Castle Clover: METACHAT
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
Hmm, righto. Time to rework them then.
As for items that activate more than one effect at once, what about stuff like Boots of the Winterlands, Figurines of Wondrous Power, or the golem manuals? Those take bits and pieces from different spells and combine them in a single activation. Also, I recall quite a few items in the MIC that have multiple abilities activating at once. Can't think of the specific ones off the top of my head though. Not contesting them being turned down, just genuinely curious.
Here are the reworked items:
Gauntlets of the Divine Warrior
Once per day, the wearer of these gauntlets can activate them with the command word "deimartel". Upon activation, the wearer's weapon begins to glow with silvery white light. For the next three rounds, it is treated as having reach and deals an additional 1d8+1 damage.
In addition, at any time, the wearer of these gauntlets can point at a spot to cause an explosion of sound. Any caught within a 10 foot radius of the explosion take 1d8 points of sonic damage and must succeed on a DC 19 Fort save or become stunned for one round. The wearer of these gloves can also say the command word "deigran" and strike a target. The target struck must succeed on a DC 19 Will save or become paralyzed for 3 rounds.
These last two powers can both be used twice per day.
Spell Used: Spiritual Weapon
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Sound Burst
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Hold Person
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Spiritual Weapon)
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp (Spiritual Weapon)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Sound Burst)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Hold Person)
Charges per day: 32,400 gp / (5 / 2 charges per day) = 12,960 gp
Combined Base: 15,120
Require Class (Fighter): 15,120 gp - 30% = 10,584 gp
Arbitrary (Spiritual Weapon cannot attack independently of the wearer): 10,584 gp - %5 = 10,055 gp
Final Cost: 10,055 gp & 403 xp (11 days)
Gauntlets of Divine Rage
While wearing these gauntlets, the wearer can say different command words to access different powers. First, the wearer can rage after saying the command word "deifuror". Upon doing so, the duration of the rage is lowered to 3 rounds. Immediately after entering rage, the wearer erupts into flames that does no damage to the wearer, but causes 6d6 fire damage to any grappling the wearer. In addition, upon saying the command word "deiphobos", whatever weapon the wearer is wielding erupts into shadowy flames filled with gnashing teeth. Any creature struck by the weapon takes an additional 1d6 points of damage and must succeed on a DC 19 Will save or become frightened. This blade lasts for 3 rounds. Lastly, the wearer can say the command word "deiphagia" to imbue whatever weapon is held with divine energy. Doing so imbues whatever weapon is held with additional power, allowing it to deal an additional 3d6 points of damage with each blow. Each blow made in this manner though, causes 5 damage to the wearer. All three of these powers can be used once per day.
Spell Used: Balor Nimbus
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Pain and Fear (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 1
Spell Used: Blade of Blood (Player's Handbook II)
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Balor Nimbus)
Command word: 2 (spell level) × 1 (caster level) × 1,800 gp = 3,600 gp × 150% (multiple different, worn) = 5,400 gp (Blade of Pain and Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Blood)
Starting Base: 32,400 gp
Charges per day: 32,400 gp / (5 / 1 charges per day) = 6,480 gp
Require Class (Barbarian): 6,480 gp - 30% = 4,536 gp
Final Cost: 4,536 gp & 182 xp (5 days)
Gauntlets of Divine Pride
These are additional powers added to Kalar's already heavily-enchanted gloves.
The first additional power allows the wearer to snap his fingers and say the command word "deinox". This causes darkness to spread out in a 20 foot radius centered on the wearer. All within this area except for the wearer have a 20% miss chance because of concealment. The darkness created in this manner can last for up to thirty minutes spread out over the day as chosen by the wearer. Each use however, must last at least 10 minutes.
The second power allows the wearer to point in a direction and create a wave of grief extending in a 30-foot cone. All caught in this blast must make a DC 19 Will save or receive a -3 penalty on all attack rolls, saving throws, ability checks, and skill checks for 3 rounds. This can be done twice per day.
Lastly, at will, the wearer of this glove can touch or strike a creature and say the word "deinecros". On a failed DC 19 Fort save, the creature is implanted with a necrotic cyst. This can be done two times per day.
Spell Used: Darkness
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Wave of Grief (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Necrotic Cyst (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Necrotic Cyst)
Charges per day: 10,800 gp / (5 / 2 charges per day) = 4,320 gp
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Darkness)
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp
Multiple Different (worn): 3,240 gp
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Wave of Grief)
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp
Multiple Different (worn): 3,240 gp
Combined Cost: 10,800 gp
Require Class (Cleric): 10,800 gp - 30% = 7,560 gp
Add to existing: 7,560 * 150% = 11,340 gp
Final Cost: 11,340 gp & 454 xp (12 days)
As for items that activate more than one effect at once, what about stuff like Boots of the Winterlands, Figurines of Wondrous Power, or the golem manuals? Those take bits and pieces from different spells and combine them in a single activation. Also, I recall quite a few items in the MIC that have multiple abilities activating at once. Can't think of the specific ones off the top of my head though. Not contesting them being turned down, just genuinely curious.
