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2

It doesn’t affect the wand in any way There’s just nothing in the Enhanced Cures text that mentions item crafting. The effect does not change the spells themselves, or replace them with different spells. It does affect the activation of any wand of cure X wounds Wands use the spell trigger activation method, so casting a spell from a wand is usually a ...


2

A lot of this weapon's effects are easily and inexpensively duplicated or bettered by spells, and, as careful spells selection is integral to the game, I am challenging the frame here a bit. The weapon's overpriced... if the assassin's familiar with magic Such a weapon would be a boon to a mundane assassin with no ranks in the skill Use Magic Device. ...


-3

If you have access to Heroes of Horror and the Eberron Campaign Setting, an ally can make it an arcane spell with only 3 levels of archivist, a level of wizard, and a few levels of artificer. First off, find a scroll of blood frenzy, then scribe it into your prayerbook. Then, scribe it as an arcane spell, put it into your spellbook, and then make the eternal ...


6

No specific rules exist for crafting an already magical item. The possibility for adapting or crafting in such a way is left to the discretion of the DM for your campaign. The rules in the DMG, pages 128 and 129, establish some minimum requirements for cost, time and effort beyond "talk to the DM" on magical item creation: Character must be a spell ...


5

This answer uses only ft., as these units are much more familiar to me in the context of D&D (since the version I play only ever uses 5-ft. squares for distances). Convert as necessary (using the definition of squares in your version of D&D, rather than real-world conversion, if applicable). So this is a +1 distance heavy crossbow (8,350 gp) with a ...


9

Full break-down of the price: A dwarven waraxe costs 30 gp Since we are starting with a dwarven waraxe, we need to start with its price. It is 30 gp. Only masterwork weapons can be made magical Non-masterwork weapons cannot be magic. Masterwork adds a +1 enhancement bonus to attack (only), and costs 300 gp. So we add the 300 gp to the cost of a dwarven ...


3

Usually the interpretation of reactions to being reduced to 0 hit points are: After all other effects of the damage/attack that made the reduction are accounted for (e.g. a Push on the attack that damaged the target). Before the consequences of being at 0 hit points are themselves resolved. So the character is not yet considered unconscious or dying. ...


0

perhaps each magic item fits into the next, and when all are combined, they take the form of a key. this key opens a dimension door and releases a certain creature or allows access to a sanctuary or cache of some sort.


0

It is a completely different item that you can upgrade with the appropriate magic ritual (Enchant Magic Item). This happens to all items in the game, maybe except some artifacts that become more powerful as their owner grows.


9

No. If you have a Amulet of Protection +1, it stays an Amulet of Protection +1. You will have to find, buy, or make an Amulet of Protection +2 if you want that instead. All items work this way. Although there are artifacts (such as the Staff of Fraz-Urb'luu) that can increase their enhancement based on other parameters, they are the exception rather than ...


4

If the item were using its own senses and telepathically relaying information, then: The item would tell the owner the location of invisible enemies, thus allowing the owner to attack the right square, but still subject to a 50% miss chance. The item would tell the owner about illusions it has identified, thus giving the owner +4 on Will saves to disbelieve. ...


10

Depending upon the effect, an intelligent item may be able grant the effect to its possessor, but, like an NPC, the intelligent item's not obligated to Intelligent items have their own independent action economies, desires, and wills. Although an intelligent item will frequently use its powers on behalf of and at the behest of its owner, it can sometimes ...


4

You’re looking for an arcane hierophant, basically. Alternate Source Spell from Dragon vol. 325, pg. 61, lets an arcane spell count as divine or vice-versa, at a cost a −1 penalty to caster level. It requires that you already be able to cast both arcane and divine spells before you can take it. It’s a pretty common trick for early entry into prestige ...


0

By RAW: No According to [Magic Items] Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise. According to this, as all ...


5

Only indirectly are rules provided for creating an item that takes a swift action to activate The section Creating Magic Items says Using metamagic feats, a caster can place spells in items at a higher level than normal. Thus, by incorporating a spell modified by the metamagic feat Quicken Spell into the creation of a custom magic item (therefore ...


-4

It depends on the creation and the magic spell that is being imbued into the item. As described from below from Pazio. To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, though, using an item requires a standard action that does ...


