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*Pathfinder & Starfinder
Arwend Setting Magic Items -- Part 1
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<blockquote data-quote="Wolv0rine" data-source="post: 3369954" data-attributes="member: 9045"><p>Well, in the original version you said you wanted to see a reason why a wizard would ever want or need to replace their wand as they themselves grew more powerful, a reason why you wouldn't have a low-level charatcer (an apprentice, say) craft a cheaper wand for you, and a reason why a wand crafted by a more powerful character would be desirable.</p><p> As far as I could tell, if the CL modifier was any smaller, you'd lose almost all sense of gradation between different CL crafters.</p><p> I don't know, I've always abhorred n/day mechanics.</p><p></p><p></p><p> Rods are rechargable in the same way all magic items with mana pools are rechargable (see top of first post)</p><p> I figured the mana cost with the assumption of <em>Suggestion</em>, but I'm honestly not sure if it <em>really</em> fits the bill. The effect doesn't change the target's perception of reality, they simply accept that the wielder is possessed of The Authority to decree.</p><p> So "The sky is green" could convince someone (for the duration of the effect) that the sky is, in fact green. A clever DM (or Player, even) could run with that, and say that the character still sees the color blue, but now accepts by train of logic that is the sky is that color, and the Rod wielder has decreed that to be green, that for the duration of the effect the target could <em>consider</em> all things blue to be green.</p><p> "Birds are minions of evil!" The Rod wielder has spoken, the target will believe that all birds are evil. Again, <u>for the duration of the effect</u>. After the Rod stop exerting it's power, the effect is over. There are no 'after-effects'. In fact, a clumsy wielder could create some truely hateful enemies through the Rod's use. A sly wielder will use the Rod in such a way that the targets never question whether or not there was magic influence on them or not.</p></blockquote><p></p>
[QUOTE="Wolv0rine, post: 3369954, member: 9045"] Well, in the original version you said you wanted to see a reason why a wizard would ever want or need to replace their wand as they themselves grew more powerful, a reason why you wouldn't have a low-level charatcer (an apprentice, say) craft a cheaper wand for you, and a reason why a wand crafted by a more powerful character would be desirable. As far as I could tell, if the CL modifier was any smaller, you'd lose almost all sense of gradation between different CL crafters. I don't know, I've always abhorred n/day mechanics. Rods are rechargable in the same way all magic items with mana pools are rechargable (see top of first post) I figured the mana cost with the assumption of [i]Suggestion[/i], but I'm honestly not sure if it [i]really[/i] fits the bill. The effect doesn't change the target's perception of reality, they simply accept that the wielder is possessed of The Authority to decree. So "The sky is green" could convince someone (for the duration of the effect) that the sky is, in fact green. A clever DM (or Player, even) could run with that, and say that the character still sees the color blue, but now accepts by train of logic that is the sky is that color, and the Rod wielder has decreed that to be green, that for the duration of the effect the target could [i]consider[/i] all things blue to be green. "Birds are minions of evil!" The Rod wielder has spoken, the target will believe that all birds are evil. Again, [u]for the duration of the effect[/u]. After the Rod stop exerting it's power, the effect is over. There are no 'after-effects'. In fact, a clumsy wielder could create some truely hateful enemies through the Rod's use. A sly wielder will use the Rod in such a way that the targets never question whether or not there was magic influence on them or not. [/QUOTE]
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