a target (as a ray) within Close range and deals Xd6 + the wearer's caster level in damage. X = the level of the spell slot channeled. Upon channeling a spell slot, that slot, and any spell that may have been stored therein is considered used for the day.

My thinking is that other wondrous items could also feed off of a spell slots. What do you all think? Any suggestions? Any ideas?
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#2 User is offline   Dthclaw 

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Posted 24 November 2005 - 04:15 PM

Hmm... same mechanic as I'm using for magitech weapons... didn't think about the Goa'uld hand devices as one, though...

I wouldn't add caster level to damage, though. This is a device that mimics the Archmage's ability to convert spells to ranged touch damage, and I wouldn't make it any more powerful than that.
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#3 User is offline   Jimp 

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Posted 24 November 2005 - 05:54 PM

The name sonuds REALLY familiar. I think it could be somefring from Unearthed Arcana or Expanded Psionics? I don't have a copy of either book though, so I can't check.
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#4 User is offline   Dthclaw 

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Posted 24 November 2005 - 11:47 PM

Probably Unearthed Arcana. I know it isn't out of EPH.
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#5 User is offline   Raven Bloodmoon 

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Posted 25 November 2005 - 04:32 AM

To be honest, I think it was your magictech, dthclaw. And if that's what it is mimicking, then I might just leave it at that. The only reason I added caster level was so that there was a benefit from being higher than level 17. Also, most 9th-level spells are far more useful than just a wimpy 9d7 ray. That much you can get out of far less powerful spells. Tell me your thoughts.
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#6 User is offline   Dthclaw 

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Posted 25 November 2005 - 03:11 PM

Well, if you use epic rules, they can pop off one of the 10th+ spell slots for one of these. Not epic slots, but the ones you can get for extremely high metamagic'd spells. And 17d6 is nothing to sneeze at.

It's less powerful than an equivalent level spell, true. But it has the benefit of being raw damage, and for a wizard that prepares mostly utility spells, lets them off a utility as damage instead. Sorcs get the benefit from being able to throw a LOT of these ranged touch attacks per day. Plus, it's fun.
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#7 User is offline   Raven Bloodmoon 

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Posted 25 November 2005 - 10:06 PM

Only thing is that it wouldn't be 17d6. It'd be 9d6 at best. It is Xd6 where X = the level of the spell slot burned. Thus, 9d6 is the highest non-epic damage you could attain. I was just suggesting that at least you could deal 9d6+17 at 17th level.

Perhaps make it Xd6 +1 per 2 caster levels? That way top non-epic damage is 9d6+10? Maybe that's a little better? I just thought there should be some reward for being a powerful caster (i.e. high caster level).
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#8 User is offline   Dthclaw 

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Posted 26 November 2005 - 01:07 AM

Well, there is still a reward for being a high-level caster... high-level spells.

But yeah, I guess flat damage addition would be fine (actually, 1/caster level would be fine). Still not as powerful as Archmagi Arcane Fire, which was my main concern - making an item power more powerful than an already extremely potent, high-level PrC feature.
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#9 User is offline   Raven Bloodmoon 

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Posted 26 November 2005 - 02:47 AM

Heh, I was figuring with that system, you could change the efficiency of the particular device (should one ever go that route) by changing the die type, too. You could have a more powerful version that does Xd8 or a whimpy version that does Xd4. But that is all just speculation.

Does anyone have any ideas for other spell-powered items? Perhaps a belt that can absorb [Xd6 + caster level] damage as an immediate action (must be used after the the attack is determined to be a hit, but before damage is rolled)? Sort of a personal shield.
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#10 User is offline   Dthclaw 

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Posted 28 November 2005 - 05:10 AM

Well, the magitech stuff I'm using consists of gun-type weaponry, steamcraft armor, primitive PL 4 vehicles, and numerous devices that can cast a single spell many times. Each such device consumes charges, with 5 spell levels equalling a charge. Casters can channel spells directly (with the risk of the item being too greedy and blocking a slot for a week instead of a day) or by draining the energy out of magic items (eventually destroying them). The flipside is the more powerful items you can create with the magitech. Steamcraft armor, for example, has a *minimum* AC bonus of +11, and numerous extras can be added (and that's before enchantments).
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#11 User is offline   Vaskre 

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Posted 28 November 2005 - 05:30 AM

How about items that can only be powered by a certain type of spell? I.e., an item that can only be powered by spells with the evil descriptor, or by spells that have a certain metamagic (i.e. Searing or Fiery) applied.

