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Reorganizing Magic Items
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<blockquote data-quote="Matthias" data-source="post: 5699581" data-attributes="member: 3625"><p>Subdividing the Craft Wondrous Item feats by Caster Level is a good idea, and we can borrow from existing material (i.e. Detect-Magic auras of magic items) in the game to establish suitable thresholds.</p><p></p><p>* Craft Minor Wondrous Item feat (min. CL 3rd): allows crafting of any wondrous item up to CL 5th (magic items with faint auras) or current caster level, whichever is lower </p><p></p><p>* Craft Medium Wondrous Item feat (min. CL 6th): allows crafting of any wondrous item of CL 6th-11th (magic items with moderate auras) or current caster level, whichever is lower. Requires Craft Minor Wondrous Item feat.</p><p></p><p>* Craft Major Wondrous Item feat (min. CL 12th): allows crafting of any wondrous item of CL 12th-20th (magic items with strong auras) or current caster level, whichever is lower. Requires Craft Minor Wondrous Item and Craft Medium Wondrous Item feats.</p><p></p><p>These categories probably do not pair up neatly with the gold-piece-based boundaries given by the similarly-titled randomizing tables for Wondrous Items, but there is no need to reconfigure said tables and we would have to drop and add or modify items (raising or lowering their market prices) to make them all fit neatly back into three 100-item tables.</p><p></p><p></p><p></p><p>Removing non-metamagic Rods from the item class does diminish the usefulness of the Craft Rod feat. However, it should be simple enough to create additional Rods using metamagic feats from other books. (Indeed, the Advanced Player's Guide has Rods created from the metamagic feats introduced in that book--all of them metamagic rods.)</p><p></p><p>Also, suppose we stretch the definition of Rods a bit and allow other spellcasting-oriented feats to be emulated:</p><p></p><p>* Astral Rods: Invokes Eschew Materials feat for up to 3 spells per day.</p><p>- Lesser: Maximum spell level 3rd.</p><p>- Common: Maximum spell level 6th.</p><p>- Greater: Maximum spell level 9th.</p><p></p><p>* Rod of the Abjurer, Lesser: The power of rods of this sort emulates Spell Focus (+1 to save DC) for Abjuration spells cast by the rod's wielder. Up to 9 cumulative spell levels per day can be affected. Lesser Rods corresponding to the other schools also exist: Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter. (No rod exists for universal spells.)</p><p></p><p>* Rod of the Abjurer, Greater: Similar in function to the Lesser Rod of the Abjurer but grants +2 to the save DC of Abjuration spells instead of +1. Up to 18 cumulative spell levels per day can be affected. Greater Rods corresponding to the other schools also exist (but not for universal spells).</p><p></p><p>* Rod of Arcane Power, Lesser: The wielder of this rod gains a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This item only functions for arcane spellcasters, but 'Lesser Rods of Divine Power' may also exist.</p><p></p><p>* Rod of Arcane Power, Greater: As per the Lesser Rod of Spell Penetration but grants a +4 bonus on caster level checks to overcome spell resistance instead of +2. This item only functions for arcane spellcasters, but 'Greater Rods of Divine Power' may also exist.</p><p></p><p>* Rod of Counterspells: Emulates Improved Counterspell feat for the wielder whenever they attempt to counterspell. This item may be used up to three times per day.</p><p></p><p>* Rods of Mighty Summoning: Emulates Augment Summoning for the wielder when they are casting a Summon Monster spell or Summon Nature's Ally spell:</p><p>- Lesser: Maximum spell level 3rd.</p><p>- Common: Maximum spell level 6th.</p><p>- Greater: Maximum spell level 9th.