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0

The basic rules regarding enchanted weapons say, that all damage coming from these is inheretly magic. However, some abilities do change a weapons damage to magic damage of a certain type, like a pladin's smite or a blessing. It is kind of an enchantment that is carried by the weapon but not part of the weapon itself. In case of the smite, a distinction is ...


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Short answer: Dexterity is too powerful while Wisdom and Charisma are more difficult to justify changing. You can homebrew them just as you can homebrew anything, but you might be violating balance concerns for Dexterity if you do. Okay, I admit that wasn't very short, but it is a complex answer. I'll try to tackle them more in-depth now. First, why aren'...


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Fifth Edition emphazises the role of the DM as an arbiter but also as a game designer. This quote from the DMG explains why the list of magic items shouldn't be seen as exhaustive (p. 284, emphasis mine): Creating a Magic Item The magic items in chapter 7, “Treasure,” are but a few of the magic treasures that characters can discover during their ...


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Short answer: Yes. Long answer: There is some leeway that is up to the DM to decide. Basically, it comes down to whether the magical effect of the weapon is diffused within it or is simply a layer on top. A Paladin's Smite, for example, does not make the weapon magical despite magic surrounding it. Normally, this is an unnecessary distinction. All of the ...


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Some examples of magic items that accomplish similar things: Spell Scrolls: each spell level has a given rarity, save DC, and attack bonus. The attack bonuses progress from cantrips to 9th-level as +5, +5, +5, +7, +7, +9, +9, +10, +10, +11. Circlet of Blasting: Casts Scorching Ray with an attack bonus of +5. Ioun Stone of Reserve: Casts stored spells ...


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As a matter of fact there is already an item that allows you to cast Scorching Ray, the circlet of blasting. I would suggest you have your item do the same thing it does: When you make the spell’s attacks, you do so with an attack bonus of +5.


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I would say no, unless someone has CLW on their spell list and does not need to use UMD to activate the wand. There are a number of options to resolve your healing problem, though: Instead of a wand, create a worn magic item (or set of items) that contain healing charges that are either limited or have a number of charges per day. You can choose to give ...


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I can't believe nobody is questioning the premise of creating Biosphere 2 in the D&D universe. Regardless of whether a few kg of algae per person is enough at all, what skills and knowledge is possessed by the characters in question, who are contriving this plan? Also, if the rule as written says "living creatures suffocate after 10 minutes depending on ...


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RAW "One Effect Makes Another Irrelevant" idea means that the following happens. The mage casts dispel magic. The item is now a nonmagical, masterwork ranseur. The mage casts polymorph any object. The item is now a nonmagical longsword. It may or may not be a masterwork item, depending on how you rule "cannot create material of great intrinsic value". 1d4 ...


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The question only asks about "healing" wands yet the details of the question cover Cure Light Wounds in particular. Though as long as you have a Wizard, Sorcerer, Magus, Summoner or Witch you don't need a wand of Cure Light Wounds, you only need a Wand of Infernal Healing. As it's a spell on their spell list they can cast it with no check needed. Fast ...


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Only the highest enhancement bonus applies The Dragon #318 article "Oriental Adventures Update: Eastern Flavor" on Magic Chahar-ainas and Dastanas says Both dastanas and chahar-ainas provide special armor bonuses to AC that stack with other armor bonuses granted by certain forms of light armor. However, it is still the case that only one enhancement ...


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The first question is about what it means to “qualify” for an “option” since chameleon includes this blurb about aptitude focus: You can’t use any abilities gained from your aptitude focus [...] feature abilities to qualify for a feat, prestige class, or other option. The first question is whether or not a magic item is an “option” that you have to “...


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A wand of cure light wounds can substitute for a healer, but it's risky to adventure without someone who can also heal A wand of cure light wounds costs 750 gp, making it beyond the means of a party of newly created level 1 characters. Nonetheless, this answer assumes the party gets such a wand anyway from, like, a friendly squirrel or whatever. This answer ...


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Even with full charges, and some way to use it reliably (house rule on UMD, or a class with Cure Light on its spell list), a Wand of Cure Light Wounds will probably not last very long. It will, however, last plenty long enough to keep the players going until they can replace it, and/or find better alternatives. This guide to healing is designed for D&D ...


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As Trish said, Use Magic Device is a trained-only skill available to Rogues mainly. From Pathfinder SRD : Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills ...


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UMD is actually a trained only skill, and a class skill to rogues. So no, you can not assume it is 'present and available'. However, if one of the group has the skill, and you let the players have or find a wand of healing or similar item, they can use it. Like you said about taking 20, I would not allow it: taking 20 means "I take so long time that it ...


