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44

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


40

Well first off, to answer your question about magic item limits, a character in 3.5e is limited to two magic rings. Found here: http://www.d20srd.org/srd/magicItems/rings.htm in the very first paragraph. Second, AC bonuses do not stack unless they are different types of bonuses (armor, deflection, shield, etc.) or state that they stack. Usually, you cannot ...


28

Sure, mechanical/non-magical equivalents would be a fluffy way to satisfy as aspect of his role-playing. But how about you try something interesting? Word of your superstition and abstinence against magical gear has spread and intrigued a number of people. You've awakened old fears of harmful magical auras, and new prides in personal strength. ...


26

While two of my following suggestions originate from 4e I think they can still be applied to any D&D game. Inherent Bonuses Originally introduced in 4e's Dark Sun Campaign Guide, these bonuses greatly reduce the mechanical necessity to acquire magical items just to keep up with the expected encounter difficulty. Inherent bonuses basically say that ...


24

In Adventurer's Vault pg 198 it describe uses for the Enchant Magic Item ritual: ... the ritual can also be used to place a property in a magic item that has no property, or to upgrade a magic item to a more powerful version 5 levels higher. This use of the ritual follows the same rules for enchanting a magic item from a mundane item but ...


21

It will take some work, but it's perfectly doable. Enemies with special defenses The players won't have access to see invisible, flight, magic weapons, or ghost touch. Therefore, if you include enemies that can fly, or have DR/magic, or are intangible, these will be huge challenges, and may be downright impossible. The easy solution is simply to not ...


20

Magic items that the group has to ponder using and may raise moral issues with a well-roleplayed group? I don't see the problem with that. That sounds awesome. If you're running the game in a way that makes Wealth By Level important, then just throw in some other treasure alongside these goodies to make up the difference. You won't break anything. (Not ...


19

Magic items are more interesting when they serve to advance or drive a plot. This may be because Only with that item can the characters succeed (and it is hard to get or keep the item). Example: wights that can only be hurt by +1 weapons, in an area where +1 weapons are extremely rare. The item is complex; it only sometimes works, or requires mastery and ...


18

The main difficulty you're having in using the formula is that there is no existing spell that models the effect you want. Both Major Creation and Fabricate are dramatically more powerful than the effect you want in that they can create almost anything. Placing the limitation of converting coins of one type into another type of precisely equal value is a ...


18

Apart from his very good other suggestions, I have to disagree with Ichoran, that magic items have to advance or drive a plot to be interesting. A bag of holding is an interesting idea which doesn’t have to be central to the plot. I agree more with F. Randall Farmer’s ‘Make Items Custom and Personal’. I say, “Interactive Items Can be Interesting.” In a ...


18

It's good because of wolves' innate trip ability. If the wolves hit they can take a free trip attempt. If they succeed the enemy is prone and it makes it that much easier for you to hit them, and prevents them from moving without taking an attack of opportunity.


17

Two things come to my mind immediately: Artifacts in the original AD&D DMG like the Rod of Seven Parts, and an extension of artifacts that I used in a D&D 3.5 game. Hopefully you'll get some ideas that will work for your game. The AD&D artifact route is fairly straightforward: as you get more pieces of the artifact together, you get access to ...


16

Edit: I've made a rather serious change to my answer, please reconsider it. Nice theoretical question. :) And I partially disagree with the other two (?) answers (that I've seen so far.) I'd say you could place the Bag of Holding around the Immovable Rod, or push the Rod into the Bag, though with a very, very serious effort -- a DC 30 Strength check -- ...


16

The Bottle The hardest part about this is finding a good bottle. Bottles that look like "potion bottles" aren't that easy to find most of the year. A good prop shop might have them, but often times they're found in antique stores. Another option is LARP (Live Action Roleplaying) stores. They're all about equipment and props, and some will carry potion ...


16

You're the DM, that means that you can change the scenario however you want, and specify how the magic items work however you want. There are a lot of possible solutions, some of which you've mentioned. Personally I'd probably just reskin the evil-looking crown. The magic part of it could be a circlet, but the last owner added spiky bloody bits because they ...


