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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Grim Tales? Anyone? Bueller?
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<blockquote data-quote="DanMcS" data-source="post: 1556838" data-attributes="member: 6530"><p>Got it today. Had to hunt, it was hard to spot on the rack of new books the store has front and center, and when I went to pay, I found out why- they got in 5 on wednesday, and this was the last one.</p><p></p><p>Erratta for you: you should have included the d20 modern erratta, for instance, as originally written, ignore hardness is pointless compared to melee smash, so they errattaed ignore hardness to 2/talent instead of 1-per.</p><p></p><p>I love the class abilities as talent trees. Now I just need to convince my group to run this way.</p><p></p><p>Spellcasting: this isn't explicit in chapter 8, but is implied in the magical item creation rules, that 0th level spells count as 1/2 for many spellcasting things as usual; would a 0th level spell cause a d3 spell burn, or I guess a (d6)/2?</p><p></p><p>Also, caster level is provided by talents, and used to make the check to cast the spell. What, then determines caster level for the effect of the spell? In the example in the book, our smart hero is casting a fireball, first without the magical adept talent, later with it. His caster level is, respectively, 0 and then 1. How much damage would the fireball do? If it were based on caster level, he doesn't really deserve the title of "smart hero", because he took 3d6 con damage to cast a 0d6 fireball! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm guessing just use the base effect of the spell as though a minimal level caster were casting it, so a fireball always does 5d6 and a cure light wounds always cures 1d8+1; I might allow them to increase the difficulty of the caster level check, with each point adding 1 to the effective level of the spell. So cast your fireball with a DC of 18 instead of 13 and get a 10d6 fireball.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1556838, member: 6530"] Got it today. Had to hunt, it was hard to spot on the rack of new books the store has front and center, and when I went to pay, I found out why- they got in 5 on wednesday, and this was the last one. Erratta for you: you should have included the d20 modern erratta, for instance, as originally written, ignore hardness is pointless compared to melee smash, so they errattaed ignore hardness to 2/talent instead of 1-per. I love the class abilities as talent trees. Now I just need to convince my group to run this way. Spellcasting: this isn't explicit in chapter 8, but is implied in the magical item creation rules, that 0th level spells count as 1/2 for many spellcasting things as usual; would a 0th level spell cause a d3 spell burn, or I guess a (d6)/2? Also, caster level is provided by talents, and used to make the check to cast the spell. What, then determines caster level for the effect of the spell? In the example in the book, our smart hero is casting a fireball, first without the magical adept talent, later with it. His caster level is, respectively, 0 and then 1. How much damage would the fireball do? If it were based on caster level, he doesn't really deserve the title of "smart hero", because he took 3d6 con damage to cast a 0d6 fireball! :) I'm guessing just use the base effect of the spell as though a minimal level caster were casting it, so a fireball always does 5d6 and a cure light wounds always cures 1d8+1; I might allow them to increase the difficulty of the caster level check, with each point adding 1 to the effective level of the spell. So cast your fireball with a DC of 18 instead of 13 and get a 10d6 fireball. [/QUOTE]
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