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<blockquote data-quote="Spatzimaus" data-source="post: 3319983" data-attributes="member: 3051"><p>It's extremely powerful for some items, mainly those with high-level spells that you always wish you had more of. Losing 1d3 Charisma isn't much when you realize that he'll be doing this at the end of a day to increase his effectiveness on later days, and healing part of the ability damage overnight (1 point per day).</p><p></p><p>There are really two separate abilities you're asking about:</p><p>> Adding one daily use to an item that has daily uses. Does this mean it gets one extra for the following day, or are you talking about a permanent increase? (If it's the latter, then it's utterly, horribly broken, so I'm going to assume it's the former.) Adding one daily use is fine for items that already had three or four uses per day, but it's a HUGE boost to things that only had 1/day.</p><p></p><p>> Adding one charge to a charged item. If you're talking about a wand or staff, where the item in question is only really usable by someone who has that spell on his class list, then it's not so big of a deal. It's the equivalent of making a scroll, or making a new wand/staff. (One possible limiting factor would be to say that he can't add a charge to a wand unless he has Craft Wand, and the same for staves.)</p><p>The problems come in when you consider items that don't require the user to be able to cast spells at all. Let's pretend a hypothetical cleric gained this ability; if he could put more <em>heal</em> spells into the fighter's Ring of Nine Lives, it's a serious increase in power, because the limiting factor of that item is that sooner or later it'll run out, and it'd be very hard to get a new one made. There are plenty of examples of Wondrous Items that reproduce Sorcerer spells (<em>necklace of fireballs</em>), so it's not just a Cleric issue.</p><p></p><p></p><p>In fact, the bottom line seems to be that it's a way to make Scrolls without actually paying the XP and cash for a scroll. After all, what's the difference between having a 20-charge <em>wand of fireballs</em> versus having a 19-charge wand and a separate <em>scroll of fireballs</em>? So no, I simply wouldn't allow it. Now, if he was willing to spend a Feat to get the ability AND the item he was "recharging" was a wand or staff that he already had the appropriate Feat for AND he paid the normal XP and gold, then I'd allow it; it'd just be a slightly different flavor, but with no real change in game effect.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3319983, member: 3051"] It's extremely powerful for some items, mainly those with high-level spells that you always wish you had more of. Losing 1d3 Charisma isn't much when you realize that he'll be doing this at the end of a day to increase his effectiveness on later days, and healing part of the ability damage overnight (1 point per day). There are really two separate abilities you're asking about: > Adding one daily use to an item that has daily uses. Does this mean it gets one extra for the following day, or are you talking about a permanent increase? (If it's the latter, then it's utterly, horribly broken, so I'm going to assume it's the former.) Adding one daily use is fine for items that already had three or four uses per day, but it's a HUGE boost to things that only had 1/day. > Adding one charge to a charged item. If you're talking about a wand or staff, where the item in question is only really usable by someone who has that spell on his class list, then it's not so big of a deal. It's the equivalent of making a scroll, or making a new wand/staff. (One possible limiting factor would be to say that he can't add a charge to a wand unless he has Craft Wand, and the same for staves.) The problems come in when you consider items that don't require the user to be able to cast spells at all. Let's pretend a hypothetical cleric gained this ability; if he could put more [i]heal[/i] spells into the fighter's Ring of Nine Lives, it's a serious increase in power, because the limiting factor of that item is that sooner or later it'll run out, and it'd be very hard to get a new one made. There are plenty of examples of Wondrous Items that reproduce Sorcerer spells ([i]necklace of fireballs[/i]), so it's not just a Cleric issue. In fact, the bottom line seems to be that it's a way to make Scrolls without actually paying the XP and cash for a scroll. After all, what's the difference between having a 20-charge [i]wand of fireballs[/i] versus having a 19-charge wand and a separate [i]scroll of fireballs[/i]? So no, I simply wouldn't allow it. Now, if he was willing to spend a Feat to get the ability AND the item he was "recharging" was a wand or staff that he already had the appropriate Feat for AND he paid the normal XP and gold, then I'd allow it; it'd just be a slightly different flavor, but with no real change in game effect. [/QUOTE]
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