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d20 - Simplified Magic Items.

Posted by ArkrimFor group 0
Arkrim
GM, 321 posts
Fri 8 May 2015
at 19:39
  • msg #1

d20 - Simplified Magic Items



SIMPLIFIED MAGIC ITEMS
Magic item creation can be a bit confusing and unbalanced. This variant creates a single universal and balanced method of item creation:
  1. Remove all magic items from the game (except scrolls) and replace them with two new types of magic items: CONCOCTIONS and SPELL USE ITEMS.
  2. Everyone has a caster level in all spellcasting classes equal to their total HD – 3 to a minimum of 0, or their actual level in that class (whichever is better). However, they don’t get any spells, just the caster level for the purposes of using magic items, rituals, spell-like abilities and concentration checks.



CONCOCTIONS
Concoctions work like potions except that any spell can be added to them of any level and they are activated by smashing the concoction on the target (Melee or Ranged touch attack depending on whether the spell was a melee or ranged effect). Even upon a miss the spell is expended and concoction used. This attack replaces any other attacks that are part of casting the spell in it.

If the effect doesn't include an attack, you still throw the concoction at the designated location. Note a "space" on the grid has an AC and TAC of 3. Missing the target area just makes the area a little off target. The space you hit is affected as if you had cast the spell in the area.

If a concoction hits something before reaching its target, the object hit becomes the new target. Deflect Arrows and similar effects deflect a concoction 1d6x10 feet away from the target and grant the deflector a +4 circumstance bonus to saving throws against the effect (if any). Snatch Arrows allows a target to catch a concoction without activating it and then throw it at a new target. Deflect Arrows, Snatch Arrows and similar effects cannot be used on a concoction that does not target the creature with the feat. For example, if a fireball concoction were thrown at a monk’s space but not at the monk, they could not snatch it because the target of the attack roll was the ground space below the monk, not the monk. However, if a scorching ray concoction were thrown at a barbarian and hit, all rays resulting from the concoction would automatically hit because the concoction hit (and all would miss if the concoction missed).

Some concoctions require the target to imbibe it in order to work. These are called potions. The requirement of imbibing reduces the spell level by 1, to a minimum of 0, so potions are great for self buffs. It also means sickened and nauseated creatures cannot imbibe them, creatures without a metabolic system cannot imbibe them, and drinking provokes AOO even if spell normally wouldn't.


SPELL USE ITEMS
Spell use items function like command word items except that some may require somatic components instead of command words (verbal components) depending how they're made. Unless exclusively noted otherwise by the GM, blind activation of an item is impossible. When possible, blind activation requires a Use Magic Device check (DC20 + item's ASL). If the item is a worn item, all spells on it are restricted to be (self only) spells, meaning that they can only target the wearer and/or the wearer’s gear. However, spells activated from worn items benefit from requiring 1 action less than normal (1 round->standard->move->swift->immediate->free). This tradeoff is a result of the fact that it requires more time to don a worn item (full-round action for each except armor which requires 1 minute for light, 3 minutes for medium, 10 minutes for heavy).

New Costs: The market price of a SPELL USE ITEM is equal to:
(accumulative sum of all spell levels in the item x level of highest level spell in the item x number of spells in the item x 100 gp) + base cost of nonmagical item (such as the cost of the sword or boots)
ASL * HLS * NOS * 1,000 GP
*Caster level is always twice the level of the highest level spell in the item.
*Masterwork items are no longer a thing.

  1. Accumulative Spell levels (ASL): Add up the spell levels of all spells in the item. 0-level spells are treated as 1/2 for this calculation.
  2. Spell Uses: Each spell in an item is usable 1/day. The same spell can be added multiple times to a single item for multiple uses per day (increasing the ASL). If the same spell is added multiple times, each time it is added after the first costs half as much as the first time. So 1/day costs x1, 3/day costs x2, 5/day costs x3, 7/day costs x4, etc.
  3. Quicken Spell: You can reduce the time to cast a spell from a magic item by 1 action type by increasing its spell level by 1 (1 round->standard->move->swift->immediate->free). This can be stacked up to a maximum of reducing the casting time to a free action. This cannot be applied to attack spells, area-of-effect spells or spells that create movement as part of casting them (such as teleport or force hook charge). Thus, Quickening can ONLY be applied to (self only/personal) spells. However, other metamagic feats can be added to spells in items, increasing their spell level. Spells that create movement cannot be reduced below a move action. In addition, a caster level can never be below double the highest level spell's spell level before applying these adjustments (such as -1 worn, -1 self only or +2 quickened).
  4. Move/Swift: Even though normally you cannot replace a move action with a swift action, you can use a move or standard action to activate an item that normally has an activation time of 1 swift action.


