ShneekeyTheLost
2007-01-23, 06:56 PM
Okay, I'm writing up a campain in which you had a 'golden empire' a few thousand years ago who had developed magical abilities and items the likes of which modern-day mages cannot comprehend. It is rumored that the majority of the 'common artifacts' like Deck of Many Things and Staff of the Archmagi came from this society, but are unable to be created today.
Some of the things this civilization came up with, and can still sometimes be found in the (extremely hazardous) ancient ruins of this civilization, are Magitech items. In short, much like Spelljammer items, they require spell slots to be used to activate rather than charges. This is an advantage in that it will never ever run out of charges just when you need it most. It is a downside because you're blowing spell slots to use it. They're typically more useful to a sorcerer than a wizard, with their more spells per day but less spells known.
The most common sorts of Magitech items are Magitech Wands. These function nearly identically to the wands most spellcasters are familiar with, with but two exceptions. Instead of using charges, they eat a spell slot of the appropriate level. For instance, a Magitech Wand of Magic Missiles would eat a 1st level spell slot per time it was used, just as though he had just cast a 1st level spell spontaniously. A Magitech Wand of Scorching Ray would eat a 2nd, and so forth. The other difference is that it uses the caster level of the caster using the item to determine level-dependant variables. Therefore a Magitech Wand of Magic Missiles used by a 1st level caster would shoot 1 missile, one used by a 10th level caster would shoot 5, and so forth.
Yes, these are powerful. They are also considered to be Artifacts, so no one will be able to duplicate them or create them.
There are also what are known as VampTech items, which either inflict damage, or deal Con Burn to activate. For example, the Maul of Golem Elimination is a VampTech item. Normally, it functions as a +1 Greatclub, and without cost to the user. Should the user hit a construct, it deals 2 points of con burn and casts Disintigrate on the construct, caster level being the HD of the wielder, and Con being the casting stat. Thus a 15th level human fighter with a Con of 18 swings this baby at an Iron Golem, he takes 2 con burn and it makes a Fort save DC (10+6+4=20) and takes 30d6 on a failed Fort save or 5d6 on a successful save.
Again, it all Magitech and Vamptech items are considered to be Artifacts. PC's will not be allowed to duplicate them or create them.
So, sound concept or put it back on the drawing board?
Some of the things this civilization came up with, and can still sometimes be found in the (extremely hazardous) ancient ruins of this civilization, are Magitech items. In short, much like Spelljammer items, they require spell slots to be used to activate rather than charges. This is an advantage in that it will never ever run out of charges just when you need it most. It is a downside because you're blowing spell slots to use it. They're typically more useful to a sorcerer than a wizard, with their more spells per day but less spells known.
The most common sorts of Magitech items are Magitech Wands. These function nearly identically to the wands most spellcasters are familiar with, with but two exceptions. Instead of using charges, they eat a spell slot of the appropriate level. For instance, a Magitech Wand of Magic Missiles would eat a 1st level spell slot per time it was used, just as though he had just cast a 1st level spell spontaniously. A Magitech Wand of Scorching Ray would eat a 2nd, and so forth. The other difference is that it uses the caster level of the caster using the item to determine level-dependant variables. Therefore a Magitech Wand of Magic Missiles used by a 1st level caster would shoot 1 missile, one used by a 10th level caster would shoot 5, and so forth.
Yes, these are powerful. They are also considered to be Artifacts, so no one will be able to duplicate them or create them.
There are also what are known as VampTech items, which either inflict damage, or deal Con Burn to activate. For example, the Maul of Golem Elimination is a VampTech item. Normally, it functions as a +1 Greatclub, and without cost to the user. Should the user hit a construct, it deals 2 points of con burn and casts Disintigrate on the construct, caster level being the HD of the wielder, and Con being the casting stat. Thus a 15th level human fighter with a Con of 18 swings this baby at an Iron Golem, he takes 2 con burn and it makes a Fort save DC (10+6+4=20) and takes 30d6 on a failed Fort save or 5d6 on a successful save.
Again, it all Magitech and Vamptech items are considered to be Artifacts. PC's will not be allowed to duplicate them or create them.
So, sound concept or put it back on the drawing board?