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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
2 Questions (3.5)
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<blockquote data-quote="CuRoi" data-source="post: 5419871" data-attributes="member: 98032"><p>Sekhmet - I was assuming you don't want the item to be command word activated right...I mean that negates the whole "Quicken" idea. It takes a standard action to activate a magic item whether it be by command word, button, switch, or silly dance (or lighting it such as a Lantern of Revealing - which can be blown out or extinguished forcing the user to light it again....) Putting some kind of activation requirement in front of a Quickened spell firing seems a bit pointless.</p><p> </p><p>So I figured you might want this thing continuous where it will kick in whenever you swing at something for optimum effect. </p><p> </p><p>Otherwise, as you point out, it may as well be non quickened and you will get your +20 every other round (one round to activate, the next to swing). </p><p> </p><p> </p><p></p><p>As continuous, the sub notes under one of the item creation tables specify <ol> <li data-xf-list-type="ol">If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.</li> </ol><p>Technically, the True Strike spell has a special duration, but given the potency of it, I would go with the highest multiplier.</p><p> </p><p>TremorFang - While this may be for the melee-light Sorcerer (though it could be faily obscene with a Ray specialist Sorcerer, heh), I garauntee once it is introduced into the game the fighter/rogue etc will have one. - Of course its up to your DM and your group to ultimately decide if it works well for your style of play!</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5419871, member: 98032"] Sekhmet - I was assuming you don't want the item to be command word activated right...I mean that negates the whole "Quicken" idea. It takes a standard action to activate a magic item whether it be by command word, button, switch, or silly dance (or lighting it such as a Lantern of Revealing - which can be blown out or extinguished forcing the user to light it again....) Putting some kind of activation requirement in front of a Quickened spell firing seems a bit pointless. So I figured you might want this thing continuous where it will kick in whenever you swing at something for optimum effect. Otherwise, as you point out, it may as well be non quickened and you will get your +20 every other round (one round to activate, the next to swing). As continuous, the sub notes under one of the item creation tables specify[LIST=1] [*]If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. [/LIST]Technically, the True Strike spell has a special duration, but given the potency of it, I would go with the highest multiplier. TremorFang - While this may be for the melee-light Sorcerer (though it could be faily obscene with a Ray specialist Sorcerer, heh), I garauntee once it is introduced into the game the fighter/rogue etc will have one. - Of course its up to your DM and your group to ultimately decide if it works well for your style of play! [/QUOTE]
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