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*Dungeons & Dragons
Magic Items: Conduit Staff and it's lessers
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<blockquote data-quote="Phazonfish" data-source="post: 7041782" data-attributes="member: 6855766"><p>Hmm, this is a complex problem, I'd usually modify the item based on when they discover it rather than make it scale (but I like the idea, I feel like a few scaling items would be nice, especially since 5e discourages making magic items obsolete and creating the need to trade up). Also, since 5e has the whole concept of bounded accuracy, throwing a large group of even weak opponents at the PCs rapidly becomes harsh, so I typically assume that is not the case. That said, I have thrown together a new draft for the item, please tell me what you do and do not like about it, I'm sure it has plenty of need for tweaking and balancing.</p><p></p><p><strong><u>Conduit Staff</u></strong></p><p><em>Staff, legendary (requires attunement by a spellcaster)</em></p><p></p><p>A twisting triangular metal rod, 6 feet long and roughly ½ inch thick. One end narrows for a couple inches and stops at a rounded tip, the other end widens for a couple inches and then rounds into a large bulb. About a foot in the center is rounded for gripping with two bulbs on either end.</p><p></p><p>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you suffer a -1 penalty on ranged spell attack rolls, but gain a +2 bonus to damage rolls on those spells and do not suffer disadvantage on ranged spell attack rolls as a result of an enemy being within 5 feet of you.</p><p></p><p>The staff has upto 50 charges for the following properties. At dawn, it regains a number of expended charges equal to 1d10+1 multiplied by the attuned creature's proficiency modifier.</p><p></p><p><strong>Spell Absorbtion.</strong> When a creature you can see targets you, an ally you can see, or an area that contains you with a spell, if you are holding the staff you can use your reaction. If you do, you can expend between three and nine charges to cast <em>counterspell</em> at a level equal to the number of charges expended. When a spell is countered in this way, you can spend a number of charges equal to the countered spell's level to store it within the staff. The staff can store a number of spells equal to the attuned creature's intelligence modifier and all stored spells are released if the staff becomes unattuned.</p><p></p><p><strong>Spells.</strong> While holding the staff, you can use an action to expend one charge from it to cast a stored spell from it, using your spell save DC and spellcasting ability. A stored spell is released when it is cast from the staff. If you do not know the spell or have it prepared, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level and if the spell is of a level higher than highest level spell slot you have (including expended spell slots) you have disadvantage on the check. On a failed check, the spell disappears from the staff with no other effect.</p><p></p><p>P.S.: You are far too kind, I don't need xp, I'm just having fun playing around with the design.</p><p></p><p>Edit: To clarify I plan on nerfing this in a few ways. Which ways depends on what your priorities and problems with this draft are. Also, it will still probably be a bit OP when finished just because it is intended to be facing hordes and probably won't be found at a ridiculously low level anyway.</p></blockquote><p></p>
[QUOTE="Phazonfish, post: 7041782, member: 6855766"] Hmm, this is a complex problem, I'd usually modify the item based on when they discover it rather than make it scale (but I like the idea, I feel like a few scaling items would be nice, especially since 5e discourages making magic items obsolete and creating the need to trade up). Also, since 5e has the whole concept of bounded accuracy, throwing a large group of even weak opponents at the PCs rapidly becomes harsh, so I typically assume that is not the case. That said, I have thrown together a new draft for the item, please tell me what you do and do not like about it, I'm sure it has plenty of need for tweaking and balancing. [B][U]Conduit Staff[/U][/B] [I]Staff, legendary (requires attunement by a spellcaster)[/I] A twisting triangular metal rod, 6 feet long and roughly ½ inch thick. One end narrows for a couple inches and stops at a rounded tip, the other end widens for a couple inches and then rounds into a large bulb. About a foot in the center is rounded for gripping with two bulbs on either end. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you suffer a -1 penalty on ranged spell attack rolls, but gain a +2 bonus to damage rolls on those spells and do not suffer disadvantage on ranged spell attack rolls as a result of an enemy being within 5 feet of you. The staff has upto 50 charges for the following properties. At dawn, it regains a number of expended charges equal to 1d10+1 multiplied by the attuned creature's proficiency modifier. [B]Spell Absorbtion.[/B] When a creature you can see targets you, an ally you can see, or an area that contains you with a spell, if you are holding the staff you can use your reaction. If you do, you can expend between three and nine charges to cast [I]counterspell[/I] at a level equal to the number of charges expended. When a spell is countered in this way, you can spend a number of charges equal to the countered spell's level to store it within the staff. The staff can store a number of spells equal to the attuned creature's intelligence modifier and all stored spells are released if the staff becomes unattuned. [B]Spells.[/B] While holding the staff, you can use an action to expend one charge from it to cast a stored spell from it, using your spell save DC and spellcasting ability. A stored spell is released when it is cast from the staff. If you do not know the spell or have it prepared, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level and if the spell is of a level higher than highest level spell slot you have (including expended spell slots) you have disadvantage on the check. On a failed check, the spell disappears from the staff with no other effect. P.S.: You are far too kind, I don't need xp, I'm just having fun playing around with the design. Edit: To clarify I plan on nerfing this in a few ways. Which ways depends on what your priorities and problems with this draft are. Also, it will still probably be a bit OP when finished just because it is intended to be facing hordes and probably won't be found at a ridiculously low level anyway. [/QUOTE]
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