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Elements of Magic: Questions for the Designer
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<blockquote data-quote="Aristotle" data-source="post: 1703230" data-attributes="member: 5885"><p>I'm not sure if anyone is monitoring this thread anymore or not, but I had a question. I'm modifying EoM for my campaign setting and was wondering what, if any, repurcussions might come from reorganizing the item creation feats. What I'm thinking about doing...</p><p></p><p>Wrapping wonderous item and permanent spell into one feat (now it handles creatures and objects), and making the 'spell-like ability' permanent effects work like the x/day effects from charged item instead of "at will". Also probably not using the "creature creation" rules from permanent spell, as it doesn't fit with the feal of the setting.</p><p></p><p>Taking mana batteries out of charged item, and having charged items only use charges (no x/day effects, as they are now handled by permanent spell). Also making "spell list" and "metamagic" items mandatory as 'spell completion' items. (Some of my players will avoid spell casting because of the complexity. I want to make sure the magic items their non-caster characters get are simple effects that don't require them to fully understand the magic system.) </p><p></p><p>Making mana batteries their own feat.</p><p></p><p>Hopefully you get some idea as to what I'm looking for. Any suggestions would be appreciated.</p></blockquote><p></p>
[QUOTE="Aristotle, post: 1703230, member: 5885"] I'm not sure if anyone is monitoring this thread anymore or not, but I had a question. I'm modifying EoM for my campaign setting and was wondering what, if any, repurcussions might come from reorganizing the item creation feats. What I'm thinking about doing... Wrapping wonderous item and permanent spell into one feat (now it handles creatures and objects), and making the 'spell-like ability' permanent effects work like the x/day effects from charged item instead of "at will". Also probably not using the "creature creation" rules from permanent spell, as it doesn't fit with the feal of the setting. Taking mana batteries out of charged item, and having charged items only use charges (no x/day effects, as they are now handled by permanent spell). Also making "spell list" and "metamagic" items mandatory as 'spell completion' items. (Some of my players will avoid spell casting because of the complexity. I want to make sure the magic items their non-caster characters get are simple effects that don't require them to fully understand the magic system.) Making mana batteries their own feat. Hopefully you get some idea as to what I'm looking for. Any suggestions would be appreciated. [/QUOTE]
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