Here are the reworked items:
Gauntlets of the Divine Warrior
Once per day, the wearer of these gauntlets can activate them with the command word "deimartel". Upon activation, the wearer's weapon begins to glow with silvery white light. For the next three rounds, it is treated as having reach and deals an additional 1d8+1 damage.
In addition, at any time, the wearer of these gauntlets can point at a spot to cause an explosion of sound. Any caught within a 10 foot radius of the explosion take 1d8 points of sonic damage and must succeed on a DC 19 Fort save or become stunned for one round. The wearer of these gloves can also say the command word "deigran" and strike a target. The target struck must succeed on a DC 19 Will save or become paralyzed for 3 rounds.
These last two powers can both be used twice per day.
Spell Used: Spiritual Weapon
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Sound Burst
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Hold Person
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Spiritual Weapon)
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp (Spiritual Weapon)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Sound Burst)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Hold Person)
Charges per day: 32,400 gp / (5 / 2 charges per day) = 12,960 gp
Combined Base: 15,120
Require Class (Fighter): 15,120 gp - 30% = 10,584 gp
Arbitrary (Spiritual Weapon cannot attack independently of the wearer): 10,584 gp - %5 = 10,055 gp
Final Cost: 10,055 gp & 403 xp (11 days)
Gauntlets of Divine Rage
While wearing these gauntlets, the wearer can say different command words to access different powers. First, the wearer can rage after saying the command word "deifuror". Upon doing so, the duration of the rage is lowered to 3 rounds. Immediately after entering rage, the wearer erupts into flames that does no damage to the wearer, but causes 6d6 fire damage to any grappling the wearer. In addition, upon saying the command word "deiphobos", whatever weapon the wearer is wielding erupts into shadowy flames filled with gnashing teeth. Any creature struck by the weapon takes an additional 1d6 points of damage and must succeed on a DC 19 Will save or become frightened. This blade lasts for 3 rounds. Lastly, the wearer can say the command word "deiphagia" to imbue whatever weapon is held with divine energy. Doing so imbues whatever weapon is held with additional power, allowing it to deal an additional 3d6 points of damage with each blow. Each blow made in this manner though, causes 5 damage to the wearer. All three of these powers can be used once per day.
Spell Used: Balor Nimbus
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Blade of Pain and Fear (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 1
Spell Used: Blade of Blood (Player's Handbook II)
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Balor Nimbus)
Command word: 2 (spell level) × 1 (caster level) × 1,800 gp = 3,600 gp × 150% (multiple different, worn) = 5,400 gp (Blade of Pain and Fear)
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp × 150% (multiple different, worn) = 16,200 gp (Blade of Blood)
Starting Base: 32,400 gp
Charges per day: 32,400 gp / (5 / 1 charges per day) = 6,480 gp
Require Class (Barbarian): 6,480 gp - 30% = 4,536 gp
Final Cost: 4,536 gp & 182 xp (5 days)
Gauntlets of Divine Pride
These are additional powers added to Kalar's already heavily-enchanted gloves.
The first additional power allows the wearer to snap his fingers and say the command word "deinox". This causes darkness to spread out in a 20 foot radius centered on the wearer. All within this area except for the wearer have a 20% miss chance because of concealment. The darkness created in this manner can last for up to thirty minutes spread out over the day as chosen by the wearer. Each use however, must last at least 10 minutes.
The second power allows the wearer to point in a direction and create a wave of grief extending in a 30-foot cone. All caught in this blast must make a DC 19 Will save or receive a -3 penalty on all attack rolls, saving throws, ability checks, and skill checks for 3 rounds. This can be done twice per day.
Lastly, at will, the wearer of this glove can touch or strike a creature and say the word "deinecros". On a failed DC 19 Fort save, the creature is implanted with a necrotic cyst. This can be done two times per day.
Spell Used: Darkness
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Wave of Grief (Spell Compendium)
Spell Level: 2
Caster Level: lowered to 3
Spell Used: Necrotic Cyst (Libris Mortis)
Spell Level: 2
Caster Level: lowered to 3
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Necrotic Cyst)
Charges per day: 10,800 gp / (5 / 2 charges per day) = 4,320 gp
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Darkness)
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp
Multiple Different (worn): 3,240 gp
Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp (Wave of Grief)
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp
Multiple Different (worn): 3,240 gp
Combined Cost: 10,800 gp
Require Class (Cleric): 10,800 gp - 30% = 7,560 gp
Add to existing: 7,560 * 150% = 11,340 gp
Final Cost: 11,340 gp & 454 xp (12 days)
Last edited by BMR on Mon Aug 03, 2015 2:38 pm, edited 2 times in total.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
Well, first I don't actually see these has activating more than one spell. Like you say they take bits and pieces and make a new spell, which is different. If you wanted to also research the creation of custom spells, you might be able to get closer to the effects of multiple spells. Though, what you had going would likely be a very high level spell to include all of that.BMR wrote:As for items that activate more than one effect at once, what about stuff like Boots of the Winterlands, Figurines of Wondrous Power, or the golem manuals? Those take bits and pieces from different spells and combine them in a single activation. Also, I recall quite a few items in the MIC that have multiple abilities activating at once. Can't think of the specific ones off the top of my head though. Not contesting them being turned down, just genuinely curious.
