| Post/Author/DateTime | Post |
|---|---|
| Orenmir09-13-07, 05:45 PM | Is a Rainbow Ioun Stone a wondrous or universal item? Ioun Stones are wondrous; but the rainbow is psionic. Since psionic items are universal, I can see the argument going either way. The reason for the question is to determine which feat is needed to create one: Craft Wondrous Item or Craft Universal Item (and what the prereqs might be, since it's not stated in the XPH). Let me know the reasoning behind your answer; and a source, if there is one. Thanks. |
| Nephlite09-13-07, 05:50 PM | Is a Rainbow Ioun Stone a wondrous or universal item? Ioun Stones are wondrous; but the rainbow is psionic. Since psionic items are universal, I can see the argument going either way. The reason for the question is to determine which feat is needed to create one: Craft Wondrous Item or Craft Universal Item (and what the prereqs might be, since it's not stated in the XPH). Let me know the reasoning behind your answer; and a source, if there is one. Thanks. Magic Item Comprehedruim lets you create magic items with psionic feats. So it does'nt matter if DM allows Magic Item Comprehendruim. |
| InkBlot09-13-07, 05:51 PM | This is why the transparency rule exists. You can use either feat, Craft Wonderous or Craft Universal, to create any universal or wonderous item. You still need to meet the other prerequisites, or come up with equivilant spells/powers (e.g., energy missle instead of scorching ray). The XPH states the above a bit vaguely, but the Magic Item Compendium spells it out in detail. |
| Orenmir09-13-07, 06:10 PM | This is why the transparency rule exists. You can use either feat, Craft Wonderous or Craft Universal, to create any universal or wonderous item. You still need to meet the other prerequisites, or come up with equivilant spells/powers (e.g., energy missle instead of scorching ray). The XPH states the above a bit vaguely, but the Magic Item Compendium spells it out in detail. Right! I forgot about that rule. Thanks! |
| PhaedrusXY09-13-07, 06:21 PM | Nice! So I can craft normal golems (and other "magical" constructs) if I take Craft Psionic Construct? |
| Nephlite09-14-07, 04:56 PM | Nice! So I can craft normal golems (and other "magical" constructs) if I take Craft Psionic Construct? I think so, but remember you have to use powers/spells that are similar. Not every spell has a psionic counter part. So I don't think you can make flesh golemsd as they require animate dead. |
| CrimsonDeath09-14-07, 05:17 PM | So I don't think you can make flesh golemsd as they require animate dead. Unless you use Hyperconscious (from Malhavoc Press), which contains the power Psianimate Dead. (Nobody has figured out why.) |
| carnivore09-15-07, 08:44 AM | or have an Erudite Variant:Convert Spell to Power: Convert Spell to Power Your training has included basic magical theory as well as the usual psionic training. Replaces: You lose your 1st-level bonus feat. Benefit: You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic). Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost. Note: If this system intrigues you, you can see a spell point variant system starting on page 153 of Unearthed Arcana. Spell Level Power Point Cost 0 0* 1 1 2 3 3 5 4 7 5 9 6 11 7 13 8 15 9 17 * 0-level spells cost no power points to manifest. Instead you may manifest a number of 0-level spells each day equal to three + the number of power points gained by that class at 1st level. The erudite uses her manifester level for determining the effects of the spell being manifested, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile,searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the erudite's normal manifester level to determine damage. Use the erudite's normal manifester level for all other effects, including range and duration. For example, a fireball deals a number of dice of damage based on the erudite's manifester level, so when manifested it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). An erudite can pay additional power points to augment the dice of damage dealt by a spell. Every 1 extra power point spent at the time of manifesting increases the spell's effective caster level by 1 for purposes of dealing damage. The damage-dealing spell's caster level cannot be increased above the erudite's manifester level, or above the normal maximum allowed by the spell. For example, even at 7th level, our erudite's lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless she spends extra power points. If she spends 1 extra power point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra power point would increase the damage to 7d6 points, but she can't spend more points than this, since her manifester level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra power points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell. Similarly, her magic missile spell shoots only one missile unless she spends extra power points. An extra 2 power points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional power points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra power points, granting her five missiles (just like a 9th-level caster). Spells that allow a character to recall or recast a spell cannot be learned. Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power. As with casting a spell, manifesting a spell may require certain components (see page 174 of the Player's Handbook). Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4. :D |
| yrogerg09-15-07, 11:59 PM | or have an Erudite Variant:Convert Spell to Power: :D ...Because the Erudite isn't powerful enough??? |