reapersaurus said:kreynolds - there's nothing common-sensical about not allowing players to use the rules to utilize 1st level spells in item creation.
reapersaurus said:It's right in the table.
reapersaurus said:I mean, come on - players the world over are supposed to see the rules for item creation, and then go - "but wait! We should compare this item with every item in the book to get the appropriate cost!"
reapersaurus said:The cost is right there in black and white...
reapersaurus said:IF their spells are so out of whack for the benefit that they grant (which is basically what we must conclude if they shouldn't be used for magic items), then why did WotC allow spells to be used in magic items?
reapersaurus said:Just take that line out of the table, and you wouldn't have people expecting to be able to use Enlarge Person as a continuous effect for 2,000 GP (Hell, you can buy it as a Permanacied Spell for 2,500).
reapersaurus said:Just take that line out of the table, and you wouldn't have people expecting to be able to use Enlarge Person as a continuous effect for 2,000 GP (Hell, you can buy it as a Permanacied Spell for 2,500).
ThirdWizard said:One note, designers have said multiple times that weapons are slotted items, you have to hold them in your hands and you can only benefiet from one item at a time, so they count as slots.
reapersaurus said:Why do you keep using True Strike as an example which obviously would be stupid to propose?
reapersaurus said:I agree - I've never heard anyone even remotely ask to get a +20 insight bonus to every action by creating a magic item with continuous True Strike.
reapersaurus said:I'm more referring to other things, like Mage Armor (it's not an enhancement bonus)...
reapersaurus said:...or Shield (a shield bonus), or Enlarge Person, Entropic Shield, (Exp. Retreat isn't bad), False Life, Shillelegh, etc.
There are many low level spells that do not neatly fit into any magic item category other than Spell Effect, use-activated or continuous.
reapersaurus said:Since this is a revised edition, _I_ certainly wouldn't expect the buyers of the rules to have to abstract and guess (in fact, make up rules) for something as obvious and supported in the rule-set as this.
kreynolds said:
And they're priced as slotless items.
"also, don't forget that weapons add their bonus twice: on the attack roll and to damage. armor just adds to ac."
That's it exactly.
Monte
http://www.montecook.com
Hands as Chakra: Although not a chakra space listed in the DMG, an item that must be held in a hand to be activated counts as a chakra point. This is because you can only have two hand-chakra items active at once, and to switch to another hand-chakra item you'd have to spend an action to do so (just as if you wanted to put on a different amulet).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.