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Reusable magic items

PostPosted: Sat Oct 09, 2004 9:50 am
by jagg
Could have some items that would recharge over time, allowing casting of a spell every few minutes. Hopefully not grossly unbalancing if it was a mend or single offensive spell.

PostPosted: Mon Oct 11, 2004 3:31 pm
by Scorpion
recharge, alchemists can do that.. but costs a lot of gold i heard. but idea sounds good. some wands that can be used every 2 hours or somehting like that

PostPosted: Mon Oct 11, 2004 9:26 pm
by Ghandi
Well, i think we should enhance the power of rods. Now, they are a lot weaker than spells cast by players. Most players just sell rods, instead of using them. Giving them more importance might improv their use.

PostPosted: Tue Oct 12, 2004 6:39 am
by Qoith
Ghandi wrote:Well, i think we should enhance the power of rods. Now, they are a lot weaker than spells cast by players. Most players just sell rods, instead of using them. Giving them more importance might improv their use.


I agree - basically "wands" containing offensive spells are of little interest to players because they don't do the same damage as the cast of the spell. Surely if the user of the "wand" is a proficient magic user then the "wand" should do at least the same damage as a cast. The fact that most are sold highlights that they are not seen as a useful item - and they should be.

PostPosted: Tue Oct 12, 2004 9:31 am
by Ghandi
My idea would be that you should not look at magic users, but to those who don't use magic often (by capable to cast a bit). Now they just fail, fail, fail and using rods is just not a good idea. By making rods work all the time, no matter how good or bad you are at casting, should improve their use. But the idea of Qoith by making the spells do more damage if you are a better caster could be combined with this.

My opinion is that someone has already succesfully put a spell in a rod, so why would someone fail using one. Just like items as potions, spell is already in it.

PostPosted: Tue Oct 12, 2004 6:05 pm
by Valiant
I agree... spells on wands should not fail. But as the spell is already cast to be inside the wand/rod, the damage should not depend on the user's skill, rather on that of the enchanter (now then Tipsy's enchanted wands might get interesting :D)

PostPosted: Tue Oct 12, 2004 8:20 pm
by Kampfer
ok I seems to be the only dungeons and dragons player here with a bunch of corerule books which explain why things SHOULD work like that or not.. ok LOS isn't a AD&D based game but some stuff are taken from it.. like the 10 to -X AC.. its a second edition AD&D system..

so I will explain how its working in this corerule book about the wands and staves.

using a magic device require a minimum of magic skills and knowledge.. if you don't know how to use them you will fail it for sure. like if you need an activation word or an incantation to do. and in the second edition only thieves had the skill to use magical device (and casters) in the third edition everyone was allowed to use them.

now the dmg from a spell inside a wand... the dmg stored in the wand are equal to the spellcaster level.. in AD&D a mage lvl 5 can start to cast fireballs.. which does 1d6 dmg per lvl.. so for a mage lvl 5 the dmg from the wand will be 5d6... if a mage lvl 10 make a wand the spell will deal 10d6 dmg.

thats how its working (and probably logical) about a wand should be.. BUT AGAIN LoS isn't AD&D so variation from that could be done to adjust the rating of the wands used in the lands.

I think like everyone too.. wands don't deal enough dmg to be useful to me.. well.. even a burn from kampfer deal more damage then a shatterstone rod so I won't keep them and I will simply sell them... and even the price for such items isn't high enough.

a thing we could had from those wands could be "visit the Amber Mage to recharge your wands for a fee" fee could work from (base cost x mage lvl x lvl of the spell)

The Amber Mage.. Farside.. Galm(for healing wands).. and some others could offer the services.. and each of them deal different price due to there levels so a spell could be more powerful if you charge it from Farside than the barbarian shaman for exemple.

oh well.. I speaked enough :wink:

PostPosted: Wed Oct 20, 2004 12:47 pm
by Steejo
Could you tell me what the (eg) 10d6 thing means cause i play d&d games but i dont have a clue what they are ment to mean. I know it has something to do with dicerolls but thats about all i know

PostPosted: Wed Oct 20, 2004 1:49 pm
by Qoith
from my understanding 10d6 is 10 rolls of a 6-sided dice

PostPosted: Wed Oct 20, 2004 6:12 pm
by Kampfer
WOW.. you play D&D and you don't know what 10d6 means... amazing... open your player's manual and read a little.. its written that way in the book... wow.. I still don't believe it.. you probably suck at D&D too if you never saw anything like that in a manual.. that means you probably didn't read it and don't know rules at all... do me a favor.. read it.. you already too lazy to write "bye" correctly on irc.. so put yourself together and read!

Calvaire