Need help finding a magic item

your right they do have one;but they also have a flaming long sword in the book. but i like the one my warrior commisioned

2d10 blade damage with an added 2d6 flame damage
once a week the sword can do the fallowing
The sword can call forth 15x10x3 foot wall of fire 4d6 damage
While swinging the blade a 15x10 wave of fire that will travel 60 feet dealing 3d10 to all creature touched 60% change of remaining on fire 1d8 each round until extinguished

once a month you can ignite any one target at will up to 100 feet away for 5d 12 instant damage and 2d12 each round until extinguished

not sure but my self designed items sounds a lot cooler and more useful than the stupid books.


people really need to expand there game play.


Seems like a legacy weapon. To compare that to a regular value magical flaming longsword is a gross stretch. Its like comparing a broken regular longsword to the flaming long sword. Of course the flaming long sword is cooler... but it is also 100x the value in game. ^^
The reason most people fit fairly closely with the books is that it makes it easier for the players, since everyone has access to the basics which have been developed and polished over years. There is nothing wrong with home brew, which you seem a great fan of, but it makes it difficult for the players, because they then learn a second complete set of rules, which they only have access to by talking to you, coupled with things that could make them dislike each others' characters (since someone not following the rules could make you feel like they are cheating). If I take warlock hoping to go into hellfire warlock because I wanna be a hellfire slinging bad ass, then you give home brew stuff for hellfire to someone...
 

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Seems like a legacy weapon. To compare that to a regular value magical flaming longsword is a gross stretch. Its like comparing a broken regular longsword to the flaming long sword. Of course the flaming long sword is cooler... but it is also 100x the value in game. ^^
The reason most people fit fairly closely with the books is that it makes it easier for the players, since everyone has access to the basics which have been developed and polished over years. There is nothing wrong with home brew, which you seem a great fan of, but it makes it difficult for the players, because they then learn a second complete set of rules, which they only have access to by talking to you, coupled with things that could make them dislike each others' characters (since someone not following the rules could make you feel like they are cheating). If I take warlock hoping to go into hellfire warlock because I wanna be a hellfire slinging bad ass, then you give home brew stuff for hellfire to someone...

no the books are just suggestion people should take what they want and leave out the rest. players have idea's and theories on how things should really work and those to need to be taken in to consideration. but i'm not saying you don't need the books i use them all the time as a base line for idea's but nothing more. i keep the original spells and feats but i also don't limit my brain to thinking in the hundreds of years the world has had people wondering it that several mages and priests might not have alter any number of them. or that some other guy made a super spiffy set of gear that you might find parts of. even the players them self could and should make new spells and items.

the reason so many people run with the book guidelines so much isn't because they don't want to learn new rules it's because dm's get tired of arguing with people about it. the whole (but the book says) crap. secondly it's easier to be unimaginative hell you can ever get adventure to use in stead of creating your own. It's so cool they now labeled the idea of doing what the first pages say to do as "homebrew" .

and how can you cheat in dnd other lie about your die rolls?


"last thing" i give nothing you must work for it, design it, create it, alter it, build it, all the while i throw everything at you slowing, interfering, disrupting and plain out destroying you and your dream of creating that new power.
 

The books offer general guidelines, and yes, they can (and perhaps should) be altered by your DM. However, it is not the place of the player to make these changes.
The player can approach the DM with ideas, but ultimately it is the DM's choice, and you should respect that, Noctos. If you're unhappy with it, you're free to find another DM that will allow a 2d10 Longsword or a Pun-Pun.
 


This thread has certainly taken an interesting turn. My apologies for not having a keen understanding of the borked mechanics behind item creation. Thanks, Fallenibilis, for your response.
 

My apologies for not having a keen understanding of the borked mechanics behind item creation

whats to know. if your the dm which i think you are since your asking about where info on the item is.

you take a normal thing ring, helm, sword, cloth, exe.... and then start placing wanted powers in to it. give it a limit on the actions and bam you created a magical item

now if your a player you'll have to talk to you dm and see how much it will cost. how long to make it, and even if he will allow you to place all the effects or wanted abilities on one item. then either you make it (mage/priest required class) or you commision some other magical npc in the world to create.
 


your right they do have one;but they also have a flaming long sword in the book. but i like the one my warrior commisioned

2d10 blade damage with an added 2d6 flame damage
once a week the sword can do the fallowing
The sword can call forth 15x10x3 foot wall of fire 4d6 damage
While swinging the blade a 15x10 wave of fire that will travel 60 feet dealing 3d10 to all creature touched 60% change of remaining on fire 1d8 each round until extinguished

once a month you can ignite any one target at will up to 100 feet away for 5d 12 instant damage and 2d12 each round until extinguished

not sure but my self designed items sounds a lot cooler and more useful than the stupid books.


people really need to expand there game play.

Seems to me like your players must have way more gold then they know what to do with, which i know personally is not a universal thing.

I second the poster who thinks it sounds like a legacy item, sounds to me that its at the very least an intelligent weapon, some thing i don't think should just be created and sold willy-nilly, they should be found or won.

Anyway thats my thoughts not saying they are better then yours just what i believe.

Fallenibilis
 

I second the poster who thinks it sounds like a legacy item, sounds to me that its at the very least an intelligent weapon, some thing i don't think should just be created and sold willy-nilly, they should be found or won


so when i player wants to make something has the money power and time a dm should say no. and cost wasn't that bad ever actually see the treasure table for monsters and used them as told to. holy cow to kill one 500 year old dragon in his cave will make you rich for life. or the distruction of a mildly powerful lich will over flow your parties pocks.

Or just forget all about treasure tables. Ever part out a dragon? what are the scales, eyes , horns, claws, teeth worth in the dm manual? How many scales and teeth do dragons have? OH and dont forget the dragons heart it's worth what like 50,000 gold or something
 
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dont forget the dragon bile one vial is like 1500. and all their bones and the dragon meat could be sold as a delacacy. just make sure you have someone who can keep all the stuff from rotting long enough to get it sold
 

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