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Both of these items require your character to be "underwater". The obvious solution, filling a bag of holding with water, will overload the bag's capacity and cause it to rupture. Even filling a quarter of its volume is too heavy for the bag. Partially filling it (less than a quarter of the way) might qualify. It depends on your DM's interpretation. How ...


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It's dark in there There is no light inside an empty Bag of Holding. The inside of a Bag of Holding is a closed space, sealed off from both the Prime Material Plane and the Astral Place. It's effectively an air-tight chamber in extra-dimensional space. We know this because while the Astral Plane is filled with "something sweeter and perhaps more solid than ...


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Jump in and have a look The rules don't say so this is up to your DM. The easiest way to find out is climb in the bag and have a trusted friend let you out before you suffocate. By the way, your plan won't fly in my campaign because I would require your character to explain just what type of magic, oxygen, carbon dioxide and photosynthesis are and how they ...


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No. A bag-oh-holding is connected to an extra-dimensional space practically created specifically for this bag-of-holding. You could put a light source into it though, such as a rock with the Light spell cast on it.


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Light or not in the bag is not explicitly stated in any rules. With the bag otherwise behaving a lot like a normal bag, I would assume not. You could just put something glowing brightly into the bag though, if you have something appropriate (IMO would need to be bright as daylight). It is risky to apply too much scientific analysis to items in a fantasy ...


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I don't believe there's a RAW answer to this, but I would tend to assume there is not automatically light inside the bag. However, you could certainly store something in the bag that emits light, such as a small stone that has had the Continual Flame spell cast upon it (or, if Continual Flame is deemed insufficient for sustaining the algae, you could ...


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Monte Book's Book of Eldritch Might III (also in The Complete Book of Eldritch Might) has rules for creating intelligent items, and they can even gain experience and increase in level.


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Answers Intelligent items can be randomly rolled. A DM adhering strictly to random treasure generation will find that nearly any permanent magic item can be at random an intelligent item. That is, the Dungeon Master's Guide says on page 216 that 1% of armor, 1% of shields, 5% of ranged weapons, and 15% of melee weapons that are randomly generated are ...


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If you are an alchemist, you can use the Eternal Potion discovery on a Negate Aroma potion. You can do it with a potion of Pass without Trace too, but not at the same time (and it won't conceal you from scent, as HeyI noted).


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Talk to your DM; with item-creation nearly anything is possible. For example, the descriptions of the Cloak of Etherealness (10 min/day not continuous) differs wildly from the spell used for its' creation, Ethereal Jaunt (1 round/lvl (D)) I would use table 7-33 in the DMG, although that doesn't make sense for the cloak, because it would sum up to a lot more ...


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An effect like the spell pass without trace may be insufficient to conceal totally a creature from scent… You've quoted the whole spell, so pass without trace does only that. Ask the GM to be sure, but a strict reading could mean, for example, a creature nonetheless leaves evidence of its passing—including its odor—in squares it occupies at the end of any ...


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Negate Aroma (Druid 1 spell) does exactly what you ask for. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. Pass Without Trace probably doesn't hide you from realtime perception by some creature with scent who's standing next to you. But the only evidence I can give for this conclusion is: ...


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Yes, but not easily If you're looking for the general rules on how spells work, @SevenSidedDie's answer is correct and complete. If you're looking for a method of pausing durations, it's probably not worth it. If it's really important to you though, Temporal Stasis's effect states "For the creature, time ceases to flow and its condition becomes fixed." ...


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In general, no. There is no general “ability to pause” built into the magic rules of D&D 3.5e. Generally, a duration is how long the effect lasts after the spell is cast or the item's ability is activated. Unless the spell or ability specifically includes a method of pausing the effect, it can't be. Even stopping an effect is often not under the caster's ...


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Feeblemind will win But it's really the dice that decide Just reading the rules and not trying to get too clever, Feeblemind seems to win the day. Here's how it progresses: The target is wearing his headband, and his intelligence is 19. He fails his Intelligence save, and his "intelligence becomes 1." (There's no mechanic on the headband that says ...


5

They do stack. Absent any rule that says otherwise (and Pathfinder is absent of rules that say otherwise), the math works exactly like normal math: Ant Hauls' 3× carrying capacity and Burdenless armor's 50% increase (which is the same as 1.5×) just straight multiply together to give 4.5× carrying capacity. The only alteration of ...


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Yes, but that'll destroy both and create other havoc. Placing a bag of holding into an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral plane.... (DMG p.154) So the question, then, is whether a bag of holding, itself, creates such a space and is ...


6

The guidelines (they're not hard rules by any stretch of the imagination) for creating new magic items appear on page 284 of the Dungeon Master's Guide. The table "Magic Item Power by Rarity" advises that items creating a 3rd-level spell effect once per day are at least Uncommon. However if the effect is continuous, the advice is that the item rarity ...


