Talk:Shoulders Slot Magic Items: Difference between revisions

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  gifting mantle - cast a spell on yourself or an ally with a game-effect trigger (i.e. not "when I say so"). Spell lays dormant until trigger goes off, then is cast.  Still lays a charge if it lays a charge; can be instant spells.  If an AOE, can be made selective at time of casting (if you have Selective Spell), but you must specify who is excluded at that time, not when trigger goes off.  Gift lasts until full night's rest or until triggered (whichever is first). Higher level versions allow higher level spells.
  gifting mantle - cast a spell on yourself or an ally with a game-effect trigger (i.e. not "when I say so"). Spell lays dormant until trigger goes off, then is cast.  Still lays a charge if it lays a charge; can be instant spells.  If an AOE, can be made selective at time of casting (if you have Selective Spell), but you must specify who is excluded at that time, not when trigger goes off.  Gift lasts until full night's rest or until triggered (whichever is first). Higher level versions allow higher level spells.
game trigger effects: when a creature enters a chosen square (door, etc), threatens me, attacks me, hits me, attacks or hits target 'x', threatens target 'x', uses a supernatural ability, uses a spell-like ability, uses an ex ability, takes a move action, leaves their square, is struck in combat, is attacked in combat, falls a damaging distance, is affected by an environmental effect, is affected by a collision, rolls a saving throw, rolls an attack roll, rolls any skill roll, rolls a specified skill roll, and other effects as allowed by the GM.
gm+1 spells 1st and 2nd, lasts until end of next encounter
gm+2 spells 1st to 4th, lasts until end of next encounter
gm+3 spells 1st to 6th, lasts until end of next encounter
gm+4 spells 1st to 8th, lasts until full nights rest
gm+5 spells 2nd to 10th, lasts until full night rest
gm+6 spells 3rd to 12th, full night
gm+7 spells 3rd to 14th, one week
gm+8 spells 2nd to 15th, one moon
gm+9 spels 1st to 17th, one year


  discharging cowl - allows caster to place a spell they can cast on themselves without it laying a charge, allowing stacking.  Spell only lasts for 1 round, but can be triggered as an immediate action. Higher level versions allow higher level spells.
  discharging cowl - allows caster to place a spell they can cast on themselves without it laying a charge, allowing stacking.  Spell only lasts for 1 round, but can be triggered as an immediate action. Higher level versions allow higher level spells.

Revision as of 20:54, 10 September 2019

gifting mantle - cast a spell on yourself or an ally with a game-effect trigger (i.e. not "when I say so"). Spell lays dormant until trigger goes off, then is cast.  Still lays a charge if it lays a charge; can be instant spells.  If an AOE, can be made selective at time of casting (if you have Selective Spell), but you must specify who is excluded at that time, not when trigger goes off.  Gift lasts until full night's rest or until triggered (whichever is first). Higher level versions allow higher level spells.
game trigger effects: when a creature enters a chosen square (door, etc), threatens me, attacks me, hits me, attacks or hits target 'x', threatens target 'x', uses a supernatural ability, uses a spell-like ability, uses an ex ability, takes a move action, leaves their square, is struck in combat, is attacked in combat, falls a damaging distance, is affected by an environmental effect, is affected by a collision, rolls a saving throw, rolls an attack roll, rolls any skill roll, rolls a specified skill roll, and other effects as allowed by the GM.


gm+1 spells 1st and 2nd, lasts until end of next encounter
gm+2 spells 1st to 4th, lasts until end of next encounter
gm+3 spells 1st to 6th, lasts until end of next encounter
gm+4 spells 1st to 8th, lasts until full nights rest
gm+5 spells 2nd to 10th, lasts until full night rest
gm+6 spells 3rd to 12th, full night
gm+7 spells 3rd to 14th, one week
gm+8 spells 2nd to 15th, one moon
gm+9 spels 1st to 17th, one year


discharging cowl - allows caster to place a spell they can cast on themselves without it laying a charge, allowing stacking.  Spell only lasts for 1 round, but can be triggered as an immediate action. Higher level versions allow higher level spells.
Shredding Spell (Feat) item
cloak of elvenkind = weaker cloak of resistance (-1, then -2 saves vs cloak of resist) that adds bonus to stealth skill rolls, scales to grant vanish, then invis, then greater invis, a number of times per day 
cloak of the hedge wizard = weaker cloak of reists that adds spellcasting. stacks with other spellcast items/rogue talents? scaling?
seafoam shawl = weaker cloak of resistance, gives swim speed, breathe water, protection against cold and pressure, plus scaling uses of fluid form spell
cocoon cloak = grants a cocooned 'safe' state while resting; higher levels might negate hits once per day, or even revive the dead to bloodied value once per day. Higher scales to more times per days, or earlier triggers, or both.
stone cloak = scale to be competitive with the cloak of resistance? weaker cloak of resistance that also give DR? both ER and DR vs AOE damage only? lots of options here
slashing cape = weaker cloak of reists that adds scaling point blank aoe damage based on melee BAB
juggernauts pauldrons = keep basic mechanic, scale properly
cloak of the eagle = weaker cloak of resistance, incorporate eagle cloak, wings of flying, wings of the gargoyle, wyvern cloak, scale all effects properly