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New Magic Item: Caster's Gloves
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<blockquote data-quote="trav_laney" data-source="post: 3274018" data-attributes="member: 46508"><p>If this has already been discussed in another thread, please point me in the right direction...</p><p></p><p>One of my players presented this idea to me at our last game, and I wanted to run it past the sages in this forum before unleashing it upon my world. The idea was to create a set of "caster's gloves" that could be enchanted like a magic weapon, granting a bonus to attack and damage rolls for rays and touch spells.</p><p></p><p>The base cost of these gloves would be the same as a masterworked weapon. Bestwoing an enhancement bonus upon them would require both the Craft Arms & Armor feat and the Craft Wondrous Item feat. The gold, xp, and time costs of this enhancement bonus would be the same as any other weapon. This enhancement bonus would be applied to the spell's attack roll and damage roll (only), and would not have any bearing on the spell's save DC, caster level, casting time, or spell level.</p><p></p><p>Other weapon abilities could be added to the gloves, such as <em>defending, holy, bane,</em> or even <em>flaming,</em> just like any other weapon. I haven't thought this through entirely; the thought of <em>dancing</em> gloves is amusing to me but probably wouldn't work, for example. I'd have to go through the list, but I'm just brainstorming at this point.</p><p></p><p>It doesn't even have to be gloves, I suppose. It could be a set of bracers or a pair of rings, for example, which would cost the spellcaster some important magic item slots. It could also be a special wand (ala Harry Potter), crystal, holy symbol, ceremonial dagger, or some other focus that must be equipped and wielded like a weapon in order to gain the bonuses...which in turn would make them subject to sundering and disarming.</p><p></p><p>Thoughts? Things I should be wary of? Has anyone ever tried something like this before in their campaign?</p></blockquote><p></p>
[QUOTE="trav_laney, post: 3274018, member: 46508"] If this has already been discussed in another thread, please point me in the right direction... One of my players presented this idea to me at our last game, and I wanted to run it past the sages in this forum before unleashing it upon my world. The idea was to create a set of "caster's gloves" that could be enchanted like a magic weapon, granting a bonus to attack and damage rolls for rays and touch spells. The base cost of these gloves would be the same as a masterworked weapon. Bestwoing an enhancement bonus upon them would require both the Craft Arms & Armor feat and the Craft Wondrous Item feat. The gold, xp, and time costs of this enhancement bonus would be the same as any other weapon. This enhancement bonus would be applied to the spell's attack roll and damage roll (only), and would not have any bearing on the spell's save DC, caster level, casting time, or spell level. Other weapon abilities could be added to the gloves, such as [I]defending, holy, bane,[/I] or even [I]flaming,[/I] just like any other weapon. I haven't thought this through entirely; the thought of [I]dancing[/I] gloves is amusing to me but probably wouldn't work, for example. I'd have to go through the list, but I'm just brainstorming at this point. It doesn't even have to be gloves, I suppose. It could be a set of bracers or a pair of rings, for example, which would cost the spellcaster some important magic item slots. It could also be a special wand (ala Harry Potter), crystal, holy symbol, ceremonial dagger, or some other focus that must be equipped and wielded like a weapon in order to gain the bonuses...which in turn would make them subject to sundering and disarming. Thoughts? Things I should be wary of? Has anyone ever tried something like this before in their campaign? [/QUOTE]
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New Magic Item: Caster's Gloves
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