Monday, June 10, 2013

9. Spell Descriptions and Magic Items

Spell Descriptions - Duration

Each spell that isn't Instantaneous or Permanent has one of three possible Durations, indicating how long the spell is in effect.

Any spell listed with a duration of rounds or minutes/level instead has a duration of "Encounter"

Any spell listed with a duration of hours/level instead has a duration of "Day"

Encounter
A spell with a duration of "Encounter" ends when the encounter during which it was cast resolves.  In this instance an "encounter" may be defined as a single combat, trap, role-playing scenario, or room.  The DM is the final arbiter of what constitutes of an "encounter".  Outside of normal "encounters", these spells expire within a minute.

Day
A spell with a duration of "Day" ends after the character rests for the night the day it was cast.  It expires as the character regains spell slots and abilities the next morning.

Concentration
The spell is in effect for as long as the caster "Concentrates" on maintaining the spell.  Doing so requires a standard action each round the spell is in effect.  The caster may not attack or cast another spell while Concentrating.  Anything that can break a casters concentration while casting, can also do so while the caster is maintaining a spell.




Magic Item Cost Multipliers
Spell Activated items have a base cost which is multiplied by a certain number depending on the level of the spell(s) which they cast.

Level 0 (Cantrip): .5
Level 1: 1
Level 2: 6
Level 3: 15
Level 4: 28
Level 5: 45
Level 6: 66
Level 7: 91
Level 8: 120
Level 9: 153




Spell Activated Items
Spells from all Spell activated use items such as Scrolls, Wands, and Staves will now be cast as if being directly cast by the person using the item.

For example, a Wand of Fireball held by a 5th level mage, casts Fireball at 5th level.  The spell would use the caster's Intelligence to determine the spell's save DC.  If the caster had feats such as Spell Focus or Spell Penetration, they would likewise apply to the spell.  If the caster was an Invoker, the bonus domain damage would even apply.

Potions always take effect at the lowest caster level possible to cast the spell that the potion contains.




Potions
Potions may hold spells of any level.  They have a base cost of the Magic Item Multiplier x 50 gp.

Scrolls
Scrolls have a base cost of the Magic Item Multiplier x 25 gp.

Staves
Staves have 10 charges and recharge each day at dawn.  Adding a spell costs a varying amount depending on how many charges the staff expends to cast that spell.

1 charge: Magic Item Multiplier x 2,000 gp
2 charges: Magic Item Multiplier x 1,000 gp.
3 charges: Magic Item Multipier x: 750 gp.

A staff can hold multiple spells.  Each spell other than the most expensive one only costs half the base cost to add to the staff.

Wands
Wands may hold spells of any level.  They have a base cost of the Magic Item Multiplier x 750 gp.




Magic Weapons and Armor
Bashing
The increase in damage from bashing stacks with the increase from shield spikes.




New Special Ability
Concealing
(+1 Modifier Bonus)
A weapon of Concealing may be shrunk as per the Shrink Item spell. It takes a move action to shrink the weapon and it may be restored as quickly as it is drawn. (a move action which may be combined with another action, or a free action with the Quick Draw feat)

When in it's shrunken state, the weapon is 4 categories smaller than normal and weighs 1/4000th of it's original value. This confers at least +4 to any Sleight of Hand checks to conceal it. Many adventurers even disguise these weapons as innocent looking trinkets or amulets.

Moderate Transmutation; CL8th; Requires Craft Magic Arms and Armor, Shrink Item; Price +1 bonus