Looks like magic users get +X implements

Post/Author/DateTimePost
#1

Lawolf

Dec 02, 2014 8:28:36

http://media.wizards.com/2014/downloads/dnd/MagicItemsRarity_printerfriendly.pdf

 

Check out the list of magic items by rarity. +X wands, staffs, and rods. 

#2

Slyck314

Dec 02, 2014 9:26:55
Currently only two types; Rod of the Pact Keeper is for Warlocks only and increases attack bonuses and DCs. And the Wand of the War Mage is universal (don't even remember if the is an arcane vs divine requirement), that increases attack rolls and cancels half cover.
#3

Lawolf

Dec 02, 2014 9:34:45

Boo, no +damage?

 

Seems unfair considering +X weapons increase both attack and damage. At the same time, it does open up the possibility for such items in future supplements. Or for ways to use magic weapons as implements to increase attack and damage with spells.

 

Either way, it seems that attack bonuses will be the same at least which is a good thing.

#4

Mephi1234

Dec 02, 2014 10:00:15

Rod of the pact keeper?  What ever happened to using a dagger for a pact implement?

(Reply to #3)

AaronOfBarbaria

Lawolf wrote:
#6

ankiyavon

Dec 02, 2014 12:45:25

AaronOfBarbaria wrote:
#7

Mephi1234

Dec 02, 2014 12:47:14

AaronOfBarbaria wrote:
#8

Slyck314

Dec 02, 2014 13:16:50
My information is as accurate as my memory after 48 hrs or so since I read those entries ...
#9

Slyck314

Dec 02, 2014 13:19:26
Feat can not be assumed, nor the existance of those items in any particular capaign. There is plenty of room for duplication between the two sets of benefits in the gaming system as a whole.
#10

Saelorn

Dec 02, 2014 13:21:26

Mephi1234 wrote:
#11

FFSAA

Dec 02, 2014 14:18:17

Lawolf wrote:
#12

Grazel

Dec 02, 2014 21:35:49

Rod is attack rolls and save DC's, also allows once per long rest to regain a spell slot, warlock only. In theory this could be changed to another implement with no change in anything but the name.

 

Wand of the War Mage is for any spellcaster, gives spell attack bonus, and ignores half-cover on spell attacks.

 

Keep in mind also that these are generic items mean to be the equivalent of +1-3 weapons and shields. There are many other items that are overall more useful if maybe a bit more specific than these just as there's weapons for other classes that are the same (defenders, holy avengers, flametongues, etc.)

 

Other than the generic +1-3 gear: weapon, armor, shield, rod of the pact keeper, and wand of the war mage, most magic items don't have various plus versions. There is no more +4-6 holy avenger, it's just a holy avenger.

 

Most wands are for spellcasters only but a few (like wand of magic missiles) can be used by anyone.

 

Now if you want a magic item that does damage look at things like the Staff of Power: +2 attack and damge when using it to attack, +2 to AC, saving throws, and spell attack rolls. It also has other properties tied to charges.

 

The common theme with magic items in this edition is if you don't attack directly with the item it doesn't increase your damage, but it could increase attack rolls and save DCs. To make up for that the items normally have other traits where as the generic +1-3 weapon is just attack and damage with no other traits. Some adventure paths give weapons with a plus and additional properties which in essence turns them into something akin to a flametongue with an extra oomph on attack and damage.

#13

Mephi1234

Dec 03, 2014 9:41:08

Grazel wrote:
#14

Slyck314

Dec 03, 2014 9:46:10
The DMG as written empahsizes that its just there for guidance and inspiration and that you should bend twist and invent to your hearts content.
#15

mellored

Dec 03, 2014 9:48:30

Slyck314 wrote:
#16

Mephi1234

Dec 03, 2014 9:59:29

 

Grazel wrote:
#17

Grazel

Dec 03, 2014 16:05:23

The Rod's spell slot restore is an action and recharges after a long rest. Many magic items with charges have a random portion of those charges reset at dawn. Some items don't get many charges or usages of a power and those all reset at dawn usually with some single-shot abilities like the spell slot recovery for the rod reseting after a short or long rest.

 

I've read through a lot of the magic items and especially for weapons while they default to a specific type most of them could easily appear in another form, and if you use the optiona magic item crafting rules it'd be easy for a player to replicate the function of one of those magic items in another weapon than is normal (maybe a tome version of the rod doesn't currently exist and can't be found randomly but a warlock could craft one based off the rod). A lot of the items tend to have a limited weapon selection (especially sword types) just because they were always presented as that weapon in older editions like holy avengers, defenders, flametongue, and frost brand.

(Reply to #2)

grendel111111

Slyck314 wrote:
#19

Grazel

Dec 03, 2014 19:00:59

grendel111111 wrote:
(Reply to #19)

grendel111111

Grazel wrote:
#21

MacEochaid

Dec 03, 2014 20:15:45

I notice there are no magic orbs. Is there a mathematic issue with an orb that gave a bonus to Save DC's to keep with 4E orb of control?

(Reply to #21)

AaronOfBarbaria

MacEochaid wrote:
#23

Slyck314

Dec 04, 2014 8:26:55
I'd be a little afraid of + to DC as it will quickly create circumstances where opponents are completely locked down as they can only succeed on a 20.
#24

Mephi1234

Dec 04, 2014 10:28:24

Slyck314 wrote:
#25

Saelorn

Dec 04, 2014 10:31:37

Mephi1234 wrote:
#26

Grazel

Dec 05, 2014 2:06:54

Also keep in mind they do show some higher range in bounded accuracty at higher levels. The various tomes and manuals that raise a stat by 2 also raise it's max by 2 and while a single tome can only be used once a century there's no limits on how many different tomes you can use. They are very rare so not exactly common though.

#27

Mephi1234

Dec 05, 2014 6:12:05

Saelorn wrote:
(Reply to #27)

danyc

Mephi1234 wrote:
#29

Mephi1234

Dec 05, 2014 13:13:43

danyc wrote: