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Post by Admin Pete on Apr 9, 2015 13:01:39 GMT -5
In the arena of magic-user wands & rods & staves and clerical staffs how do you run them? Do you create your own unique items or do you just use what is in the tables? How many charges do your items tend to have? Do you have items that are permanent type items instead of having a set number of charges?
I like creating unique one of a kind items IMC instead of using the result in the tables. The power and number of charges varies all over the place.
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Post by The Perilous Dreamer on Feb 10, 2021 2:01:55 GMT -5
In the arena of magic-user wands & rods & staves and clerical staffs how do you run them? Do you create your own unique items or do you just use what is in the tables? How many charges do your items tend to have? Do you have items that are permanent type items instead of having a set number of charges? I like creating unique one of a kind items IMC instead of using the result in the tables. The power and number of charges varies all over the place. Please share any other details that you think would be interesting. I posted this back in 2015, Love to hear what ideas all of you have.
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Post by mao on Feb 10, 2021 6:38:23 GMT -5
In the arena of magic-user wands & rods & staves and clerical staffs how do you run them? Do you create your own unique items or do you just use what is in the tables? How many charges do your items tend to have? Do you have items that are permanent type items instead of having a set number of charges? I like creating unique one of a kind items IMC instead of using the result in the tables. The power and number of charges varies all over the place. Please share any other details that you think would be interesting. I posted this back in 2015, Love to hear what ideas all of you have. Xur Says, " im gonna get a wand!!! I gonna get a wand!!!!
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Post by Death Even XIII on Feb 10, 2021 13:49:58 GMT -5
I do my own unique items. I don't make any of them as permanent items, they have a randomly determined number of charges and the user has no way to know how many. One item I have out was a Wand of Sleep Spells.
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Post by hengest on Aug 11, 2021 19:31:10 GMT -5
I have focused on unique items when I try to make up these things, but I should give this some thought. I am not sure in my own campaign that I want magic to be so common as to be found "in" these items, but at the same time, I like playing with the idea.
One easy road to make a few memorable items would be to slightly modify notions (such as healing or fire-attacks), rather than having them contain instantiations of spells to be activated.
Example:
Rod of Aid
The rod appears to be a plain but robust stick joined neatly to a curved black stone handle on one end with a honey-golden tip on the other. In-world, the injured party grasps the golden end and the companion holds the black handle. Both parties roll 1d6, the injured party takes his roll as healing and the companion takes his roll as damage. The rod will not kill the selfless companion, but will reduce him to 1HP if so rolled. After doing a predetermined amount of healing (20 points, 50, 100), the wooden center of the rod crumbles and the stone ends loose all luster.
Firecloth
The cloth may be transported safely, but when wrapped around the end of a stick, will begin to luminesce with a warm and pulsating light (equivalent to a torch). The item may be placed on the ground when it will "burn" significantly brighter and hotter, becoming usable as a cooking fire. Used it this way, the pulse is more intense and is peppered with crackles of mini-lightning. The activated item may be thrown as a projectile, where it will explode in a burst of its remaining power, doing fire damage to those in its blast radius. The life of the item may be calculated as points: a preset number from which the ref substracts points for time used as a torch, or somewhat more for an instance of use as a cooking fire. If thrown, the item expends all its remaining power in a ball of plasma-fire. Exact values can vary from cloth to cloth per ref's choice.
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Post by The Perilous Dreamer on Aug 11, 2021 20:42:35 GMT -5
I have focused on unique items when I try to make up these things, but I should give this some thought. I am not sure in my own campaign that I want magic to be so common as to be found "in" these items, but at the same time, I like playing with the idea. One easy road to make a few memorable items would be to slightly modify notions (such as healing or fire-attacks), rather than having them contain instantiations of spells to be activated. Example: Rod of AidThe rod appears to be a plain but robust stick joined neatly to a curved black stone handle on one end with a honey-golden tip on the other. In-world, the injured party grasps the golden end and the companion holds the black handle. Both parties roll 1d6, the injured party takes his roll as healing and the companion takes his roll as damage. The rod will not kill the selfless companion, but will reduce him to 1HP if so rolled. After doing a predetermined amount of healing (20 points, 50, 100), the wooden center of the rod crumbles and the stone ends loose all luster. FireclothThe cloth may be transported safely, but when wrapped around the end of a stick, will begin to luminesce with a warm and pulsating light (equivalent to a torch). The item may be placed on the ground when it will "burn" significantly brighter and hotter, becoming usable as a cooking fire. Used it this way, the pulse is more intense and is peppered with crackles of mini-lightning. The activated item may be thrown as a projectile, where it will explode in a burst of its remaining power, doing fire damage to those in its blast radius. The life of the item may be calculated as points: a preset number from which the ref substracts points for time used as a torch, or somewhat more for an instance of use as a cooking fire. If thrown, the item expends all its remaining power in a ball of plasma-fire. Exact values can vary from cloth to cloth per ref's choice. I like both of these a lot and also I learned a new word I'd never seen before.
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