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Magical Item Compendium II-Staffs
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<blockquote data-quote="Tharen the Damned" data-source="post: 3352159" data-attributes="member: 17091"><p>Hmm, lets see example:</p><p>Runestaff of the Assassin</p><p>Price (Item Level): 10,000 gp (12th)</p><p>Body Slot: -- (held)</p><p>Caster Level: 12th</p><p>Aura: Strong; (DC 21) illusion</p><p>Activation: As spell used</p><p>Weight: 3 lb.</p><p>This simple, slim staff is only 4 feet long. It is fastened to a leather strap to make it easy to sling over your shoulder. It bears a small rune of a dagger on one end.</p><p>A runestaff of the assassin allows you to cast any of the following spells (each two times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.</p><p>• greater invisibility</p><p>• obscuring mist</p><p>• pass without trace</p><p>• poison</p><p>Prerequisites: Craft Staff, greater invisibility, obscuring mist, pass without trace, poison.</p><p>Cost to Create: 5,000 gp, 400 XP, 10 days.</p><p></p><p>Doing the math for a Keyed Spell Item -unslotted:</p><p></p><p>4x4x200 for greater Inv. = 3.200 gp</p><p>1x1x200 for obsc. Mist = 200 gp</p><p>1x1x200 pass w.o. Trace= 200 gp</p><p>4x4x200 Posion = 3.200 gp</p><p></p><p>That makes 6.800 gp to create an unslotted Item with "endless" daily uses that does not have to be attuned.</p><p>But remember: SPELL KEYED ITEMS USE SPELLS ONE SPELL LEVEL HIGHER TO TO FUEL THEM!!!</p><p>So a spell keyed Item with Poison uses a 5th level Spell Slot!</p><p>That is a steep trade off.</p><p></p><p>Overall, i still find the Keyed Spell Item more versatile as you can chose which spells you want to be able to cast.</p><p>Furthermore, keyed spell Items provid rules for metamagiced Spells (like a maximzed fireball) and rules for keyed spell items for spells not on your spell list (i.e. a Cure spell for a Sorcerer).</p><p>I my campaign i am working with these items and I do not see them as unbalancing or too powerfull.</p></blockquote><p></p>
[QUOTE="Tharen the Damned, post: 3352159, member: 17091"] Hmm, lets see example: Runestaff of the Assassin Price (Item Level): 10,000 gp (12th) Body Slot: -- (held) Caster Level: 12th Aura: Strong; (DC 21) illusion Activation: As spell used Weight: 3 lb. This simple, slim staff is only 4 feet long. It is fastened to a leather strap to make it easy to sling over your shoulder. It bears a small rune of a dagger on one end. A runestaff of the assassin allows you to cast any of the following spells (each two times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher. • greater invisibility • obscuring mist • pass without trace • poison Prerequisites: Craft Staff, greater invisibility, obscuring mist, pass without trace, poison. Cost to Create: 5,000 gp, 400 XP, 10 days. Doing the math for a Keyed Spell Item -unslotted: 4x4x200 for greater Inv. = 3.200 gp 1x1x200 for obsc. Mist = 200 gp 1x1x200 pass w.o. Trace= 200 gp 4x4x200 Posion = 3.200 gp That makes 6.800 gp to create an unslotted Item with "endless" daily uses that does not have to be attuned. But remember: SPELL KEYED ITEMS USE SPELLS ONE SPELL LEVEL HIGHER TO TO FUEL THEM!!! So a spell keyed Item with Poison uses a 5th level Spell Slot! That is a steep trade off. Overall, i still find the Keyed Spell Item more versatile as you can chose which spells you want to be able to cast. Furthermore, keyed spell Items provid rules for metamagiced Spells (like a maximzed fireball) and rules for keyed spell items for spells not on your spell list (i.e. a Cure spell for a Sorcerer). I my campaign i am working with these items and I do not see them as unbalancing or too powerfull. [/QUOTE]
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