Spells in magic items

Quirhid

First Post
I thought of putting the unhallow spell in a staff. It would be active all the time. The problem is that I don't know what to do with the rather expensive material component.

1a. Is it a good idea to have unhallow in a staff or is it even possible?

1b. How much would it cost?

2. I myself don't allow vorpal swords in my games or items/weapons with true strike at will. I know there are more of these spells that can make the players overpowered and I would like know if you ENworlders could name few.

3. Are there any rules in making a magic item which could provide it's wearer with a feat?


Thanks!
 
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Well. you'd have a staff that was pretty evil.. other than that I don't think the spell would do much.

Now if said item was an altar that had unhallow on it... I might accept that as a use. But that would be like casting unhallow on a tile in the floor of a building, and expecting it to work if you picked up that tile and moved it to a new building.

The spell description specifies a site, building, or otherwise location. So I would say if you created the spell on a staff, when the original spell when off, it would be tied to the local of the staff, not following with the staff.
 

1 (.a and .b): I'd expect it'd cost 60,000gp, the same as a Darkskull (which is exactly what you're looking for, a mobile Unhallow).

2.1: Vorpal weapons aren't that bad once you read the whole description and realize they only have a chance to behead on a natural 20 (not whatever the current threat range of the weapon is).

2.2: True Strike at will isn't even that bad as it requires a standard action to activate and only works for one attack. In some cases it's good, but its not game breakingly awesome.

2.3: Applying Persistant Spell to Divine Favor is pretty broken.

3: Nope, no rules. You pretty much have to make something up.
 

3: The arms and equipment guide by WOTC actually has some prices for adding feats granted by magic items.

I dont remember the rules off the top of my head, IDHMBOFOM, but i do remember that a magic item granting Improved INitiative was a +10,000 gp cost.

hope that helps
 

Azazu said:
3: The arms and equipment guide by WOTC actually has some prices for adding feats granted by magic items.

I dont remember the rules off the top of my head, IDHMBOFOM, but i do remember that a magic item granting Improved INitiative was a +10,000 gp cost.

hope that helps

Yep, the Arms and Equipment Guide contains ROUGH rules for creating magic items that grant feats.

IMC, we've boiled the system down in this manner:

10,000 gp
+ (5,000 gp / basic prerequisite)
+ (10,000 gp / advanced prerequisite)

Basic prerequisites are things such other feats or a certain number of ranks in a skill.

Advanced prerequisites are things such as a certain number of character levels, BAB, or ability scores.

For example, Improved Initiative would cost 10,000 gp to be put into a slotted item (such as boots) -- 10,000 gp + no basic prerequisites + no advanced prerequisites.

OTOH, Improved Precise Shot would cost 40,000 gp to be put into a slotted item (such as bracers) -- 10,000 gp + 10,000 gp [2 basic prerequisites (Point Blank Shot and Precise Shot) at 5,000 gp apiece] + 20,000 gp [2 advanced prerequisites (Dex 19 and BAB +11) at 10,000 gp apiece].

Epic feats work mostly the same way; just multiply the final price by 10.

It's worked out so far, at least for us. YMMV, though.

-B-
 


As a rule of thumb, be careful about allowing any (personal) spells with a duration of 1 round/level as permanent magic items. Divine Power and Righteous Might for the whole day... perhaps for non-clerics...
 
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