Edit:
Another idea: Magical Bombs.

These bombs could be filled with spells, up to a certain level cap (I.e., 4 levels of spells per caster, maximum 5 casters or something. Which means Wizard A could put in 4 magic missile spells, or 1 fireball 1 magic missile, etc.), put in by multiple casters, which would all be detonated in a X ft. burst upon detonation.
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#12 User is offline   RedSlayer 

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Posted 28 November 2005 - 06:08 PM

Or you could just make it so it has limited uses per day. you could make it more powerful that way. say, with a limited amount of uses, you can change the energy description. Why not just make it this magic item:

GLOVE OF THE ARCHMAGI

1/day- Convert a spell slot into a burst of energy that deals damage. This burst streaks out to a target (as a ray) within Close range and deals Xd6. X = the level of the spell slot channeled. Upon channeling a spell slot, that slot, and any spell that may have been stored therein is considered used for the day.

1/day- change the energy descripter of a spell you cast to a different energy

etc. with archmage abilities except for the spell-like ability/ give up spell slot.





or have it charged.
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#13 User is offline   WoeTheSinner 

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Posted 28 November 2005 - 07:21 PM

I like the idea of having more or less powerful versions of the glove, d4, d6, d8 and maby event he uber d10 d12 as super mega ultra rare items :) I think the XD(whatever) dmg per lvl is fine even witht he higher dice. A lvl 9 spell is much more deadly than 9d6 +20...but still i say make it +1 per 2 caster lvl...just to make us feel better about it :) and make more powerful versions (with different crysals?) that up the damage dice

Also I love the idea of the Magic Bomb, consider it officialy stolen and to be used in my campaign :)

You can get more specific witht he spells required when it makes sense. For the personal shield for example you could require X lvls of force spells...for a jet pack cape X lvls of levitation/fly spells + X lvls of fire spells

really this could work for any item you want to emulate that is tech based since there are some spells that are sure to combine to form something close enough to the desired product to power it
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#14 User is offline   Dthclaw 

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Posted 28 November 2005 - 08:21 PM

Yep. I like your item you cooked up there, Red. You'd want to make it so that the crafter actually has the Archmage abilities in order to make one, but otherwise... sweet.

And actually, Vaskre, I'm using magic bombs for the Balamb defenses. Two big-[CHAIR] trebuchets hurl tiny spheres about a mile, mile and a half in the air - which then become the medieval equivalent of guided bombs. Duplicating a high-level fireball on impact :cruel:
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#15 User is offline   Raven Bloodmoon 

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Posted 28 November 2005 - 11:07 PM

Very nice ideas. Very nice, indeed. I especially like the specialty spell requirement. I could see versions of the "hand device" that would require [Evil] spells and could either deal an extra point of vile damage, ability damage, or for particularly nasty items, even level drain. On the other hand, a [Good] hand device could channel (Healing) spells to heal at a distance, or attack undead. And just for Woe, you could have a [Fire] hand device that acts as a small flame thrower :P

Dthclaw, tell me more of the "greediness" of your magitech weapons. I like this potential hazard or losing a spell slot for a week.

As for magical bombs, this could be truly nasty. I could picture a vengeful death knight flying through the air on his nightmare, tossing Maximized Enlarged Fireball bomb upon Maximized Enlarged Fireball bomb from his saddlebags on whatever lies below him. Then again, at least he isn't dropping Enlarged Wail of the Banshee bombs....
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