DONNED
When a spell use item is a worn item, it reduces the effective level of all spells in it by 1, because the item can't be drawn and dropped like wielded item and must be donned ahead of time to be used. This applies only to items which require at least 1 minute to don or longer. Rings, boots, gloves, and bracers which can be donned with a single action or a few rounds do not gain this benefit. Thus, typically only Armor and Vestments gain this benefit.

QUICKENED
Spells in items have tiers of quickened which can be applied as a metamagic boost to them. Quickened increases the spell level by 1 and the casting time by 1 tier, to a minimum of "automatic". Spells that require more than 3 rounds to cast cannot be quickened. 3 rounds --> 1 round --> Full-round action --> Standard --> Move --> Swift --> Immediate --> Automatic. Automatic means the item activated on its own based on a trigger the wearer designates upon attuning to it. They can change the trigger by meditating with the item during a short rest.



Examples of New Items:

ARMOR OF DISGUISE - (1,500 gp) - (CL 1st)
-Standard Activation Donned Disguise Self (0) 3/day
Calculation: NOS 1 * ASL 1.5 * 1,000 GP = 1,500 GP

ARMOR OF FAITH - (3,000 gp) - (CL 2nd)
-Standard Activation Donned Personal Quickened I Shield of Faith I (1st) 3/day
Calculation: NOS 1 * ASL 3 * 1,000 GP = 3,000 GP

ARMOR OF HEALING - (12,000 GP) - (CL 8th)
-Swift Activation Donned Personal Quickened II Cure Moderate Wounds (4th) 3/day
Calculation: NOS 1 * ASL 12 * 1,000 GP = 12,000 GP

ARMOR OF HEALING, GREATER - (15,000 gp) - (CL 10th)
-Swift Activation Donned Personal Quickened II Cure Serious Wounds (5th) 3/day
Calculation: NOS 1 * ASL 15 * 1,000 GP = 15,000 GP

ARMOR OF HEALING, LESSER - (9,000 gp) - (CL 6th)
-Swift Activation Donned Personal Quickened II Cure Light Wounds (3rd) 3/day
Calculation: NOS 1 * ASL 9 * 1,000 GP = 9,000 GP

ARMOR OF HEALING, SUPERIOR - (18,000 gp) - (CL 12th)
-Swift Activation Donned Personal Quickened II Cure Critical Wounds (6th) 3/day
Calculation: NOS 1 * ASL 18 * 1,000 GP = 18,000 GP

ARMOR OF IMMORTALITY - (75,000 gp) - (CL 22nd)
-Standard Activation Donned Personal Greater Age Resistance (4th) 1/day
-Immediate Activation Donned Personal Quickened III Heal (10th) 1/day
-Automatic Activation Donned Personal Quickened IV Breath of Life (11th) 1/day
Calculations: NOS 3 * ASL 25 * 1,000 GP = 75,000

ARMOR OF IMMORTALITY, GREATER - (201,000 gp) - (CL 22nd)
-Standard Activation Donned Personal Greater Age Resistance (4th) 1/day
-Immediate Activation Donned Personal Quickened III Heal (10th) 3/day
-Automatic Activation Donned Personal Quickened IV Breath of Life (11th) 3/day
Calculations: NOS 3 * ASL 67 * 1,000 GP = 201,000

ARMOR OF IMMORTALITY, LESSER - (28,000 gp) - (CL 20th)
-Standard Activation Donned Personal Greater Age Resistance (4th) 1/day
-Immediate Activation Donned Personal Quickened III Heal (10th) 1/day
Calculations: NOS 2 * ASL 14 * 1,000 GP = 28,000