3

The saving throw for a Wand is 10 + Spell level + the Minimum ability score modifier necessary to cast that spell. So if you're working with a Wand of Fireball, Fireball is a 3rd level spell, which requires a 5th level Wizard to cast with an ability score of at least 13. The modifier for a score of 13 is +1. So the save of a Wand of Fireball will be (10 + 3 ...


19

Wands follow the general rules for Saving Throws Against Magic Item Powers on the page on magic items (emphasis mine): Saving Throws Against Magic Item Powers Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability ...


2

Yes. Magic items in the DMG refer to mundane items listed in the PHB, and use the corresponding stats. Staffs, rods, and wands are listed in the PHB as categories of Arcane Foci, therefore anything listed as one of these types of items in the DMG is referring to an Arcane focus unless otherwise stated. If you were to assume that items in the DMG do not ...


1

I've recently been playing pathfinder, in which the answer would be: Use Staves. A magic staff is a repeatable use item - you can cast spell X from the staff, and then recharge it with spell Y from your spell list, making it a way to convert your magic from any spell you can cast, into whatever spell you want - as long as you are able to pay the exorbitant ...


-3

The Wand of the War Mage does not specify that it can be used as an arcane focus, yet is clearly designed to be used with the caster's own spells. We can reasonably assume that this device can be used without another arcane focus, despite that it does not specify this fact. There is no actual rule on the matter, and it should be up to the player and DM to ...


12

The DM's mistaken about how the fire damage works... The DM's correct that damage reduction doesn't reduce damage from non-weapon attacks (e.g. energy damage, falls, poisons), so a creature with damage reduction takes full damage from, for example, fire. (To take less fire damage, the creature needs the special ability resistance to energy.) But a weapon ...


1

The truth is, Use Scroll is an emulate class feature check. You are in fact emulating the class feature of spellcasting ability, at a caster level of your UMD roll minus 20. The description for use scroll is just an easy way to do the math quickly. Result is the same either way. The other thing that it matters for is a check to use a staff. This is also ...


5

It is in the Adventurer's Vault 2 page 97. In the future you can use the Compendium, even without a DDI Subscription. You can't get the text of the item (or feat or whatever you are looking up) but it will tell you the book it came in.


1

There is a potential solution in the item description itself, particularly if there is a spellcaster with a grudge against the party. A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike ...


2

Custom Magic Item Creation Following Magic Item Creation Rules, this would be pretty simple and straight forward. How I Would Do It (Opinion) Let's break it down. Base Cost: From the first entry under Spell Effect (Command word), we can see that the base cost should be Spell level x Caster level x 1,800 gp. Modifications: For a tattoo like the one ...


0

If unconcerned with enhancement bonuses and only needing the weapon special abilities, the 1st-level artificer infusions personal weapon augmentation [trans] (Eberron Campaign Setting 117) et al. and personal natural weapon augmentation [trans] (Races of Eberron 188) et al. grant weapon special abilities to one of the creature's weapons or natural weapons.1 ...


-2

Make it into an artifact that needs to be developed to use its full power. Previous users were high enough level that they could use all its powers at once but the magic user is too low level to access all its abilities. Then the magic user needs training to access its power.


6

Yes... Two wizards can recite a scroll together. Mechanically, this is done by one of them using the Help action, followed by the other using the Use an Object action. ...but No. This does not cast Fireball twice. It grants advantage on the DC 13 Intelligence check required to use the scroll if the (second) wizard is below 5th level.


-2

Another take on what do the PC's know about the item: The Staff of the Magi is charged. Suppose it has only one or two charges left?


9

Does it say in the description: "may be used as an arcane focus"? No? Then no.


7

No. You can think of the scroll as a battery: A scroll contains the stored energy of a single spell. Thus, casting/releasing a spell from a scroll can only result in the same amount of magical energy as the scroll was loaded up with when written.


4

No. The scroll is consumed as it's cast so there's no effective way to share it.


2

A rod can be used as an improvised weapon (a club or, if really heavy, a mace). A wand cannot be used as a weapon. It is too light and/or too fragile.