Secondly, in general custom items won't be as strong as non custom ones. Things like the feather token that creates a tree simply can't be made under the item creation rules. You can make a tree token but you can't then turn around and make something like a catapult token because there would be little to no way to judge how much that should cost to make.
Finally, being able to activate more than 1 spell in a round is a much big deal. You had like 5 going. If you changed those to things like magic missile, fireball, lightning bolt, etc, you could basically decimate things with a tiny item.
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
Hmm, point. How about these new ones though? They ok?
Also, in case Kalar dies, say hello to Khalid al Hazred the chaotic evil and incurably insane human wilder.
Also, in case Kalar dies, say hello to Khalid al Hazred the chaotic evil and incurably insane human wilder.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
If my count is correct, Kalar will be finished with the second glove of healing when the current day is over. As he doesn't have enough gold to make the gauntlets I posted previously, this will be his next project:
Mask of Dread Power
The wearer of this mask can use the Command spell at will with a save DC of 18.
Spell Used: Command
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Require Alignment (Evil): 2,000 gp - 30% = 1,400 gp
Final Cost: 1,400 gp & 56 xp (2 days) &
Also, if anyone has requests for items now that everyone's got more gold, ask away.
Mask of Dread Power
The wearer of this mask can use the Command spell at will with a save DC of 18.
Spell Used: Command
Spell Level: 1
Caster Level: Lowered to 1
Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Require Alignment (Evil): 2,000 gp - 30% = 1,400 gp
Final Cost: 1,400 gp & 56 xp (2 days) &
Also, if anyone has requests for items now that everyone's got more gold, ask away.
Last edited by BMR on Sat Aug 08, 2015 12:17 pm, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
So I came across this one spell, Raise Ghost. It allows the caster to raise a ghost who's died, or to create a ghost from a fallen body. Problem is, it's from Ghostwalk, which is 3.0 material, not 3.5.
However! Provided Spoony allows it, I thought it would be interesting to try and raise Ardan as a ghost, and have him as a sort of ghostly butler or guardian who's set to haunt our new fortress. Dunno if MasterK would take control of Ardan the Ghost though, perhaps only when we're in the fortress.
It would, of course, be pretty much purely cosmetic mostly, as Kalar controlling a full ghost would prolly be a bit overpowered. Obvious limitations would be that Ardan the Ghost would be confined to the fortress, and wouldn't have as many (if any at all) of the typical ghostly powers.
If allowed, it would be neat to raise him as a sort of, "You were once our ally, so we will give you this semblance of life until we can find a way to bring you back for realsies." Kalar did promise to do his best to get everyone out alive, so it would be in-character (both as an evil necromancer and as a dude who keeps his word) to attempt such.
Not sure about bringing Silas back though. That seems like it'd be a Bad Idea.
However! Provided Spoony allows it, I thought it would be interesting to try and raise Ardan as a ghost, and have him as a sort of ghostly butler or guardian who's set to haunt our new fortress. Dunno if MasterK would take control of Ardan the Ghost though, perhaps only when we're in the fortress.
It would, of course, be pretty much purely cosmetic mostly, as Kalar controlling a full ghost would prolly be a bit overpowered. Obvious limitations would be that Ardan the Ghost would be confined to the fortress, and wouldn't have as many (if any at all) of the typical ghostly powers.
If allowed, it would be neat to raise him as a sort of, "You were once our ally, so we will give you this semblance of life until we can find a way to bring you back for realsies." Kalar did promise to do his best to get everyone out alive, so it would be in-character (both as an evil necromancer and as a dude who keeps his word) to attempt such.
Not sure about bringing Silas back though. That seems like it'd be a Bad Idea.
Last edited by BMR on Mon Aug 10, 2015 1:54 pm, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
Oh, wow! I thought with a +18 in "Perform" I was always going to succeed.Spoonweaver wrote:.Rob went over to the river and unsuccessfully tried to use his magic Lyre again. Nothing happened. It would be another week before the lyre could be used again, but Rob was hoping to get it working sooner somehow.
Does this mean I rolled a 1 and got a critical miss?
or did it happen because he tried to make the Lyre build something beyond its ability to build?
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
Oh, I see. I thought it could be used willy-nilly until it failed a check.
So it is actually just a once-a-week thing, but since Rob has high performance skill, he could start it going in the morning, and potentially keep it going all day long, right? (assuming that he keeps playing while eating and going on piss-breaks)
So it is actually just a once-a-week thing, but since Rob has high performance skill, he could start it going in the morning, and potentially keep it going all day long, right? (assuming that he keeps playing while eating and going on piss-breaks)