ARMOR OF REGENERATION - (76,000 gp) - (CL 14th)
-Full-round Activation Donned Personal Quickened III Regenerate (7th) 2/day
-Immediate Activation Donned Personal Quickened III Cure Moderate Wounds (6th) 4/day
Calculations: NOS 2 * ASL 38 * 1,000 GP = 76,000

ARMOR OF REGENERATION, LESSER - (34,000 gp) - (CL 14th)
-Full-round Activation Donned Personal Quickened II Regenerate (7th) 1/day
-Immediate Activation Donned Personal Quickened III Cure Light Wounds (5th) 2/day
Calculations: NOS 2 * ASL 17 * 1,000 GP = 34,000

ARMOR OF REGENERATION, GREATER - (126,000 gp) - (CL 14th, ASL 34, HLS 7)
-Full-round Activation Donned Personal Quickened III Regenerate (7th) 3/day
-Immediate Activation Donned Personal Quickened III Cure Serious Wounds (7th) 6/day
Calculations: NOS 2 * ASL 63 * 1,000 GP = 126,000



ARMOR OF STONESKIN - (21,000 gp) - (CL 14th)
-Swift Activation Donned Personal Quickened II Stoneskin (7th) 3/day
Calculations: NOS 1 * ASL 21 * 1,000 GP = 21,000

ARMOR OF THE GLADIATOR - (72,000 gp)- (CL 8th)
-Swift Activation Donned Personal Quickened II Bear's Endurance (4th) 2/day
-Swift Activation Donned Personal Quickened II Bull's Strength (4th) 2/day
-Swift Activation Donned Personal Quickened II Cat's Grace (4th) 2/day
Calculations: NOS 3 * ASL 24 * 1,000 GP = 72,000

ARMOR OF THE GLADIATOR, GREATER - (108,000 gp)- (CL 8th)
-Swift Activation Donned Personal Quickened II Bear's Endurance (4th) 3/day
-Swift Activation Donned Personal Quickened II Bull's Strength (4th) 3/day
-Swift Activation Donned Personal Quickened II Cat's Grace (4th) 3/day
Calculations: NOS 3 * ASL 36 * 1,000 GP = 108,000

ARMOR OF THE GLADIATOR, LESSER - (36,000 gp)- (CL 8th)
-Swift Activation Donned Personal Quickened II Bear's Endurance (4th) 1/day
-Swift Activation Donned Personal Quickened II Bull's Strength (4th) 1/day
-Swift Activation Donned Personal Quickened II Cat's Grace (4th) 1/day
Calculations: NOS 3 * ASL 12 * 1,000 GP = 36,000

ARMOR OF THE JUGGERNAUT - (72,000 gp)- (CL 14th)
-Swift Activation Donned Personal Quickened II Bull's Strength (4th) 1/day
-Swift Activation Donned Personal Quickened II Enlarge Person (3rd) 1/day
-Swift Activation Donned Personal Quickened II Iron Skin (4th) 1/day
-Swift Activation Donned Personal Quickened II Stoneskin (7th) 1/day
Calculations: NOS 4 * ASL 18 * 1,000 GP = 72,000

BELT OF THE ANT - (30,000 gp) - (CL 8th)
-Swift Activation Donned Personal Quickened Ant Haul (1st) 3/day
-Move Activation Donned Personal Quickened Shrink IV (4th) 3/day
Calculations: NOS 2 * ASL 15 * 1,000 GP = 30,000

BELT OF THE ANT, GREATER - (63,000 gp) - (CL 12th)
-Swift Activation Donned Personal Quickened Ant Haul (1st) 3/day
-Move Activation Donned Personal Quickened Shrink IV (4th) 3/day
-Standard Activation Donned Personal Enlarge IV (6th) 1/day
Calculations: NOS 3 * ASL 21 * 1,000 GP = 63,000