9

You asked specificly not for a taxonomy of behavior difference, but I think one is essential to the answer you are looking for. Game mechanically, rods may or may not have charges. Wands always have charges. Thematically, rods are more like Wonderous Items which do WeirdStuff(tm), while wands are basically limited to being stored-spell dispensers. Wands ...


7

Yes, you may. First there's the rules-first approach D&D 4e is happy with, wherein the story follows afterwards to make sense of the rules: it's a heavy blade, and the Ruby Scabbard says it can be used with those. So you can, and that's that. Narratively, it's also fine. Polearms do get sheathed. Not for convenience of carrying like with swords, though ...


18

Sure, why not? After all, there are historical scabbards for polearms. They just don't dangle on your hip like a sword one, but since also a longsword scabbard don't fit a scimitar, the item will magically change to fit your weapon.


1

Paizo's Pathfinder Chronicles: Classic Treasures Revisited (PFRPG) has more detail on the Well of Many Worlds and includes two tables to roll on for planar destinations (one of which is for demi-planes), some suggestions on using it in a campaign, some of it's uses in Golarion's history and some other related details on it's use such as researching locations ...


0

RAW: Yes, because it is a heavy blade. The rules say that the weapon that goes into a Ruby Scabbard has to be "any light blade or heavy blade". Since the polearm is a heavy blade, and the rules don't say that any non-light blade or heavy blade weapons cannot go into it, this can be done. RAI: No, because glaives don't use scabbards. Glaives are polearms ...


-5

I would just make that item break after single use (because it is too complicated for their low skill level), and then introduce a quest of fixing it which they can complete once they reach a certain level adequate for having that item.


41

Make it be cursed. A very powerful item will make many adventuring parties suspicious, but if yours are just happy to go forward using it, they are in for a surprise. I would pick an "interesting" curse that makes them wary of using it but still leaves them (technically) with the option to do so. For example, every charge used could alert some extraplanar ...


1

Admit your mistake and replace it with something proper. Sure you can do stuff with it in-game but it was an out-of game mistake to begin with so fix it that way too.


-5

I would say the staff is old and brittle upon further study on it. As you could easily hook them with the "brilliance seems dulled" or an "off aura is sensed". And when they check the staff put a low perception check and a moderatley high craft or appraise check on it. The perception will tell them its damaged as the appraise can enlighten them as to how ...


-2

Similar to the responses by Erik and MrLemon; A powerful individual, the owner of the item, could materialise or otherwise show up dramatically in an unexpected location and explain that they were set-up to steal it intentionally. They were (unbeknownst to them at the time) hired as a Tiger Team to pen-test where it was stored. That way the owner doesn't ...


0

If this is a question about crunchy rules and numbers, I'd just go with the standard "estimate based on similar powered items" approach. Example, if the Su ability keeps you from being paralysed or grappled, cost it like enchanting an item with "Freedom of Movement" and so forth. From a story perspective, it's actually more interesting. Magic is magic, ...


-3

What do the PCs actually know about the staff? Did you say "it's a Staff of the Magi, here are its powers?" If not, you could retcon it to be a lesser sort of item, with some similar powers, but more suited to the characters' level.


7

Yes you can. The Scabbard's ability is a Free Action, and you can use Free Actions at (pretty much) any time including when it isn't your turn. DDI: Free actions take almost no time or effort. A creature can usually take as many free actions as it wants during any turn, including other creatures’ turns.


5

I would let things run the natural course. So ask yourself the following question: is someone going to miss the Staff? The person who put it there, other people who were trying to break the vault? If the answer is yes, then you have someone searching for the PCs, which may want to take it back from them by good or evil means. Someone with a crazy vault and ...


45

The Brinks Job, The Italian Job, Willow, or Charlie Varrick? the players worked their way through a series of fiendish traps into a high security vault, where they recovered a Staff of the Magi. Your low level PC's broke into a secure storage site and stole something extremely valuable. Hollywood is packed with this trope, a big heist and the ... uh ...


0

I would also suggest working the Artifact into a small story arc, where they get to unleash its true powers against opponents that they would otherwise not be able to handle. Then, at the end of the arc have the Artifact leave them, either by sacrificing it to save the day or by having a powerful entity or the Artifact itself say that now that they fulfilled ...



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