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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    May 2013

    Default Spells for magic item effects without them + a few upgraded spells and item effects.

    Let's start with why: There are a surprising number of magic item effects that have no direct spell counterparts and some magic items that I feel should have the minor-regular-major thing for them and some spells as enhancements, and ones that should have somewhat different effects. Included will be a few specific items that are just extremely powerful custom items given a fancy name. At least one will be an Artifact spear Rod of Lordly Might.
    Last edited by Morphic tide; 2016-01-29 at 12:55 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    May 2013

    Default The spells

    Will make updates to the posts so as to dodge Thread Necromancy shutdown.

    Spoiler: Spells for Ring of Shooting Stars
    Show
    Ball Lightning:
    Evocation [Electricity]
    Level: Wis/Sor 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft. per caster level)
    Target: A number less than or equal to caster level
    Duration: 1 minute per caster level
    Saving Throw: None
    Spell Resistance: Yes

    Create a number of glowing spheres of electricity up to your caster level (No limit). They are about 3 ft. in diameter and resemble Dancing Lights, and the caster controls them in the same fashion. If they are within 5 feet of a creature, they discharge, dealing 1d6 point of electricity damage per caster level, reduced by 1d6 per sphere made (maximum 10d6). The spheres last for one minute per caster level or until discharged.

    Shooting Stars:
    Evocation [Fire]
    Level: Sor/Wis 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10ft. per caster level)
    Area: 5 ft. sphere
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Shoots a small sphere of fire that deals 1d6 points of damage per caster level (maximum 5d6) to the target and 2d6 points of damage per caster level (maximum 10d6) in a 5 ft. sphere, including the target.

    Spark Shower:
    Evocation [Electricity]
    Level: Sor/Wis 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft. per 2 caster levels)
    Area: conical burst
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: Yes

    Makes a cloud of glittering sparks that fan out from the caster for a distance of 25 ft. plus 5 ft. per 2 caster levels feet in a cone that deals 1d4 points of damage per caster level (maximum 5d4) to creatures in the area that are not wearing or wielding a metal item and 2d4 points of damage per caster level (maximum 10d4) to creatures in the area that are wearing metal armor or wielding a metal weapon.

    Last edited by Morphic tide; 2016-01-29 at 05:48 PM.

  3. - Top - End - #3
    Orc in the Playground
     
    Devil

    Join Date
    Aug 2014
    Location
    'Murica
    Gender
    Male

    Default Re: Spells for magic item effects without them + a few upgraded spells and item effec

    So ball lightning needs clarification. What if you make more than 10 spheres do they do no damage? Your range is also wrong. Medium is 100 + 10 feet/level.
    Shooting stars is better than basically fire ball except better and lower level. Short range does not exist either. You have it listed at what medium range should be.
    Spark shower... well the range in the listing block useat he right name. But does it use the range in the description or the range in the block. It is also better than the standard lvl 3 evocation aoe critter fire ball, because electricity is less resisted. Even though it's base dice is 5d4 max unless target has metal somewhere to double the damage. It also has a massive range, like at lvl 5 when you could get a fire ball this thing will be a 75 foot cone according to text starting from somewhere in close range.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    May 2013

    Default Re: Spells for magic item effects without them + a few upgraded spells and item effec