BELT OF GIANT STRENGTH - (18,000 gp) - (CL 12th)
-Move Activation Donned Personal Quickened Bull's Strength (2nd) 3/day
-Move Activation Donned Personal Quickened Enlarge Person (1st) 3/day
-Standard Activation Donned Personal Enlarge IV (6th) 1/day
Calculations: NOS 2 * ASL 9 * 1,000 GP = 18,000

BELT OF STRENGTH - (6,000 gp) - (CL 4th)
-Move Activation Donned Personal Quickened Bull's Strength (2nd) 3/day
Calculations: NOS 1 * ASL 6 * 1,000 GP = 6,000

BELT OF GODLY MIGHT - (45,000 gp) - (CL 16th)
-Swift Activation Donned Personal Quickened II Bull's Strength (4th) 1/day
-Swift Activation Donned Personal Quickened II Protection from Evil (3rd) 1/day
-Move Activation Donned Personal Quickened Righteous Might (8th) 1/day
Calculations: NOS 3 * ASL 15 * 1,000 GP = 45,000

BOOTS OF FLYING - (9,000 gp) - (CL 4th)
-Move Activation Donned Personal Quickened Fly (3rd) 3/day
Calculations: NOS 1 * ASL 9 * 1,000 GP = 9,000

BOOTS OF SAFE FLYING - (30,000 gp) - (CL 4th)
-Move Activation Donned Personal Quickened Fly (3rd) 3/day
-Immediate Activation Donned Personal Extended Feather fall (0) 12/day
Calculations: NOS 2 * ASL 15 * 1,000 GP = 30,000




BOOTS OF LEVITATION - (8,000 gp)- (CL 4th, ASL 4)
-Levitate 3/day - Swift - (4 = 2 uses*2 = 2nd + 2 Quickened - 1 Self Only - 1 Worn)

BOOTS OF STRIDING & SPRINGING - (18,000 gp)- (CL 6th, ASL 6)
-Expeditious Retreat 3/day - Swift - (4 = 2 uses*2 = 1st + 2 Quickened - 1 Worn)
-Jump 3/day - Swift - (2 = 2 uses*1 = 1st + 2 Quickened - 1 Self Only - 1 Worn)

BRACERS OF ARMOR - (2,000 gp) - (CL 2nd, ASL 2)
-Mage Armor 3/day - Swift - (2 = 2 uses*1 = 1st + 2 Quickened - 1 Self Only - 1 Worn)

BRACERS OF ARMORED SHIELDING - (12,000 gp)- (CL 4th, ASL 6)
-Mage Armor 3/day - Swift - (2 = 2 uses*1st = 1st + 2 Quickened - 1 Self Only - 1 Worn)
-Shield 3/day - Swift - (4 = 2 uses*2nd = 1st + 2 Quickened - 1 Worn)

BRACERS OF SHIELDING - (8,000 gp) - (CL 4th, ASL 4)
-Shield - Swift - (4 = 2 uses*2 = 1st + 2 Quickened - 1 Worn)

CAPE OF DIMENSION DOOR - (32,000 gp) - (CL 8th, ASL 8)
-Dimension Door 3/day - Move - (8 = 2 uses*4 = 4th + 1 Quickened - 1 Worn)



CAPE OF DIMENSION DOOR, LESSER - (8,000 gp) - (CL 4th, ASL 4)
-Lesser Dimension Door 3/day - Move - (4 = 2 uses*2 = 2nd + 1 Quickened - 1 Worn)

CAPE OF THE MOUNTEBANK - (8,000 gp) - (CL 8th, ASL 2)
-Dimension Door 1/day - Standard - (2 = 4th - 1 Self Only - 1 Worn)

CLOAK OF INVISIBILITY - (8,000 gp) - (CL 4th, ASL 4)
-Invisibility 3/day - Swift - (4=2 uses*2nd = 2nd + 2 Quickened - 1 Self Only - 1 Worn)

CLOAK OF INVISIBILITY, GREATER - (32,000 gp) - (CL 8th, ASL 8)
-Greater Invisibility 3/day - Swift - (8=2 uses*4th= 4th + 2 Quickened - 1 Self Only - 1 Worn)

CLOAK OF INVISIBILITY, LESSER - (2,000 gp) - (CL 2nd, ASL 2)
-Vanish 3/day - Swift - (2=2 uses*1st= 1st + 2 Quickened - 1 Self Only - 1 Worn)