</p><p></p><p>* Rod of Repetition: Emulates Preferred Spell (from Advanced Player's Guide) but works only for a specific spell as designated by the rod's crafter. This item can be used up to 3 times per day. Example: a Rod of Repetition (Control Undead) allows up to three slots per day of at least 7th spell level to be spontaneously cast as Control Undead spells. This item will only function if the wielder knows the spell imbued in the rod.</p><p></p><p>* Rod of Vermin: Allows you to cast spells on vermin that normally affect only animals, as per Vermin Heart feat (APG).</p><p></p><p>* Rods of Abundant Summoning (UMG): applies Superior Summoning; versions are lesser (max. 3rd level), common (max. 6th level), and greater (max. 9th level)</p><p></p><p></p><p>Here are some other feats that could be made into Rods.</p><p>Arcane Blast (Advanced Player's Guide) X 3 for lesser (SL 1-3), common (SL 1-6), and greater versions (SL 1-9)</p><p>Arcane Shield (APG) X 3 for lesser (SL 1-3), common (SL 1-6), and greater versions (SL 1-9)</p><p>Diviner's Delving (APG)</p><p>Elemental Focus (APG) X 5 (1 per energy type)</p><p>Elemental Focus, Greater (APG) X 5 (1 per energy type)</p><p>Parry Spell (APG) as an improved version of the Rod of Counterspells above...getting to be similar to a Scepter[rod] of Absorption</p><p>Summoner's Call (APG)</p><p>Tenacious Transmutation (APG)</p><p></p><p>Divine Interference (Ultimate Magic)</p><p>Spell Specialization & Greater Spell Specialization (UMG); each Rod is keyed to a specific spell which must be known by the wielder of the item for it to function.</p><p>Moonlight Summons (UMG)</p><p>Skeleton Summoner (UMG)</p><p>Spellsong (UMG): this rod is probably disguised as a magic item</p><p>Spontaneous Metafocus (UMG): keyed to a specific spell and only usable by sorcerers, oracles, and similar casters with innate spontaneous casting (e.g., not usable in conjunction with Rod of Repetition).</p><p>Starlight Summons (UMG)</p><p>Theurgy (UMG)</p><p>Undead Master (UMG)</p><p></p><p>Destructive Dispel (Ultimate Combat)</p><p>Dimensional Agility, Assault, Dervish, Maneuvers, & Savant feats (UCM): only for Dimension Door and teleportation spells</p><p>Dispel Synergy (UCM)</p><p>Nightmare Fist, Striker, & Weaver feats (UCM)</p><p>School Strike (UCM)</p><p></p><p></p><p>Altogether these could make more than a hundred additional kinds of Rods (even excluding Rods of Repetition, Spell Specialization, and Spontaneous Metafocus).</p></blockquote><p></p>
[QUOTE="Matthias, post: 5699581, member: 3625"] Subdividing the Craft Wondrous Item feats by Caster Level is a good idea, and we can borrow from existing material (i.e. Detect-Magic auras of magic items) in the game to establish suitable thresholds. * Craft Minor Wondrous Item feat (min. CL 3rd): allows crafting of any wondrous item up to CL 5th (magic items with faint auras) or current caster level, whichever is lower * Craft Medium Wondrous Item feat (min. CL 6th): allows crafting of any wondrous item of CL 6th-11th (magic items with moderate auras) or current caster level, whichever is lower. Requires Craft Minor Wondrous Item feat. * Craft Major Wondrous Item feat (min. CL 12th): allows crafting of any wondrous item of CL 12th-20th (magic items with strong auras) or current caster level, whichever is lower. Requires Craft Minor Wondrous Item and Craft Medium Wondrous Item feats. These categories probably do not pair up neatly with the gold-piece-based boundaries given by the similarly-titled randomizing tables for Wondrous Items, but there is no need to reconfigure said tables and we would have to drop and add or modify items (raising or lowering their market prices) to make them all fit neatly back into three 100-item tables. Removing non-metamagic Rods from the item class does diminish the usefulness of the Craft Rod feat. However, it should be simple enough to create additional Rods using metamagic feats from other books. (Indeed, the Advanced Player's Guide has Rods created from the metamagic feats introduced in that book--all of them metamagic rods.) Also, suppose we stretch the definition of Rods a bit and allow other spellcasting-oriented feats to be emulated: * Astral Rods: Invokes