    So ball lightning needs clarification. What if you make more than 10 spheres do they do no damage? Your range is also wrong. Medium is 100 + 10 feet/level.
    Shooting stars is better than basically fire ball except better and lower level. Short range does not exist either. You have it listed at what medium range should be.
    Spark shower... well the range in the listing block useat he right name. But does it use the range in the description or the range in the block. It is also better than the standard lvl 3 evocation aoe critter fire ball, because electricity is less resisted. Even though it's base dice is 5d4 max unless target has metal somewhere to double the damage. It also has a massive range, like at lvl 5 when you could get a fire ball this thing will be a 75 foot cone according to text starting from somewhere in close range.
    Fixing the range and AoE, and I'm using the Ring of Shooting Stars as the basis, which has the price of a +5 enhancement and takes CL 12 to make. In regards to the thing on Ball Lightning, it's a max of 10 damage dice per ball, not 10 balls. That spell is to wipe one's ass with large groups or have a way past SR without being SR: no. Besides, it's damage is wrecked by DR a lot more than most spells. I'll fix the text to make it clearer. For the Shooting Star spell, it only has a 5 ft. AoE, meaning that it is usually only going to hit one creature with that damage. The Spark Shower is meant to have the AoE start at the caster, and there are a lot of ways to have CR appropriate enemies without metal armor, and a not-inconsiderate number of weapons that are not metal.

  5. - Top - End - #5
    Orc in the Playground
     
    Devil

    Join Date
    Aug 2014
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    'Murica
    Gender
    Male

    Default Re: Spells for magic item effects without them + a few upgraded spells and item effec

    That still doesn't clarify spark showers range. The text says 25 per 2 levels but the top part says standard close range of 25 +5 per two levels.

  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    May 2013

    Default Spells as Item effects

    This is for spells that I think should have item effect forms and alternative versions of existing item effects based on different spells. And this post will be edited with more things, it's a valid way to dodge Thread Necromancy.

    Spoiler: Magic/Mage item effects
    Show

    Ethereal Reenforcement:
    A peice of armor with this enhancement looks to have faintly glowing, translucent material in the gaps of it. A shield or armor with this enhancement gains +2 to it's enhancement bonus and it's enhancement bonus, but not armor bonus, to AC applies to incorporeal attacks.
    Moderate Conjuration; CL 5; Craft Magic Arms and Armor, Mage Armor; Price +5 bonus

    Mage Weapon:
    A weapon with this enhancement is slightly off color, and glows faintly in the dark. A weapon with this enhancement gains a +1 enhancement bonus and it's enhancement bonus, but not weapon, damage applies to incorporeal targets.
    Strong Evocation; CL 13; Craft Magic Arms and Armor, Mage's Sword; Price +5 bonus

    Ethereal Ammunition:
    A ranged weapon with this enhancement always has a faint, translucent projectile loaded. A ranged weapon with this enhancement needs no ammo, firing a projectile that hits incorporeal targets, in addition to the weapon's effects.
    Strong Evocation; CL 13; Craft Magic Arms and Armor, Mage's Sword; Price +4 bonus

    Empowered:
    An item with this enhancement seems entirely normal to mundane senses. An item with this enhancement has it's enhancement bonus doubled, ignoring the normal limits for enhancement bonuses
    Minor Transmutation; CL 5; Craft Magic Arms and Armor, Magic Weapon for weapons, Magic Vestments for armor and shields; Price +3 bonus


    Spoiler: stuff for things that heal and make stuff
    Show

    Lifelinked:
    An item with this enhancement seems to writhe with transparent green fibers. An item with this enhancement has it's HP linked to the wielder, splitting the damage evenly unless doing so would destroy it or kill the wielder, then the wielder or item is left with one HP remaining if possible. If several items with this enhancement are present, the damage is split evenly between the wielder and the items, unless doing so would kill the wielder, leaving 1 HP if possible (It turns your items into an extension of your HP, and makes anything HP damaging targeted at your items hit you instead. Combine with loads of ways to repair items and you are a lot harder to kill)
    Moderate Abjuration; CL 5; Craft Magic Arms and Armor, Shield Other; Price +2 bonus

    Repairing:
    An item with this enhancement sparks in the dark. An item with this enhancement will transfer as much HP as it can without breaking to it's wielder. (Different sort of extension, but makes the repairs more important. Makes a decent infusion dump for Warforged Artificers, though)
    Moderate Abjuration; CL 5; Craft Magic Arms and Armor, Shield Others; Price +1 bonus

