Kol Korran
2011-05-21, 12:47 AM
Tomer, Guy, Alon and Ariel, please keep out.
Edit: i posted this thread some days ago, asking for power suggestions for a special staff, but got little response. however, i'd like to incorporate the ideas i got with some further ideas of my own. problem is- i don't know how powerful these are comparing to other items. so i was hoping someone who is a bit better with this aspect of the system could help me. please scroll down to the post beginning with power descriptions and tell me what you think of the power, how much it would cost, and if you're making alterations- how much it'd cost then... (WBL power wise)
hello folks, i need your help.
in my Eberron game (that i DM), the party is just about to reach the Mournland. for those who don't know- it's Eberron's bizarro land, twilight zone, an area blasted by magic in which all weird things happen, an open grave where bodies never rot, a place of metal grass that explodes, unexpected crying that haunts you, only to turn to laughter, and other nightmarish or just weird things.
one of my character, a female Kalashatar (beautiful psycich looking human with an otherworldly soul sharing the same body) wizardes/ sorceress/ ultimate magus (total level 8, casts 3rd level spells) has been researching the area for her entire life. it is her obsession.
plus the player has been always saying that a wizard is never complete without his staff. so i thought to conjure a special staff, a custom made Item- the Staff of the Mournland.
I haven't yet decided how she'll get the staff, i have two ideas running in my head, but i need help creating the staff.
thoughts concerning the staff:
1) it should be a unique item, not just a glorified multi wand. i want it to partialy follow the normal rules of a staff, but to also have a few special abilities, thematic of course. it should be usefull outside the mournlands as well.
2) it's themes should be the following: horrors of the mournland (mind affecting powers, or physically spell altering powers), souls trapped in the mournland (i have no idea here. perhaps drawing on their knowledge, skills, or feats?), and the restoring power of nature. (druidic powers?)
3) charges: it can't be recharged outside the mournland, but in the morunland it recharges naturaly in the rate of 1d8-3 charges a day (yes, it can lose charges)
4) healing is problematic inside my version of the mournland. as one of the powers i thought to let it heal without complication? a CMW spell?
as you see, this idea is far from complete. help please?
Edit: i posted this thread some days ago, asking for power suggestions for a special staff, but got little response. however, i'd like to incorporate the ideas i got with some further ideas of my own. problem is- i don't know how powerful these are comparing to other items. so i was hoping someone who is a bit better with this aspect of the system could help me. please scroll down to the post beginning with power descriptions and tell me what you think of the power, how much it would cost, and if you're making alterations- how much it'd cost then... (WBL power wise)
hello folks, i need your help.
in my Eberron game (that i DM), the party is just about to reach the Mournland. for those who don't know- it's Eberron's bizarro land, twilight zone, an area blasted by magic in which all weird things happen, an open grave where bodies never rot, a place of metal grass that explodes, unexpected crying that haunts you, only to turn to laughter, and other nightmarish or just weird things.
one of my character, a female Kalashatar (beautiful psycich looking human with an otherworldly soul sharing the same body) wizardes/ sorceress/ ultimate magus (total level 8, casts 3rd level spells) has been researching the area for her entire life. it is her obsession.
plus the player has been always saying that a wizard is never complete without his staff. so i thought to conjure a special staff, a custom made Item- the Staff of the Mournland.
I haven't yet decided how she'll get the staff, i have two ideas running in my head, but i need help creating the staff.
thoughts concerning the staff:
1) it should be a unique item, not just a glorified multi wand. i want it to partialy follow the normal rules of a staff, but to also have a few special abilities, thematic of course. it should be usefull outside the mournlands as well.
2) it's themes should be the following: horrors of the mournland (mind affecting powers, or physically spell altering powers), souls trapped in the mournland (i have no idea here. perhaps drawing on their knowledge, skills, or feats?), and the restoring power of nature. (druidic powers?)
3) charges: it can't be recharged outside the mournland, but in the morunland it recharges naturaly in the rate of 1d8-3 charges a day (yes, it can lose charges)
4) healing is problematic inside my version of the mournland. as one of the powers i thought to let it heal without complication? a CMW spell?
as you see, this idea is far from complete. help please?