Jack Simth
First Post
Psionics to the rescue!
Seems a little better for basing an item on.... at 1 min/level, use-activated, you're looking at 2,000 gp * 1 ("spell") * 1 (caster) = 2,000 gp.
And you get an infinite supply of mundane arrows that vanish two rounds after leaving your hand. You can fire all day, but you can't flood the market. And you can't fire into (or through?) an anti-magic field. The arrows are mundane (although I might permit you to get magic arrows, even though the spell itself technically wouldn't allow it - but you're only getting the arrows, not the bow, so it's a fair trade off - by paying for augmentation with a higher "caster" level and effective spell level - so an effectively 3rd level spell at caster level 5 would get you +1 arrows for 30k, +2 arrows for a 5th level spell equivalent at caster level 9 for 90k, +3 arrows for a 7th level spell equivalent at 13th caster level for 182 k, and +4 arrows for a 9th level spell equivalent at 17th caster level for 306k... oh, Epic item multiplier.... so that's 3,060k. And +5 arrows for an 11th level spell equivalent at caster level 21 for 4,620k, +6 arrows for a 13th level equivalent spell at caster level 25 for 6,500k, et cetera.
SRD said:Call Weaponry
Psychoportation (Teleportation)
Level: Psychic warrior 1
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One weapon; see text
Duration: 1 min./level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don’t have to see or know of a weapon to call it-in fact, you can’t call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome.
Augment: For every 4 additional power points you spend, this power improves the weapon’s enhancement bonus on attack rolls and damage rolls by 1.
Seems a little better for basing an item on.... at 1 min/level, use-activated, you're looking at 2,000 gp * 1 ("spell") * 1 (caster) = 2,000 gp.
And you get an infinite supply of mundane arrows that vanish two rounds after leaving your hand. You can fire all day, but you can't flood the market. And you can't fire into (or through?) an anti-magic field. The arrows are mundane (although I might permit you to get magic arrows, even though the spell itself technically wouldn't allow it - but you're only getting the arrows, not the bow, so it's a fair trade off - by paying for augmentation with a higher "caster" level and effective spell level - so an effectively 3rd level spell at caster level 5 would get you +1 arrows for 30k, +2 arrows for a 5th level spell equivalent at caster level 9 for 90k, +3 arrows for a 7th level spell equivalent at 13th caster level for 182 k, and +4 arrows for a 9th level spell equivalent at 17th caster level for 306k... oh, Epic item multiplier.... so that's 3,060k. And +5 arrows for an 11th level spell equivalent at caster level 21 for 4,620k, +6 arrows for a 13th level equivalent spell at caster level 25 for 6,500k, et cetera.