Fero
2023-04-28, 10:27 PM
I am trying to make a list of "meta-spell" items that change how one or more spells function. Please let me know if you have any suggestions.
In order to control the scope of this list, I am specifically Excluding spells that only do one or more of the following:
-Boost caster level;
-Boost caster level checks;
-Increase spell DCs;
-Give free or reduced cost Meta Magic (items with effects similar to an existing MM feat are fine);
-Items that cast/mimic spells (i.e. no scrolls of Energy Transformation Field);
-Items that help with spell learning/ memorization/slots (ie no Pearls of Power, blessed books, etc.).
-Items that indirectly buff spells (ie items that allow you to mess with Planar traits, etc.)
In other words, I am looking for the stuff that doesn't fit anywhere else. So far I have:
1. Ring of the Beast (CC): Make your Summon Nature's Ally spells count as a higher level.
2. Bracelets of Spell Sharing (DMG2): Split a personal range spell between the caster and someone else.
3. Ring of Mystic Fire (MIC): Bonus damage.
4. Ring of Mystic Lightning (MIC): Bonus Damage.
5. Ring of Mystic Healing (MIC): Bonus healing.
6. Bracers of Entangling Blast (MIC): Adds a potent entangling effect to spells, at the cost of damage.
7. Bracers of Blast Barrier (MIC): Convert a spell into small damaging wall effect.
8. Spellmight Bracers (MIC): Pseudo power attack for touch spells.
9. Dragondoom Scepter (MIC): Bonus damage against dragons.
10. Summoner's Totem (MIC): Lets you Cast a buff on a summoned animal as a swift action.
11. Tabard of the Disembodied (Relic/Nerul/MIC): Lets you Cast spells from the Ethereal onto the Material Plane for a few rounds per day.
12. Spell Glyph/Greater Spell Glyph (MIC): Turn a spell into a trap.
13. Chardalyn
(https://web.archive.org/web/20161101074558/http://archive.wizards.com/default.asp?x=dnd/we/20020719a): Turns a spell into a sort of grenade.
14. Spell Storing Weapon (DMG): Put a spell into a weapon to be activated on a successful attack roll.
15. Illusion Theft Weapon (MIC): Similar to the above but limited to illusions, allows higher level spells, and does not require an attack wall.
16. Sabar's Gazing Globe (http://web.archive.org/web/20060628101950/http://wizards.com/default.asp?x=books/dl/magicitems): Cast Silent Image through a scrying sensor.
17. Fang of Inhabitation (Expedition to Castle Ravenloft): Makes magic jar possession permanent and lets the possessor use all of the abilities of the possessed.
18. Celestial Blood (BE): Power component gives chance for [good] spell to deal extra damage to evil creatures.
19. Lammasu Claw (BE): Power component gives chance for [good] spell to deal extra damage to evil creatures.
20. Feather of Far Reaches (CC): Power Component gives +10 speed to travel domain spells.
21. Twilight Green (CC): Bonus damage to negative energy spell.
22. Horn of Gorgon (CC): Power component grants extra strength from strength enhancing spells.
23. Gaurdinal Feather (CC): improves spells that buff AC or grant energy resistance
24. True Warrior's Blade (CC): power component gives bonus damage.
25. Ashes of Power (CC): Power component lets you reroll dispel check.
26. Contingent Spells (CA): Spells can be crafted to trigger on some contingency.
27. Runes (FRCS): Spells can be crafted as runes that activate once triggered.
28. Attuned Gems (MoF): Spells can be crafted to trigger once the gem breaks.
29. Sorceror's Hand (A&EG): Bonus to hit with rays.
30. Amulet of Retributive Healing (MIC): Heals you when you heal others.
In order to control the scope of this list, I am specifically Excluding spells that only do one or more of the following:
-Boost caster level;
-Boost caster level checks;
-Increase spell DCs;
-Give free or reduced cost Meta Magic (items with effects similar to an existing MM feat are fine);
-Items that cast/mimic spells (i.e. no scrolls of Energy Transformation Field);
-Items that help with spell learning/ memorization/slots (ie no Pearls of Power, blessed books, etc.).
-Items that indirectly buff spells (ie items that allow you to mess with Planar traits, etc.)
In other words, I am looking for the stuff that doesn't fit anywhere else. So far I have:
1. Ring of the Beast (CC): Make your Summon Nature's Ally spells count as a higher level.
2. Bracelets of Spell Sharing (DMG2): Split a personal range spell between the caster and someone else.
3. Ring of Mystic Fire (MIC): Bonus damage.
4. Ring of Mystic Lightning (MIC): Bonus Damage.
5. Ring of Mystic Healing (MIC): Bonus healing.
6. Bracers of Entangling Blast (MIC): Adds a potent entangling effect to spells, at the cost of damage.
7. Bracers of Blast Barrier (MIC): Convert a spell into small damaging wall effect.
8. Spellmight Bracers (MIC): Pseudo power attack for touch spells.
9. Dragondoom Scepter (MIC): Bonus damage against dragons.
10. Summoner's Totem (MIC): Lets you Cast a buff on a summoned animal as a swift action.
11. Tabard of the Disembodied (Relic/Nerul/MIC): Lets you Cast spells from the Ethereal onto the Material Plane for a few rounds per day.
12. Spell Glyph/Greater Spell Glyph (MIC): Turn a spell into a trap.
13. Chardalyn
(https://web.archive.org/web/20161101074558/http://archive.wizards.com/default.asp?x=dnd/we/20020719a): Turns a spell into a sort of grenade.
14. Spell Storing Weapon (DMG): Put a spell into a weapon to be activated on a successful attack roll.
15. Illusion Theft Weapon (MIC): Similar to the above but limited to illusions, allows higher level spells, and does not require an attack wall.
16. Sabar's Gazing Globe (http://web.archive.org/web/20060628101950/http://wizards.com/default.asp?x=books/dl/magicitems): Cast Silent Image through a scrying sensor.
17. Fang of Inhabitation (Expedition to Castle Ravenloft): Makes magic jar possession permanent and lets the possessor use all of the abilities of the possessed.
18. Celestial Blood (BE): Power component gives chance for [good] spell to deal extra damage to evil creatures.
19. Lammasu Claw (BE): Power component gives chance for [good] spell to deal extra damage to evil creatures.
20. Feather of Far Reaches (CC): Power Component gives +10 speed to travel domain spells.
21. Twilight Green (CC): Bonus damage to negative energy spell.
22. Horn of Gorgon (CC): Power component grants extra strength from strength enhancing spells.
23. Gaurdinal Feather (CC): improves spells that buff AC or grant energy resistance
24. True Warrior's Blade (CC): power component gives bonus damage.
25. Ashes of Power (CC): Power component lets you reroll dispel check.
26. Contingent Spells (CA): Spells can be crafted to trigger on some contingency.
27. Runes (FRCS): Spells can be crafted as runes that activate once triggered.
28. Attuned Gems (MoF): Spells can be crafted to trigger once the gem breaks.
29. Sorceror's Hand (A&EG): Bonus to hit with rays.
30. Amulet of Retributive Healing (MIC): Heals you when you heal others.