Hey All,
I am caster level 10th. I have, let's say about 16000GP to spend and up to 6k XP I can use, let's hope not that much. I have craft wondrous item and craft magical arms/armor.
I am thinking I'd like to get a headband of intellect +4, gloves of dex +2 and an artificers monocle.
Are there other, better magic items I might want? My char is a wizard halfling, he can at the moment research most any spell he doesn't have in his spellbook, and his spells tend to be more reliant on versatility and utility than straight up damage. Any suggestions on useful/underrated magic items I can create?
2nd: This is a question, I know with armor bonuses/weapon bonuses you have to have your caster level be equal to or greater than the enhancement bonus x 3, so to make a sword+3 you have to be caster level 9. I didn't think this applied to wondrous items, like the headband of intellect.
Does it apply to wondrous items, or do you just have to have the caster level listed in the pre-reqs?
3rdly, this is in regard to just items that increase intelligence. I've heard you generally can get bonus spells from increases from items if 1)you've worn the item continuously for 24 hours 2)you wear it throughout preparation of the spells 3) you lose the extra slots if the item is ever removed/deactivated/etc throughout the day, expending the spells at the same point.
Is that true? If so, where are the rules for it so I can talk to my DM?
magic items suggestions/questions
- Siberys
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1- Aside from the artificers monocle, the items you have are pretty good for wizards. I just don't know what the monocle is, so I can't judge.
2- No, each item in the wondrous item section has their own caster level for the item, and ability score buff items are all 8th level (including each bonus).
3- I don't know where the rules are, but yes this is true. It's a static, continuous bonus to intelligence, and so far I can't find any ruling for or against that sort of ruling, and it makes perfect sense otherwise. You use the item long enough to magically extend your memory, to which you can prepare more per day.
2- No, each item in the wondrous item section has their own caster level for the item, and ability score buff items are all 8th level (including each bonus).
3- I don't know where the rules are, but yes this is true. It's a static, continuous bonus to intelligence, and so far I can't find any ruling for or against that sort of ruling, and it makes perfect sense otherwise. You use the item long enough to magically extend your memory, to which you can prepare more per day.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
main reason for the monocle is because if you study an item for a minute it works as if you cast identify. It's also a very cheap item, plus my character in game is the owner of a magic item shop, so I think it makes sense just for that reason too..... oh damn. Actually, after looking at the item again, I wouldn't be able to use it, so scratch that.
Are there any good items for raising your save dcs other than items that raise intelligence/the ability score your spells are derived from?
Are there any good items for raising your save dcs other than items that raise intelligence/the ability score your spells are derived from?
when i was playing the shattered circle i came across an interesting cloak that allowed the first hit each round to miss. came in use full when you have invisablility on because the creatures most creatures that can see you only try hit you once exept cloud giants which becomes good when the ones that cant see you hit the ones that can
Don't forget other possibilities such as Bracers of AC, Amulets of Res/Prot/Nat.Armr etc, spectacles of True Seeing/Darkvision etc, belts of dexterity/freedom of movement etc and boots of Speed/dexterity/fortitude/res/prot. etc....
Spectacles and belts especially are item slots that are hard to fill while on the other hand head and hands/arms are relatively easy to "purchase from your friendly Magic store/merchant".
Just food for thought anyways....
Spectacles and belts especially are item slots that are hard to fill while on the other hand head and hands/arms are relatively easy to "purchase from your friendly Magic store/merchant".
Just food for thought anyways....
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser gate. All those moments will be lost in time like tears in the rain. Time to die.
Roy Batty (from BladeRunner)
Roy Batty (from BladeRunner)
Item Creation feats aren't bad choices for a Wizard, so you could make your own items.
Uller is right: some of the most important items are things that grant True Seeing and Freedom of Movement. Darkvision can be easily made permament by yourself.
If you use Complete Arcane, check out the feat Craft Contingency, or use the Evocation spell Contingency. Both are lifesavers.
Uller is right: some of the most important items are things that grant True Seeing and Freedom of Movement. Darkvision can be easily made permament by yourself.
If you use Complete Arcane, check out the feat Craft Contingency, or use the Evocation spell Contingency. Both are lifesavers.
A magic item is any object that has magical powers inherent in it. These may act on their own or be the tools of the person or being whose hands they fall into. Magic items are commonly found in both folklore and modern fantasy. Magic items often act as a plot device to grant magical abilities. They may give magical abilities to a person lacking in them, or enhance the power of a wizard.
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