    Self Repairing:
    An item with this enhancement seems impossibly flawless, blemishes fading as you look. An item with this enhancement regenerates 5 HP per round on itself per effective enhancement bonus
    Major Transmutation; CL 5; Craft Magic Arms and Armor, Fabricate; Price +3 bonus

    Regenerating:
    An item with this enhancement makes the wielder feel all their aches fade near-instantly. The wielder of an item with this enhancement gains 5 HP per round.
    Major Conjuration; CL 13; Craft Magic Arms and Armor, Regenerate; Price +5 (just enough to have a Regenerating Self Repairing Lifelinked item pre-Epic. This will give you an effective 55 HP regen per round per item with the setup. Let's be conservative and say you have just a weapon and your armor of choice. That's 110 HP per round. With two weapons, two rings, gloves, boots, a helmet, a simple set of armor, a necklace and a buckler, you have 550 HP per round, before anything else. If you die with a full loadout of this setup, you kinda deserve death)




    Spoiler: stuff for Shapeshifting and Cloning
    Show

    Beastly:
    A weapon with this enhancement has a pattern of a creature on it. An item with this enhancement can turn into a creature of a type specified upon it's creation as a full round action with the item's enhancements as the appropriate type of bonus and ability, I.E., Psionic activated abilities become Psi-like, Spells become Spell Like abilities and bonuses become the same type, but applied to the creature. This creature is a valid Animal Companion if a normal member of it's species would, but will be sapient immediately if it's intelligence is high enough. If the item is an intelligent magic item, the item's mind and the creature's mind are the same
    Overwhelming Transmutation; CL 21; Craft Epic Rod + Craft Epic Magic Arms and Armor + Craft Epic Wondrous Item + Simulacrum + Polymorph Any Object; Price +10 enhancement, 1 pint of blood of the creature of choice and Xp needed to equal the ECL of the creature (you are making an item creature. You pay for the creature's entire ECL in XP, as a major restriction on making things like dragons. Although a Wyrmling would be doable, finding one would be an adventure of it's own, likely getting the XP from the Wyrmling's parents to make the item. The Tarrasque is basically impossible to make a copy of like this, but if you somehow did, congrats on getting the means to make the ultimate murdermonster, because all the bonuses you put on the item go to your 'pet' Big T. And you must be epic)

    Serpentine:
    A weapon with this enhancement has a pattern of a snake on it. A weapon with this enhancement can turn into a Gargantuan Constricter Snake with the item's enhancements as the appropriate type of bonus and ability
    Moderate Transmutation; CL 15 Craft Magic Arms and Armor, Baleful Pollymorph; price +3 bonus




    Spoiler: Stuff for horrible death
    Show

    Annihilating:
    A weapon with this enhancement is always covered in a thin layer of dust, no matter how often it is washed. A weapon with this enhancement deals damage equal to the hit opponent's current health plus 2 in negative energy damage and they are instantly destroyed, as the Destruction spell, unless they succeed a DC 20 Fort save
    Overwhelming Necromancy; CL 21; Craft Epic Arms and Armor + Destruction + Maximized Harm + Maximized Inflict Light Wounds; price: 4* a +10 enhancement

    Immediate Death:
    A weapon with this enhancement deals damage equal to the hit opponent's current health as negative energy
    Major Necromancy; CL 19; Craft Magic Arms and Armor + Maximized Harm; Price +10 bonus(The rules only say that the total must be lower than 10 for a pre-Epic item)
    Last edited by Morphic tide; 2016-02-09 at 11:33 AM.

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    May 2013

    Default Re: Spells for magic item effects without them + a few upgraded spells and item effec

    Quote Originally Posted by nikkoli View Post
    That still doesn't clarify spark showers range. The text says 25 per 2 levels but the top part says standard close range of 25 +5 per two levels.
    Fixed that. And in the future, use quotes to show what, exactly, I got 'wrong'.

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