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Stupid Suggestion 3 - Wizard Staves

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  • Stupid Suggestion 3 - Wizard Staves

    Suggestion for how they could work, to make being an arcane caster a little less dull and backseat-ish.

    Basics
    One spell may be stored in the staff. Once stored this spell can never be changed short of crafting/buying an entirely new staff. Only one staff may be carried at a time.

    Caster Level: 1/3 the caster level of the wielder (to a max. of CL 7 at 21st level)

    Max. Spell Level: 1st (DC 20, 3000gp), 2nd (DC 25, 15000gp) or 3rd (DC 30, 75000gp) - depending on quality and rarity of materials used in the staff's construction (Woodworking or Weaponsmithing check may be made depending on type of materials used)

    Spell Type: Must be a targetable spell, not a self-only spell. e.g. Mage armor or Magic Missile could be stored, but not True Strike or Ghostly visage

    Save DC: Calculated using Int or Cha of wielder, including any bonuses from Spell Foci, Spellcasting Prodigy or other class features.

    Activation: The stored spell may be used an unlimited number of times, but has a 1 minute cooldown timer between each use.

    I don't think this would be overpowered, as I used to have an item which could shoot unlimited Magic missiles (CL 9), and this would be weaker than that. Even with those unlimited MM I could still only kill creatures worth 12xp each at best.

    It could even be IC'ly plausible these new staves suddenly appearing, what with this mystical "Sundrite" stuff lying around everywhere.
    UTC+8
    Yes, I realise my RP writing sucks. Just be thankful I keep it short

    Characters
    Thalanis Moonshadow

  • #2
    I get the feeling that storing CL and DC for spells would be difficult to implement, the same would go for the cool down. I think it would be more useful to mages (and non-magic classes with UMD) to adjust Wand spell levels instead.

    Comment


    • #3
      I like the idea, because mages cant conttibute to damage much in player vs monster much.

      Tas Krita- Thayan
      Ashen - MoMF

      Comment


      • #4
        Originally posted by Seheren View Post
        I get the feeling that storing CL and DC for spells would be difficult to implement, the same would go for the cool down. I think it would be more useful to mages (and non-magic classes with UMD) to adjust Wand spell levels instead.
        Heheh, that might be equally impossible though? Then again, the spell-storing staff the Legion has uses your caster level I think? So it must be possible...

        And yes I agree about wands, don't know if they need a CL boost, just wand recharging (once implemented) being cheaper. Do different level wands use up charges at different rates? If not then i'd say 15gp per spell level per charge (750-3000gp to fully charge a wand)
        UTC+8
        Yes, I realise my RP writing sucks. Just be thankful I keep it short

        Characters
        Thalanis Moonshadow

        Comment


        • #5
          Acidic Splatter

          ( Complete Mage, p. 37)

          [Reserve]

          You can channel magical energy into orbs of acid.
          Prerequisite
          Ability to cast 2nd-level spells,
          Benefit
          As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals ld6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.
          Clap of Thunder

          ( Complete Mage, p. 40)

          [Reserve]

          You can deliver a thunderous roar with a touch.
          Prerequisite
          Ability to cast 3rd-level spells,
          Benefit
          As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals ld6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
          Invisible Needle

          ( Complete Mage, p. 44)

          [Reserve]

          You can create tiny darts of force.
          Prerequisite
          Ability to cast 3rd-level spells,
          Benefit
          As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals ld4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.
          Storm Bolt

          ( Complete Mage, p. 47)

          [Reserve]

          The electrical energy contained within your magic rages inside you, begging to be released.
          Prerequisite
          Ability to cast 3rd level spells,
          Benefit
          As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals ld6 points of electricity damage per level of the highest-level electricity spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.
          Winter's Blast

          ( Complete Mage, p. 48)

          [Reserve]

          The frozen magic within you can burst forth in a hail of frost.
          Prerequisite
          Ability to cast 2nd-level spells,
          Benefit
          As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals ld4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
          Gonna suggest these again to address this issue.
          http://dndtools.eu/feats/categories/reserve/

          Not sure how feasible they are since spells can't be tracked by type as far as I know, but it's a more fitting solution than the various wands and staves that have been suggested IMO.
          Originally posted by Saulus
          Stop playing other shitty MMOs and work on Sundren, asshole.

          Comment


          • #6
            Originally posted by Cornuto View Post
            Gonna suggest these again to address this issue.
            http://dndtools.eu/feats/categories/reserve/

            Awesome. I fully endorse these.
            It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
            Sydney Smith.

            Comment


            • #7
              Yes, i have always wondered why sundren dosnt have those reserve feats. They are fantastic, and give the mages somthing to contribute without being broken.

              Tas Krita- Thayan
              Ashen - MoMF

              Comment


              • #8
                Yeah, Reserve feats would be ideal. I guess that would take quite a bit of work too though.

                Making Wands cheaper seems the least labor-intensive solution, and not necessarily the worst.

                Something that always bothered me about those Reserve feats is that in NWN cold and fire have spells have representative spells all the way up to 9th, giving you an advantage at 9d6 damage but Force spells stop at 6th level so it maxes out at 6d4 damage, Sonic spells max out at 8th level with 8d6 and Acid spells max out at 6th with 6d6?

                Seems a bit uneven. Might be fairer, and less script intensive too if it were just 1/3 CL in dice of damage

                Or (0.5*CL)-1, whatever
                UTC+8
                Yes, I realise my RP writing sucks. Just be thankful I keep it short

                Characters
                Thalanis Moonshadow

                Comment


                • #9
                  Force does 1d4 damage without a save, acidic splatter is the best being 1d6 without a save. The server I played on before gave sickening grasp 1d6 a level as well, but it worked like vamparic touch and healed you for the damage delt.

                  Tas Krita- Thayan
                  Ashen - MoMF

                  Comment


                  • #10
                    Also the Reserve feats would be cool if there were other options than just damage. What if you aren't a war wizard? Well, you probably wouldn't have these kind of feats to begin with, but shhh...we can gloss over that fact.

                    Mind Trick (Will save or dazed for 1 round, 10ft radius),
                    Gust of Wind (Fort save or be knocked prone for 1 round, cone shape?),
                    Abjurative Ward (+1/5 CL bonus on AC and saves to one individual, or split the ward between an entire party at half strength, cannot undertake spellcasting whilst maintaining the ward)
                    Blinding Flash (Ref save or be blinded for 2 rounds, 10ft radius, Drow/Duergar save at -2)

                    DC's = 10 + 1/3 CL + ability mod
                    UTC+8
                    Yes, I realise my RP writing sucks. Just be thankful I keep it short

                    Characters
                    Thalanis Moonshadow

                    Comment

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