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<blockquote data-quote="Knightfall" data-source="post: 2126825" data-attributes="member: 2012"><p>Ok, I am currently working on an adventure that will give two NPCs two different unique magical items. The first NPC is a wizard who will have access to something I call a <em>teleportation tile</em>, as per the alternate rules in D&D Complete Arcane. ("Tiles" work like potions for those that don't have CA.) The second NPC is a cleric who will have something I call a <em>passwall amulet</em>, which will function at a caster level of 9th.</p><p></p><p>The <em>teleportation tile</em> is a single use magical item that will automatically take the wizard to his arcane lab when snapped in half, while the passwall amulet is wondrous item that has to be activated by a command word. (The wizard will have two teleportation tiles.)</p><p></p><p>What I want to ask is what people think of the magical items and what they would do to make sure they don't unbalance the game if the PCs get their hands one one or the other? I've already decided that using the <em>teleportation tile</em> provokes an attack of opportunity, while the amulet doesn't. I'm just not sure whether or not the amulet should have charges or be permanent, and if the <em>teleportation tile</em> would need <em>contingency</em> built into its cost.</p><p></p><p>Anyway, give me your opinions please.</p><p></p><p>Cheers!</p><p></p><p>KF72</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2126825, member: 2012"] Ok, I am currently working on an adventure that will give two NPCs two different unique magical items. The first NPC is a wizard who will have access to something I call a [I]teleportation tile[/I], as per the alternate rules in D&D Complete Arcane. ("Tiles" work like potions for those that don't have CA.) The second NPC is a cleric who will have something I call a [I]passwall amulet[/I], which will function at a caster level of 9th. The [I]teleportation tile[/I] is a single use magical item that will automatically take the wizard to his arcane lab when snapped in half, while the passwall amulet is wondrous item that has to be activated by a command word. (The wizard will have two teleportation tiles.) What I want to ask is what people think of the magical items and what they would do to make sure they don't unbalance the game if the PCs get their hands one one or the other? I've already decided that using the [I]teleportation tile[/I] provokes an attack of opportunity, while the amulet doesn't. I'm just not sure whether or not the amulet should have charges or be permanent, and if the [I]teleportation tile[/I] would need [I]contingency[/I] built into its cost. Anyway, give me your opinions please. Cheers! KF72 [/QUOTE]
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