CLOAK OF INVISIBILITY, SUPERIOR - (40,000 gp) - (CL 8th, ASL 10)
-Vanish 3/day - Swift - (2=2 uses*1st= 1st + 2 Quickened - 1 Self Only - 1 Worn)
-Invisibility 3/day - Swift - (4=2 uses*2nd = 2nd + 2 Quickened - 1 Self Only - 1 Worn)
-Greater Invisibility 1/day - Swift - (4th + 2 Quickened - 1 Self Only - 1 Worn)

CLOAK OF RESISTANCE - (15,000 gp) - (CL 10th, HSL 5, ASL 9)
-Swift activation Personal Quickened II Resistance (5th) 3/day = 15 ASL
Calculation: 15 ASL * HSL 5 = 75 * 200 GP = 15,000 GP

CLOAK OF RESISTANCE, GREATER - (29,400 gp) - (CL 14th, HSL 7, ASL 9)
-Swift activation Personal Quickened II Greater Resistance (7th) 3/day = 21 ASL
Calculation: 21 ASL * HSL 7 = 147 * 200 GP = 29,400 GP

CLOAK OF RESISTANCE, LESSER - (600 gp) - (CL 2nd, HSL 1, ASL 3)
-Move activation Personal Quickened Resistance (1st) 3/day = 3 ASL
Calculation: 3 ASL * HSL 1 = 3 * 200 GP = 600 GP

GOGGLES OF NIGHTVISION - (4,000 gp) - (CL 2nd, ASL 4)
-Darkvision 3/day - Swift - (4 = 2 uses*2 = 2nd + 2 Quickened - 1 Self Only - 1 Worn)

GOGGLES OF TRUESIGHT - (36,000 gp) - (CL 6th, ASL 12)
-Truesight 3/day - Swift - (12 = 2 uses*2 = 6th + 2 Quickened - 1 Self Only - 1 Worn)

HELM OF ANIMAL FRIENDSHIP - (16,000 gp) - (CL 4th, ASL 8)
-Animal Messenger 1/day* - Standard - (2 = 2nd)
-Calm Animals 3/day* - Standard - (2 = 2 uses*1 = 1st)
-Charm Animal 3/day* - Standard - (2 = 2 uses*1 = 1st)
-Speak with Animals 3/day - Standard - (2 = 2 uses*1 = 1st)

HELM OF LEADERSHIP - (9,000 gp) - (CL 3rd, ASL 6)
-Charm Person 3/day* - Standard - (2 = 2 uses*1 = 1st)
-Eagle's Splendor 3/day - Swift - (4 = 2 uses*2 = 2nd + 2 Quickened - 1 Self Only - 1 Worn)
*Attack spells can be put into worn items but don't gain the benefits of the normal “worn” reduction in spell level and can't be quickened. Use GM discretion for which one can be added.

HELM OF MENTAL PERFECTION - (36,000 gp)- (CL 6th, ASL 12)
-Eagle's Splendor 3/day - Swift - (4 = 2 uses*2 = 2nd + 2 Quickened - 1 Self Only - 1 Worn)
-Fox's Cunning 3/day - Swift - (4 = 2 uses*2 = 2nd + 2 Quickened - 1 Self Only - 1 Worn)
-Owl's Wisdom 3/day - Swift - (4 = 2 uses*2 = 2nd + 2 Quickened - 1 Self Only - 1 Worn)

HOLY AVENGER - (72,000 gp) - (CL 8th, ASL 18)
-Align Weapon 3/day - Move - (4 = 2 uses*3 = 2nd + 2 Quickened - 1 Self Only)
-Bless Weapon 3/day - Move - (2 = 2 uses*2 = 1st + 2 Quickened - 1 Self Only)
-Greater Magic Weapon 3/day - Move - (6 = 2 uses*3 = 3rd + 1 Quickened - 1 Self Only)
-Holy Smite 3/day - Standard - (8 = 2 uses*4 = 4th)
-Protection from Evil 3/day - Move - (2 = 2 uses*1 = 1st + 1 Quickened - 1 Self Only)