16

While I applaud the wizard's chutzpah... The Accidental Activation Rule Is Terrible I fully agree with KRyan and Ernir that ignoring the accidental activation text is the best way to go. It causes more problems than it solves. I'm of the opinion that it's included only so the DM can have hilarious situations occur at the tavern because the wizard forgot ...


15

I'll head to the Dungeon Master's Guide 2, chapter 5, section Item Components, page 146. A quick and easy way to solve your issue is suggested in the 4. Upgrade or Replace? subsection: 4. Upgrade or Replace? An item created using these guidelines could replace an old item. Or the process could impart a new power to an existing item, upgrading it to a ...


14

The neither of these things represents an if else block Here is the control flow: If you have surges left Spend surge Regain HP, make saves Else If you are bloodied Regain HP, make saves Else No Effect So in the case of either having surges or being bloodied you regain HP, if you neither have surges or are bloodied then the potion has no effect. ...


14

As the other answers suggested, I began adding feats as treasure from specific encounters. It worked extremely well for our group. In fact, several other players started considering going down this path in future campaigns. I found that as long as there was narrative combined with the feat, players found it exceptionally interesting. Feats and treasure ...


14

Undead can benefit from magic items like any other creature. The only exceptions would be items that have conditions they don't meet or do things that don't apply..like CON bonuses. They could technically wear items boost their immunities but it would be a waste in most circumstances (poison/disease/etc). Turn/Rebuke resistance would obviously be a ...


14

You are going to have to come up with houserules galore to make this work, and in general it's a bad idea. Here's some of the major points you're going to have to hit: Damage Reduction has to be changed Anything with DR/Magic will have to be changed, as this party can't overcome magic DR without magic weapons. If you can't overcome it, everything with it ...


14

Once, long ago, before most can remember, D&D had no concept of Encounter Level. If you wanted to figure out what/how many monsters to throw at a party you had to... just figure it out. It was an ignorant and brutal age, sure, but somehow people muddled through. I think you are asking the right questions. Just let your players know that this is a ...


14

What you've mentioned are house rules, not interpretations The RAW is super-simple; forced dream resets the entire turn (or more if you've got some quintessence to hand) and cannot be gainsaid or activate partially. The deck of many things is certainly powerful but it doesn't have any especial resistance to psionic powers. With that in mind, forced dream ...


13

No. The spell stoneskin (PHB p. 163) says in no uncertain terms that the target of the spell is completely immune to physical attacks, specifically including magically-enhanced physical attacks such as from a sword of sharpness. The vorpal sword's description even says that it is just like the sword of sharpness, except with a better bonus. The way to ...


13

No, wondrous items such as an Everfull Mug or Piero's Pan of Flameless Frying wouldn't overcome damage resistance (magic) if they were used as improvised weapons. Damage ReductionSRD is only overcome by magic weapons when the DR is specifically vulnerable to magic weapons and when the weapon in question has at least a +1 magical enhancement bonusSRD. ...


13

The hand is occupied while it is activated. It's basically because of the following, I'll bold out the important part: An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check ...


13

First question: trigger The character needs only to have at least one level of a class which can cast the spell. In this case a first level wizard will be able to trigger any wizard spell. Second question: completion From the SRD: Scrolls To have any chance of activating a scroll spell, the scroll user must meet the following requirements. The ...


13

A spellbook contains the formula for a spell. A scroll contains an almost-completed casting of a spell - the equivalent of what you would memorize for the day, in written form - just speak the completion of the spell to activate it. When you complete the spell inscribed on a scroll, the contents of the scroll are erased, just as the spell is erased from your ...


13

As a matter of fact, Spider Climb does not allow to traverse frictionless surface automatically, much as the spiders can't traverse glass, for example. All it does is granting climb speed to its subject, and that doesn't even mean automatic climb success: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a ...


13

No The relevant parts of Use Magic Device are as follows, from the PFSRD (emphasis mine): You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment. You make ...



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