A magical battery. Any thoughts? [Archive] - Wizards Community

Post/Author/DateTimePost
pokemaniacbill

06-14-07, 04:30 AM
This is a stupid series of questions. I get that.

Let's say I have a magical battery, under the Spellpoint system. The battery can recharge other things like wands, rods, and other items that expend charges, but the battery itself must be charged up first. It cannot directly ENHANCE anything (Overriding the safeties included), just recharge them.

Is there an item like this?

How would you deal with charging the battery?

What relatively generic type of item would be sufficient to store that much energy?

How much would it cost to make the battery?

Can you think of any reason why this is a terrible terrible terrible idea that could shatter a campaign?
Kouk

06-14-07, 04:53 AM
For Psionic characters there are Cognizance Crystals, which are basically psionic batteries -- but they power the caster of the spell and not items.
pokemaniacbill

06-14-07, 05:03 AM
Hate doing this. It always means I have to figure out formula... that does help alot, thank you.
Purple Yin

06-14-07, 06:08 AM
you might have better luck with posting in the unearthed arcana forum, as they deal with the spellpoint system there directly.

As a side note, there are minor artifacts in the FR setting called glowstones that effectively recharge magic items.
pokemaniacbill

06-14-07, 07:25 AM
Allright, presuming it's not a Spellpoint thing right now.

I think it'll help to give a little more detail.

I'm making a gauntlet. The gauntlet has 6 functions: Magic Missile, Lesser Orb of Fire, Lesser Orb of Ice, Lesser Orb of Acid, Lesser Orb of Lightning, Lesser Orb of Sound.

I want to have something which basically lets you choose the caster level you use for each of the spells by expending a charge per level.

And... I've kinda got nothing for cost or the item to use. It's quite frustrating. My immediate thought is a gem, but what value, what cost for the enchantment, etc. etc.

I'm actually not totally sure about the Gauntlet's cost either.
NobodyRemembersThis

06-14-07, 11:17 AM
That gauntlet needs to be priced out as a staff, FYI. Treat it like a staff that takes up a magic item slot (provide it with an "always on" ability, such as a ring of shocking grasp (2d6) to justify it not completely losing enchantment if it runs out of charges). I'd also have all of the spells cast at either 5th level as a single charge, and 9th as 2 charges.

As for the recharging item......., have it mimic a rod of absorption (adds 25000gp to the creation cost; ake it "willing only" and the cost could be 18750)

Good luck with that.
DracoPhoenix

06-14-07, 11:28 AM
Have it cost half the materials & xp to create it (not buy, along with the appropriate feats).

Or, a 1 for 1 point -> charge cost out of your own spell point resources.

cogz crystals are a good example.

Though you might want to make it a +Xg ability, unless you want it available to wants (or multi-spell scrolls)
tarkin

06-14-07, 11:55 AM
There is an existing Artifact that does this for magic items.

They are a 3.0 item called Dwarven Glowstones, from Faerun. As an Artifact it is not priced.


They come with upto 100 charges.

The charges can be used to do several things, one of them is to recharge wands, staves and x/day item.

You remove one charge from the glowstones and it adds one charge to the wand or staff.

Or you use one charge to get one addition use per day out of any x/day powered item.

(I assume you can also use it for an x/week item).
snakeman830

06-14-07, 12:05 PM
I'm with taking a tip from Cozigance crystals. Since those are all first level spells (to my knowlege), I'd treat each charge as 1 spell level. By casting spells into the battery (see rod of absorbtion for this kind of stuff), you can provide it with spell levels that you can trade into the item on a 1 level-1 charge basis. I think this is acceptable.
Throg

06-14-07, 12:24 PM
Hmm... No idea how to price something like this -at all- but if you aren't using the spell power idea and just the normal system.. you could do a battery like this (Probably best left as an artifact)

Magical Battery

You can expell a spell into the magical battery to give it charges (Max of 100 charges). It gains as many charges as the spell level(Or perhaps expenencial growth of charges placed into it IE - 1st-1 2nd-2 3rd-4 4th-8 5th-16 6th-32 7th-64 8th-128 9th-256), and these charges can be then transfered to any item that expends charges to cast a spell. This expenditure is at a rate of 10 charges/round

Perhaps some magical backup if one tries to overcharge the battery with an 8th or 9th level spell if you use the expenencial growth, giving the caster damage for every so much over the 100 charge cap.