MAGIC WEAPON, LESSER - (2,000 gp) - (CL 2nd, ASL 2)
-Magic Weapon 3/day - Move - (2 = 2 uses*1 = 1st + 1 Quickened - 1 Self Only)

MAGIC WEAPON - (24,000 gp) - (CL 8th, ASL 6)
-Greater Magic Weapon 3/day - Move - (6 = 2 uses*3 = 3rd + 1 Quickened - 1 Self Only)

MAGIC WEAPON, GREATER - (36,000 gp) - (CL 12th, ASL 6)
-Greater Magic Weapon 3/day - Move - (6 = 2 uses*3 = 3rd + 1 Quickened - 1 Self Only)



MASK OF DISGUISE - (2,000 gp) - (CL 2nd, ASL 2)
-Disguise Self 3/day - Move - (2 = 2 uses*1 = 1st + 1 Quickened - 1 Worn)

RING OF TELEKINESIS - (55,000 gp) - (CL 10th, ASL 11)
-Mage Hand 3/day - Standard - (1 = 2 uses*1/2 = 0)
-Telekinesis 3/day - Standard - (10 = 2 uses*5 = 5th)

ROBE OF THE TIMELORD - (126,000 gp) - (CL 18th, ASL 14)
-Haste 3/day - Swift - (6 = 2 uses*3 = 3rd + 2 Quickened - 1 Self Only - 1 Worn)
-Time Stop 1/day - Swift - (8 = 9th - 1 Worn)

ROD OF DISINTEGRATION - (72,000 gp) - (CL 12th, ASL 12)
-Disintegrate 3/day - Standard - (12 = 2 uses*6 = 6th)

ROD OF WONDER - (162,000 gp) - (CL 18th, ASL 18)
-Wish 3/day - Standard - (18 = 2 uses*9 = 9th)

SCEPTER OF BURNING HANDS - (5,000 gp) - (CL 5th, ASL 2)
-Burning Hands 3/day - Standard - (2 = 2 uses*1 = 1st)



SCEPTER OF MAGIC MISSILE, LESSER - (3,000 gp) - (CL 3rd, ASL 2)
-Magic Missile 3/day - Standard - (2 = 2 uses*1 = 1st)

SCEPTER OF MAGIC MISSILE, GREATER - (9,000 gp) - (CL 9th, ASL 2)
-Magic Missile 3/day - Standard - (2 = 2 uses*1 = 1st)

SCEPTER OF MAGIC MISSILE, MANY GREATER - (22,500 gp) - (CL 9th, ASL 5)
-Magic Missile 9/day - Standard - (5 = 5 uses*1 = 1st)


SCEPTER OF WIZARDRY - (4,000 gp) - (CL 2nd, HSL 1, ASL 20)
-Standard Activation Daze (0) 4/day +2 ASL
-Standard Activation Detect Magic (0) 4/day +2 ASL
-Standard Activation Ray of Frost (0) 4/day +2 ASL
-Standard Activation Read Magic (0) 4/day +2 ASL
-Standard Activation Resistance (0) 4/day +2 ASL
-Standard Activation Burning Hands (1st) 2/day +2 ASL
-Standard Activation Expeditious Retreat (1st) 2/day +2 ASL
-Standard Activation Mage Armor (1st) 2/day +2 ASL
-Standard Activation Magic Missile (1st) 2/day +2 ASL
-Standard Activation Shield (1st) 2/day +2 ASL
Calculation: ASL 20 * HSL 1 = 20 * 200 GP = 4,000 GP

