Ring of Pyrosynthesis

Golem2176

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Should an item like this be a minor or major artifact? Basically this ring transforms mundane or magical fire into healing power. Say the fire were to do 12 points of damage you would heal 12 hit points.
 

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Personally, I'd have it work like an Iron Golem's Fire Immunity -- heal 1 HP per 3 HP of damage delt, and I'd have it be a Minor Artifact.

-- N
 

Thanks, Nifft! Just wondering though...if it were a major artifact would you allow it to transform damage to healing on a one for one basis?
 

Golem2176 said:
Thanks, Nifft! Just wondering though...if it were a major artifact would you allow it to transform damage to healing on a one for one basis?

I don't like the one-for-one basis, because healing should be harder than harming. If it did so, then I'd have it also cause the wearer to be vulnerable to Cold damage (+50% at least).

Even for the lesser version, some sort of vulnerability -- such as being Slowed for 1 round by Electricity damage -- would probably be in order.

-- N
 

Golem2176 said:
Should an item like this be a minor or major artifact? Basically this ring transforms mundane or magical fire into healing power. Say the fire were to do 12 points of damage you would heal 12 hit points.

Why would it be an artifact at all? It doesnt really seem to do enough or be interesting enough to qualify for 'artifact' status.

A Greater Ring of Fire Resistance costs 44k for 30 points of fire reduction. So lets just call that part of the ring 100k in order to become immune.

Now as for the absorbing part I would just call that an extra 50k - 75k. It is cool and all, but not absolutely incredible.

Adding a little flavor to it have the person who is wearing it shimmer in a haze of heat like standing in the middle of a heat wave.

If you want to make it an artifact then have it deal 1d6 points of fire damage to everyone within a certain radius (including the wearer, fast healing 1d6 effectively). Have it increase the wearers fire based spells by a few caster levels. Do some other interesting things.

But just the base item sounds like it'd be around 150k - 175k just by looking at stuff in the dmg. To make it weaker you could have it do the 1:2 or 1:3 proposed above, or just have it give 1hp/die of damage. It could be even cooler to knock up the wearers con by one point per fire spell (sortof like the shambling mounds ability) where these con would go away in an hour. It could make whoever is wearing it feel invincible for a short while, and then die in a horrible firery explosion when their hp goes to -50. Reminds me of a high level raging barbarian..lol
 

There's a 5th-level cleric spell in the Book of Exalted Deeds that absorbs 10 points of energy damage per level (choose type) like Protection from Energy, and heals 10% of the damage absorbed. If you have the book, you could base your item off that spell using the standard item creation guidelines.
 

I would say minor artifact. I would also beware that it seems pretty easy to abuse.

The guy wearing it can wade into combat while his cleric and wizard buddies flame-strike and fireball him and the surrounding area into oblivian. He would be nearly unable to kill by HP damage, and the wizard would be able to turn his fireballs into long range healing spells with a side benefit of toasting all the bad guys near the wearer.

I am a firm believer that Arcane Magic should never be able to be used for normal healing. Thats why I have such a hard time with the Bards CLW spells. If its arcane, and its CLW, then SOME wizard should be able to research it.

DS
 

If you delay the healing effect by a certain amount then it may fix at least part of the problem you have with it.

Say if you are hit for a 50 point fireball then that charges up your fiery aura, and so you gain fast healing 1 for 50 rounds. New applications can either stack with the duration or overlap at your preference.
 

Perhaps you could make the Ring of Pyrosynthesis give Fire Resistance 30, and allow 20% of the damage to given as temporary hit points...

I'd allow that as a major magic item...
 

I agree with Sagittaire (erm, gamecat) that it could easily be a normal magical item. After all, there's an Epic item that grants immunity to all elements.

It would threaten the Cleric though. Suddenly, you wouldn't require a Cleric since the Wizard could take over the healing duty in the group by using Fireballs and Meteor Storms. Unlike the Cleric, he could heal from a mile away.

I think that simple Cold Vulnerability would offset the item insufficiently (you would just remove it when Cold monsters approached, since it is rare for monsters to have both Cold & Fire attacks anyways).

There's a 5th-level cleric spell in the Book of Exalted Deeds that absorbs 10 points of energy damage per level (choose type) like Protection from Energy, and heals 10% of the damage absorbed.

That could be used to model it after. You might want to notice that it is a Cleric spell. I presume that WoTC wants to keep anything with healing power out of Arcane Hands (with the odd exception of the Bard). The damage absorbed is very low for a 5 th. level spell, so the item you are talking about would be pretty expensive if you use the spell to extrapolate from.

A last note (and a contradiction of my previous argument), it wouldn't hurt a groups class-balance more than a Wand of Cure Serious Wounds. It is possible to have healing in a group without resorting to Clerics, just remember to make it expensive and cumbersome compared to having a Cleric.
 

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