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Posted: Tue Jun 19, 2007 11:09 am
have any good ideas for new items or spells then post them here simpley tell who can use them and cost (if item), and requirements, and effects
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Posted: Tue Jun 19, 2007 11:17 am
New item name: gloves of spider climb description: looks like gloves made of web but not sticky at all, clored black with gold weblike design. worn on: Hands effects: allows you to climb with the skill of a spider (+ 30 to climb checks, but only +15 on slipery surfaces) price: 1800 GP rarity: uncommon (easy to buy not to pricey and easy to make) how to make: don't know becuase my character can't make em yet
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Posted: Tue Jun 19, 2007 1:48 pm
Something like that would most liklel not be uncommon... PLus it should be alot mroe then 500 gp. And In think they already have a magic tiems like the in the complete adventurer but its a cape.
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Posted: Mon Jun 25, 2007 12:02 pm
Bigfoot9000 Something like that would most liklel not be uncommon... PLus it should be alot mroe then 500 gp. And In think they already have a magic tiems like the in the complete adventurer but its a cape. oh ok well whatever other people might have new item ideas
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Posted: Mon Jun 25, 2007 2:54 pm
Bigfoot9000 Something like that would most liklel not be uncommon... PLus it should be alot mroe then 500 gp. And In think they already have a magic tiems like the in the complete adventurer but its a cape. This is true, Bigfoot. They've also got slippers as well...but sometimes there are other items you want taking up those slots, so having gloves as well is cool...I don't remember if there are gloves or not..
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Posted: Tue Jun 26, 2007 2:25 pm
There are rules for creation of new magic items in the back of the Dungeon Master's Guide. I advise anyone to look there before posting any ideas, to make sure their ideas are balanced.
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Posted: Tue Jun 26, 2007 10:03 pm
Thorn Mephendrian There are rules for creation of new magic items in the back of the Dungeon Master's Guide. I advise anyone to look there before posting any ideas, to make sure their ideas are balanced. I'm sorry? Come again? I thought that the point of guilds was to be able to corroborate with others with your ideas. Yes, it is true that the DMG has a guide to creating items (as do some of the other books), but that doesn't mean that everyone owns all the books, nor does it mean they necessarily have to use the books. Sometimes its nice to just shoot ideas off of other players about neat ideas for new things. Also, there are times that the books aren't enough, hence the privilege of house rules and the creation of more books.
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Posted: Thu Jun 28, 2007 10:08 am
Thanks Savindus
believe me I know how to balance out an item and as the creator I can say it's price besides this item (making this up now) is made a factory where workers create hundreds of these a day an transport them around towns by wagons and other matter of transportation. the gloves are easy to make using the webs a domestic magic spider's web (lots of 'em) and are weaved and decorated accordingly. The factory creates more than just these gloves if you want me to run an adventure about the factory then just say so (there is more to this factory than what is said, [mystery adventure good rewards, level at least 5 is suggested before entering the factory]). well there you have it my excuse to make the gloves glacieas, glacieas (thank you, thank you).
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Posted: Fri Jun 29, 2007 6:32 pm
Geez, you really don't like me, do you, Savindus? I was only pointing out that guidelines do exist, and "advice" does not mean "mandatory."
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Posted: Fri Jun 29, 2007 10:07 pm
Its not that at all. Its just the way you stated it. It sounded as if the DMG was the ONLY thing we could use.
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Posted: Sat Jun 30, 2007 11:35 pm
@Savindus: No, but to be honest, when the game provides rules for you to do a certain thing, you probably want to adhere to those rules. Personally if I find something that doesn't adhere to the rules, I try to get it as close as possible to the rules and then go from there.
If i were making a fighter character, I'd certainly start in the player's handbook, and not start from my head with the thought "what would a good fighter have", if you catch my meaning.
Anyway, moving on...
I always thought that there should be a spell that sends a single target to another, random plane.
Like the prismatic spray function or the reality maelstrom spell, but with only a single target.
The prismatic ray is a 5th level spell that functions on only one target, but it only sends them to a different plane on a 6 out of a d6 if i recall correctly.
I don't think the spell is powerful enough to warrant 6th level - after all, plane shift lets you affect up to 8 people, and go to a plane of your choice, but it would clearly have to be less useful than a ray. I'm thinking a melee touch attack instead of a ray. Melee touch, will negates, sends target to random plane. 5th level spell.
Reality Shift: Conjuration (Teleportation) Sorcerer/Wizard V Components: V,S Casting Time: 1 Standard Action Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Will Negates
Your touch sends the subject to another plane of existence, determined at random. Consult the Dungeon Master's Guide [or the Manual of the Planes] for tables to select a random plane.
Thoughts?
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Posted: Sat Jun 30, 2007 11:38 pm
Bigfoot9000 Something like that would most liklel not be uncommon... PLus it should be alot mroe then 500 gp. And In think they already have a magic tiems like the in the complete adventurer but its a cape. There exists the Cloak of Arachnida, which grants the effect of a spider climb spell as well as some other minor benefits (I don't know offhand), which costs 11,000 gp. There also exists the Slippers of Spider Climbing, which (shockingly) give the effect of a spider climb spell. They run... I believe about 4000-5000 gp. There ALSO exists the "ring of climbing" which costs 2,500 gp and grants only a +5 bonus on climb checks. Also the greater ring of climbing (I believe this item exists) which costs 10,000 gp and grants a +10 bonus. These gloves... well, suffice it to say they'd be terribly underpriced for what they do.
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Posted: Sun Jul 01, 2007 4:26 pm
I agree, the pricing is under priced..though its hard to argue with a background (funny as it may be), it would have to be a campaign by campaign thing with the background thing though.
I know that following the text in the books is generally a good thing, but like I said, its sometimes difficult (or too much work for one as lazy as I can be) to go and look into it. Sometimes too, its just fun to pull something random outta yer butt (reminisces about 'Eugene').
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Posted: Sun Jul 01, 2007 8:48 pm
Savindus I know that following the text in the books is generally a good thing, but like I said, its sometimes difficult (or too much work for one as lazy as I can be) to go and look into it. Sometimes too, its just fun to pull something random outta yer butt (reminisces about 'Eugene'). Fair enough surprised I personally tend to be a bit of a rules b***h... I figure that it's impossible to play a game without solidly-defined, consistent rules, but I know that a lot of people play D&D differently. On the topic, this link is really useful, even if you already have the three core books in hardcover or in pdf: d20 SRDHas all the information in the three core rulebooks, searchable, and hyperlinked. Good for finding info quickly if you're lazy! mrgreen
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Posted: Sun Jul 01, 2007 9:10 pm
yeah, I saw that link earlier...either you or Thorn put it up in another thread..I looked through it, but didn't really find what I needed...or rather not what I was looking for exactly...but then I was looking for something that wasn't in the core rulebooks....I guess that would be why I didn't find it, eh? lol anyway, I do like it for the core books.
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