Eschew Materials feat for up to 3 spells per day. - Lesser: Maximum spell level 3rd. - Common: Maximum spell level 6th. - Greater: Maximum spell level 9th. * Rod of the Abjurer, Lesser: The power of rods of this sort emulates Spell Focus (+1 to save DC) for Abjuration spells cast by the rod's wielder. Up to 9 cumulative spell levels per day can be affected. Lesser Rods corresponding to the other schools also exist: Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter. (No rod exists for universal spells.) * Rod of the Abjurer, Greater: Similar in function to the Lesser Rod of the Abjurer but grants +2 to the save DC of Abjuration spells instead of +1. Up to 18 cumulative spell levels per day can be affected. Greater Rods corresponding to the other schools also exist (but not for universal spells). * Rod of Arcane Power, Lesser: The wielder of this rod gains a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This item only functions for arcane spellcasters, but 'Lesser Rods of Divine Power' may also exist. * Rod of Arcane Power, Greater: As per the Lesser Rod of Spell Penetration but grants a +4 bonus on caster level checks to overcome spell resistance instead of +2. This item only functions for arcane spellcasters, but 'Greater Rods of Divine Power' may also exist. * Rod of Counterspells: Emulates Improved Counterspell feat for the wielder whenever they attempt to counterspell. This item may be used up to three times per day. * Rods of Mighty Summoning: Emulates Augment Summoning for the wielder when they are casting a Summon Monster spell or Summon Nature's Ally spell: - Lesser: Maximum spell level 3rd. - Common: Maximum spell level 6th. - Greater: Maximum spell level 9th. * Rod of Repetition: Emulates Preferred Spell (from Advanced Player's Guide) but works only for a specific spell as designated by the rod's crafter. This item can be used up to 3 times per day. Example: a Rod of Repetition (Control Undead) allows up to three slots per day of at least 7th spell level to be spontaneously cast as Control Undead spells. This item will only function if the wielder knows the spell imbued in the rod. * Rod of Vermin: Allows you to cast spells on vermin that normally affect only animals, as per Vermin Heart feat (APG). * Rods of Abundant Summoning (UMG): applies Superior Summoning; versions are lesser (max. 3rd level), common (max. 6th level), and greater (max. 9th level) Here are some other feats that could be made into Rods. Arcane Blast (Advanced Player's Guide) X 3 for lesser (SL 1-3), common (SL 1-6), and greater versions (SL 1-9) Arcane Shield (APG) X 3 for lesser (SL 1-3), common (SL 1-6), and greater versions (SL 1-9) Diviner's Delving (APG) Elemental Focus (APG) X 5 (1 per energy type) Elemental Focus, Greater (APG) X 5 (1 per energy type) Parry Spell (APG) as an improved version of the Rod of Counterspells above...getting to be similar to a Scepter[rod] of Absorption Summoner's Call (APG) Tenacious Transmutation (APG) Divine Interference (Ultimate Magic) Spell Specialization & Greater Spell Specialization (UMG); each Rod is keyed to a specific spell which must be known by the wielder of the item for it to function. Moonlight Summons (UMG) Skeleton Summoner (UMG) Spellsong (UMG): this rod is probably disguised as a magic item Spontaneous Metafocus (UMG): keyed to a specific spell and only usable by sorcerers, oracles, and similar casters with innate spontaneous casting (e.g., not usable in conjunction with Rod of Repetition). Starlight Summons (UMG) Theurgy (UMG) Undead Master (UMG) Destructive Dispel (Ultimate Combat) Dimensional Agility, Assault, Dervish, Maneuvers, & Savant feats (UCM): only for Dimension Door and teleportation spells Dispel Synergy (UCM) Nightmare Fist, Striker, & Weaver feats (UCM) School Strike (UCM) Altogether these could make more than a hundred additional kinds of Rods (even excluding Rods of Repetition, Spell Specialization, and Spontaneous Metafocus). [/QUOTE]
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