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Magic Items: Conduit Staff and it's lessers
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<blockquote data-quote="Shrapp Hamnier" data-source="post: 7041661" data-attributes="member: 6814107"><p>Pointing out the absorbing of spells and the number of spell slots points out a flaw in my explanation. Counter spell needs to use at minimum 3 charges (as it is a 3rd level spell). This is where I forsee the majority of charges being used (especially in my campeigns where I like pitting them against small armies rather than a couple big-badies). At the very least, the idea is to make them need to gauge the importance of using the charges now vs. saving them for later. I think I need to change it around so that the saved spells still take charges, and that should help balence what people WANT to collect, so they cant just reserve the two spots for 7th-9th level spells to avoid paying the charge limit for them.</p><p></p><p>I like the idea of doing the skill check, I forgot about that feature <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> But as far as things like heal spells, why would someone WANT to do that? Ok, obvious answer. But if someone chooses to do that, those charges (formerly saved spell absorb) can't be used in combat. My campaign is meant to keep the party running a bit raged most of the time. If they have the luxury to regularly pass around heal spells for later use, then that is when the enemy will be making a major push where they suddenly need every ounce of energy they can muster, and that spell swap just cost the cleric a spell slot and the wizard an equivolent number of charges to absorb for a spell he cant use for 24 hours. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This also brings up the question of cantrips. Should they be counted as 1st level spells as far as charges? Have a special rule that they either cant be absorbed, still cost 1 absorbing charge without giving the charge, etc...? </p><p></p><p>I am specifically trying to stay away from a flat system for gaining charges, as I want it to be usable by both lower leveled and higher leveled players without it being too OP for the weak or obsolete for the strong. In my campeign, this staff is being studied by an evil council of wizards, who are using their studies (among other similar items) to create the well stones. There is no set time for them to infiltrate the "lab", so I want it to be viable whatever their level.</p><p></p><p>(I'm a little disapointed you simply edited instead of making 3 posts, i can only thank with xp once per post)</p></blockquote><p></p>
[QUOTE="Shrapp Hamnier, post: 7041661, member: 6814107"] Pointing out the absorbing of spells and the number of spell slots points out a flaw in my explanation. Counter spell needs to use at minimum 3 charges (as it is a 3rd level spell). This is where I forsee the majority of charges being used (especially in my campeigns where I like pitting them against small armies rather than a couple big-badies). At the very least, the idea is to make them need to gauge the importance of using the charges now vs. saving them for later. I think I need to change it around so that the saved spells still take charges, and that should help balence what people WANT to collect, so they cant just reserve the two spots for 7th-9th level spells to avoid paying the charge limit for them. I like the idea of doing the skill check, I forgot about that feature :P But as far as things like heal spells, why would someone WANT to do that? Ok, obvious answer. But if someone chooses to do that, those charges (formerly saved spell absorb) can't be used in combat. My campaign is meant to keep the party running a bit raged most of the time. If they have the luxury to regularly pass around heal spells for later use, then that is when the enemy will be making a major push where they suddenly need every ounce of energy they can muster, and that spell swap just cost the cleric a spell slot and the wizard an equivolent number of charges to absorb for a spell he cant use for 24 hours. ;) This also brings up the question of cantrips. Should they be counted as 1st level spells as far as charges? Have a special rule that they either cant be absorbed, still cost 1 absorbing charge without giving the charge, etc...? I am specifically trying to stay away from a flat system for gaining charges, as I want it to be usable by both lower leveled and higher leveled players without it being too OP for the weak or obsolete for the strong. In my campeign, this staff is being studied by an evil council of wizards, who are using their studies (among other similar items) to create the well stones. There is no set time for them to infiltrate the "lab", so I want it to be viable whatever their level. (I'm a little disapointed you simply edited instead of making 3 posts, i can only thank with xp once per post) [/QUOTE]
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