2

How can we gain the entire benefits of the staff? So, there isn't really a way for the Warlock to use the staff to it's full potential without dipping into another class, however since your group is just hitting level 3, if the Fighter chose the Eldritch Knight Archetype, or the Rogue chose the Arcane Trickster Archetype, they would be casters, who would ...


2

RAW, the option is simply not available for a Warlock without multi-classing. That stated, the staff is actually quite powerful. Please remember that it: Grants you a +1 bonus to AC. Counts as a magical weapon, so it's useful against things like Gargoyles and Werewolves and Elementals. Almost everyone is proficient with the quarterstaff and it doesn't ...


1

The "quick and dirty" answer is that 5e has done away with much of the depth of magic items, and crafting them in particular. Where 3.5 had fairly detailed rules for crafting all kinds of items, 5e only really retains the crafting rules for mundane items. Magical items have a treatment much more like classical editions of AD&D (1e and 2e) where they ...


4

As per the 5e rules, No. I would say no because of this line in the DMG page 138. Without becoming attuned to an item that requires attunement, a creature gains only its non magical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned ...


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I think 'yes' in two cases, 'no' in all others. Berserker axe and hammer of thunderbolts: For concreteness, let's look at the Berserker Axe, the first attunement-requiring weapon in the DMG. Its description reads, in part: You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your ...


5

The table that you are referring to is titled Estimating Magic Item Gold Piece Values, not Accurately Calculating By Exact Formula Magic Item Gold Piece Values. If you refer to the paragraphs above the table, you will see the following: The correct way to price an item is by comparing its abilities to similar items [...], and only if there are no ...


2

Most things are supposed to occur on activation. Your wand should fire when you point, your magical mace grows spikes when you tell it to, your armour starts turning into bees when you command it to, your potion does its thing when you chug it, and so on. Those that don't are anything that is "subsumed in its use", which is to say occurs during another ...


6

If the Warlock meets the prerequisites to dual class as a Wizard or Sorcerer, per page 285 of the PHB, Mage Armor and Shield would appear on spell lists. Editorial: being able to access the spells on the staff isn't worth multi-classing. The short term cost of stunting growth as a warlock isn't out weighed by access to the two spells and a level of wizard/...


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Short answer is no. The staff requires that you have the spells in your spell list in order to use them. This is similar to many magical items, in particular scrolls. So your warlock will only be able to use the AC bonus. This is RAW. However there is another option that would be up to the DM's discretion that would allow the Warlock to cast Mage Armor,...


3

Yes. The second line of every magic item entry in the Dungeon Master's Guide tells you the kind of item and its rarity. If it's described as "Wand, rare" for example, then you know it can function as a normal (non-magical) wand. Similarly for items designated as "Weapon", "Armor", "Rod", etc. Items that don't have any such function are always designated ...


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As previous answers have suggested, magic item prices are broadly at your discression, with suggested prices by rarity provided (DMG pg. 135). However, there is quite a convincing argument that some of the rarities are either too low or too high, possibly leading to very powerful items being too common, and therefore too cheap if you allow them to be bought. ...


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1. None of the named magic items are found in the index... ... annoying, but it seems only the categories of magic item (rings, rods, staffs, wondrous items etc.) are in the index, not the specifics. Instead of using the core books to search for specific items, I recommend using one of the SRD websites - I use 5thsrd.org to quickly search for individual ...


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Simpler question first: the Bag of Holding is listed in the DMG page 153, as a "Wondrous item, uncommon". Wondrous item is its general category (as opposed to, say, armor or wand). The reason you can't find an exact price is there isn't one. In 5e, magic is considered so rare that prices are always negotiated. There's a table on DMG page 135 that lists ...


5

The item’s caster level, which you have to pay for since the formula for a 1/day command-word items is \$spell\ level \times caster\ level \times 1,800\text{ gp} \div 5\$. The only items that allow you to use your own stats to activate a magical effect are psicrowns, scepters (Lost Empires of Faerûn), and staves.


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Scrolls for getting more spell variety for combat are gone, because D&D 4e character creation is about making choices and having limited power. All classes are created equal and balanced one against the others. This does not mean that a PVP encounter between single characters would be balanced, but a PVP between parties might (if both parties have the ...


4

The signature weapon then becomes a magic weapon (if it wasn’t already) and gains an enhancement bonus and/or special abilities. Since “and/or” includes “or” as an option, the signature weapon could gain just “special abilities” from this feature. This is interesting because there is no mention of this following the usual rule requiring a +1 bonus on the ...



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