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<blockquote data-quote="dcollins" data-source="post: 116524" data-attributes="member: 876"><p>Potions are a very narrow subset of magic items to be considering as examples. The "specialty potions" are idiosyncratic in being almost the only place in the DMG that doesn't require a spell requirement, and instead a higher-caster-level. And that only includes a half-dozen such skill enhancers.</p><p></p><p>Here are some other examples to consider:</p><p>Armor/Shield of Shadow, +10 to Hide, requires <em>invisibility</em>.</p><p>Armor/Shield of Silent Moves, +10 to Move Silently, requires <em>silence</em>.</p><p>Armor/Shield of Grease, +10 to to Escape Artist, requires <em>grease</em>.</p><p>Ring of Chameleon Power, +15 to Hide, requires <em>invisibility</em>.</p><p>Ring of Climbing, +10 to Climb, requires creator with 5 ranks in Climb.</p><p>Ring of Jumping, +30 to Jump, requires <em>jump</em>.</p><p>Ring of Swimming, +10 to Swim, requires creator with 5 ranks in Swim.</p><p>Boots of Elvenkind, +10 to Move Silently, creator must be an elf.</p><p>Boots of Striding and Springing, +10 to Jump, requires <em>jump</em>.</p><p>Cloak of Elvenkind, +10 to Hide, requires <em>invisibility</em> and creator must be elven.</p><p></p><p>(Stopped search at "D" in the Wondrous Items of the DMG.)</p><p></p><p>Just from the above search of the core rules, it's clear that the majority of skill-enhancing items require something aside from simple caster level (usually a spell, occasionally ranks in the skill). If anything, this shows that the "specialty potions" for some reason break the standard design of D&D magic items.</p><p></p><p></p><p>At any rate, to return to the original poster's question, the easiest resolution to a question like this is for the DM to only allow creation of core magic items (or those listed in whatever added rulebooks you've authorized). The campaign is looking for trouble if the DM allows an open-door policy to creation of any arbitrary item of player design.</p><p></p><p>The DM should read "New Magic Items" on DMG p. 178, and then also the restrictions on "Researching Original Spells" on p. 42, to which the former refers. If the DM simply bans any non-core magic items, then your problem disappears.</p></blockquote><p></p>
[QUOTE="dcollins, post: 116524, member: 876"] Potions are a very narrow subset of magic items to be considering as examples. The "specialty potions" are idiosyncratic in being almost the only place in the DMG that doesn't require a spell requirement, and instead a higher-caster-level. And that only includes a half-dozen such skill enhancers. Here are some other examples to consider: Armor/Shield of Shadow, +10 to Hide, requires [i]invisibility[/i]. Armor/Shield of Silent Moves, +10 to Move Silently, requires [i]silence[/i]. Armor/Shield of Grease, +10 to to Escape Artist, requires [i]grease[/i]. Ring of Chameleon Power, +15 to Hide, requires [i]invisibility[/i]. Ring of Climbing, +10 to Climb, requires creator with 5 ranks in Climb. Ring of Jumping, +30 to Jump, requires [i]jump[/i]. Ring of Swimming, +10 to Swim, requires creator with 5 ranks in Swim. Boots of Elvenkind, +10 to Move Silently, creator must be an elf. Boots of Striding and Springing, +10 to Jump, requires [i]jump[/i]. Cloak of Elvenkind, +10 to Hide, requires [i]invisibility[/i] and creator must be elven. (Stopped search at "D" in the Wondrous Items of the DMG.) Just from the above search of the core rules, it's clear that the majority of skill-enhancing items require something aside from simple caster level (usually a spell, occasionally ranks in the skill). If anything, this shows that the "specialty potions" for some reason break the standard design of D&D magic items. At any rate, to return to the original poster's question, the easiest resolution to a question like this is for the DM to only allow creation of core magic items (or those listed in whatever added rulebooks you've authorized). The campaign is looking for trouble if the DM allows an open-door policy to creation of any arbitrary item of player design. The DM should read "New Magic Items" on DMG p. 178, and then also the restrictions on "Researching Original Spells" on p. 42, to which the former refers. If the DM simply bans any non-core magic items, then your problem disappears. [/QUOTE]
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