SCEPTER OF WIZARDRY, GREATER - (16,200 GP) - (CL 6th, HSL 3, ASL 27)
-Standard Activation Daze (0) 4/day +2 ASL
-Standard Activation Detect Magic (0) 4/day +2 ASL
-Standard Activation Ray of Frost (0) 4/day +2 ASL
-Standard Activation Read Magic (0) 4/day +2 ASL
-Standard Activation Resistance (0) 4/day +2 ASL
-Standard Activation Burning Hands (1st) 2/day +2 ASL
-Standard Activation Expeditious Retreat (1st) 2/day +2 ASL
-Standard Activation Mage Armor (1st) 2/day +2 ASL
-Standard Activation Magic Missile (1st) 2/day +2 ASL
-Standard Activation Shield (1st) 2/day +2 ASL
-Standard Activation Scorching Ray (2nd) 1/day +2 ASL
-Standard Activation Fireball (3rd) 1/day +2 ASL
-Standard Activation Haste (3rd) 1/day +3 ASL
Calculation: ASL 27 * HSL 3 = 81 * 200 GP = 16,200 GP

SCEPTER OF WIZARDRY, LESSER - (1,000 gp) - (CL 1st, HSL 0, ASL 10)
-Standard Activation Daze (0) 4/day +2 ASL
-Standard Activation Detect Magic (0) 4/day +2 ASL
-Standard Activation Ray of Frost (0) 4/day +2 ASL
-Standard Activation Read Magic (0) 4/day +2 ASL
-Standard Activation Resistance (0) 4/day +2 ASL
Calculation: ASL 10 * HSL 0.5 = 5 * 200 GP = 1,000 GP

SWORD OF TRUTH - (72,000 gp) - (CL 8th, ASL 18)
-Discern Lies 3/day - Standard - (8 = 2 uses*4 = 4th)
-Greater Magic Weapon 3/day - Move - (6 = 2 uses*3 = 3rd + 1 Quickened - 1 Self Only)
-Zone of Truth 3/day - Standard - (4 = 2 uses*2 = 2nd)



NEW SPELLS
Some new spells can be added to account for the loss of some magic items “staples” GMs may want in their game.

Flaming Weapon: This 1st level spell functions like Magic Weapon, but rather than a +1 enhancement bonus to attack and damage rolls with the weapon, you merely deal +1d6 fire damage with the weapon. There is a separate version of this spell for all other energy types: acid, cold, electricity, fire, sonic. Any class with Magic Weapon on its spell list, also gains this spell.

Greater Flaming Weapon: This 3rd level spells functions as Greater Magic Weapon except that rather than a +1 enhancement bonus to attack and damage rolls with the weapon per 4 CL, you deal +1d6 fire damage per 4 CL with the weapon. There is a separate version of this spell for all other energy types: acid, cold, electricity, fire, sonic. Any class with Magic Weapon on its spell list, also gains this spell.

Greater Saves: This 3rd level spells functions as Resistance except that you gain a +1 resistance bonus to all saving throws per 4 CL for 1 minute/CL.

Greater Resistance: This 3rd level spells functions as Resistance except that you gain a +1 resistance bonus to all saving throws per 4 CL for 1 minute/CL.

Lesser Dimension Door: This 2nd level spell functions just like Dimension Door except that the range is only 25 feet + 5 feet per 2 CL and the caster cannot take other creatures with them and cannot take any more than their maximum heavy load with them either.




NO SPELLCASTERS

With these new magic item rules, it's possible to eliminate spellcasting altogether and only allow characters to cast spells through the use of magic items. Those classes which normally gain spells per day simply gain the ability to use their own spell slots instead of expending spell charges from their magic items (assuming they know the spell and have it prepared). This new dependency weakens spellcasters a bit, so in exchange they all gain a bonus Metamagic or Item Creation feat of their choice at every level that they would normally gain a new spell level (0, 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th). For most casters, this means they start with 2 of them at 1st level. A character with a metamagic feat can apply the metamagic effect to spells they use from magic items but it expends additional spell charges per day or spell slots (your choice if you have spell slots to sacrifice).

Eschew Materials: Since casting from magic items essentially means all spells benefit from the lack of need for material components, this feat grants a different benefit instead. This feat allows you to expend spell slots to cast spells through magic items, even if you don't know those spells or have them prepared. As long as you're using the item, you can sacrifice your spell slots for the day instead of using the item's charges. You can even do this for a magic item with no charges left, provided you have the spell slots to supplement them instead.

This is probably an unpopular option for the munchkins, but an interesting one that's available in case a GM wants it.
This message was last edited by the GM at 14:48, Mon 02 Mar 2020.
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