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General Tabletop Discussion
D&D Older Editions
[3.5] What's a good wizard feat for level 6?
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<blockquote data-quote="aboyd" data-source="post: 5568453" data-attributes="member: 44797"><p>Everything magical is custom, though I try to name them close to standard magical items if I can think of one. Here, I'll walk you through them.</p><p></p><p>Wand of +2 caster level: Works like metamagic wands with a severe downgrade to 2x/week. It confers just what it says. For example, if my 6th level wizard cast a fireball with this, it would do 8d6 damage instead of 6d6, thanks to the level boost.</p><p></p><p>Coin of Duplication: similar to the Clenched Fist scepter in Icewind Dale 2. Once per week you can hold the coin in your hand and command it to duplicate, at which point 10 real, non-magical gold coins fall out.</p><p></p><p>Rornyn's longbow: Similar to Devlin's Ring, from Book of Eldritch Might. It always magically has an arrow notched whenever you pull back the bowstring. Otherwise unremarkable. It isn't even +1.</p><p></p><p>Recall Stone: I call it that because it reminds me of the Word of Recall spell. Activate it to be whisked back to town.</p><p></p><p>Sending Stone: Similar to the Sending Stone in the Magic Item Compendium & Complete Arcane. However, he had about 200 of them, all interconnected, and fully able to do unlimited messages the moment a user activated it. To activate it, it actually sits in your ear (it's tiny). We referred to them as walkie talkies in the game.</p><p></p><p>Rings of Cold Protection: Just got them, not sure how they work. I expect it to be like a Minor Ring of Energy Resistance (Cold), but I'm not sure yet.</p><p></p><p></p><p>Player's Handbook 2, page 70.</p><p></p><p></p><p>No. He bought most of them. He wrote the Shrink Item scroll though.</p><p></p><p></p><p>The ring has at least 54 levels (you can put a 9th level spell into each of the 6 gems). I call it Spell Storing because that's what it's similar to, and yeah, you could just make it into something normal. I assume we could do that with each item he's invented. There's typically a close approximation in some book somewhere. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>He puts a Fireball on his daily list of spells, never casts it, and instead uses it to power unlimited attacks with his Fiery Burst feat. So he's not had a need to use the dagger or upgrade it. Before he had Fiery Burst, he had a load of Alchemist's Fire flasks, and hurled 'em when he ran out of spells.</p><p></p><p></p><p>The town we're in has a bank. He keeps it there. I suppose it could be loaded into his haversack if your game world doesn't have banks.</p><p></p><p></p><p>It's not the amulet, it's just non-magical treasure. No idea of its worth yet.</p><p></p><p></p><p>I don't know what "animals, hirelings, guild membership" refers to. Is it a question? If you're asking if the wizard has any of that, no, he doesn't. I guess he might be considered to have a guild membership in the sense that he has the "Collegiate Wizard" feat, which implies that he was schooled in a major wizard's guild. We never delved into the details of that, though.</p><p></p><p>As for his backup spellbook, he has none. This is because like all magic items in my DM's game, the Heward's Handy Haversack is not normal. It is password commanded via thought, so the spellbook really can't be stolen (or at least not easily) -- anyone with the haversack will be unable to get anything out of it. So I've felt no need to spend cash on a backup.</p><p></p><p>Of course, even with that password protection, it's possible for someone to cast Detect Thoughts and listen in as I use it. So it's not perfect. For your character, maybe it should be a normal haversack and a spare book should be somewhere.</p><p></p><p></p><p>Since he has the Collegiate Wizard feat, odds are good that he's going to prefer very large cities.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5568453, member: 44797"] Everything magical is custom, though I try to name them close to standard magical items if I can think of one. Here, I'll walk you through them. Wand of +2 caster level: Works like metamagic wands with a severe downgrade to 2x/week. It confers just what it says. For example, if my 6th level wizard cast a fireball with this, it would do 8d6 damage instead of 6d6, thanks to the level boost. Coin of Duplication: similar to the Clenched Fist scepter in Icewind Dale 2. Once per week you can hold the coin in your hand and command it to duplicate, at which point 10 real, non-magical gold coins fall out. Rornyn's longbow: Similar to Devlin's Ring, from Book of Eldritch Might. It always magically has an arrow notched whenever you pull back the bowstring. Otherwise unremarkable. It isn't even +1. Recall Stone: I call it that because it reminds me of the Word of Recall spell. Activate it to be whisked back to town. Sending Stone: Similar to the Sending Stone in the Magic Item Compendium & Complete Arcane. However, he had about 200 of them, all interconnected, and fully able to do unlimited messages the moment a user activated it. To activate it, it actually sits in your ear (it's tiny). We referred to them as walkie talkies in the game. Rings of Cold Protection: Just got them, not sure how they work. I expect it to be like a Minor Ring of Energy Resistance (Cold), but I'm not sure yet. Player's Handbook 2, page 70. No. He bought most of them. He wrote the Shrink Item scroll though. The ring has at least 54 levels (you can put a 9th level spell into each of the 6 gems). I call it Spell Storing because that's what it's similar to, and yeah, you could just make it into something normal. I assume we could do that with each item he's invented. There's typically a close approximation in some book somewhere. :) He puts a Fireball on his daily list of spells, never casts it, and instead uses it to power unlimited attacks with his Fiery Burst feat. So he's not had a need to use the dagger or upgrade it. Before he had Fiery Burst, he had a load of Alchemist's Fire flasks, and hurled 'em when he ran out of spells. The town we're in has a bank. He keeps it there. I suppose it could be loaded into his haversack if your game world doesn't have banks. It's not the amulet, it's just non-magical treasure. No idea of its worth yet. I don't know what "animals, hirelings, guild membership" refers to. Is it a question? If you're asking if the wizard has any of that, no, he doesn't. I guess he might be considered to have a guild membership in the sense that he has the "Collegiate Wizard" feat, which implies that he was schooled in a major wizard's guild. We never delved into the details of that, though. As for his backup spellbook, he has none. This is because like all magic items in my DM's game, the Heward's Handy Haversack is not normal. It is password commanded via thought, so the spellbook really can't be stolen (or at least not easily) -- anyone with the haversack will be unable to get anything out of it. So I've felt no need to spend cash on a backup. Of course, even with that password protection, it's possible for someone to cast Detect Thoughts and listen in as I use it. So it's not perfect. For your character, maybe it should be a normal haversack and a spare book should be somewhere. Since he has the Collegiate Wizard feat, odds are good that he's going to prefer very large cities. [/QUOTE]
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[3.5] What's a good wizard feat for level 6?
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