acheat: (Default)
Jarlaxle Baenre ([personal profile] acheat) wrote in [personal profile] rubycitymods 2017-03-19 05:03 am (UTC)

Re: REVISIONS

Of course.

Again, any items that would otherwise make him too powerful or too game breaking to play can be removed if it's asked. I have no problem with bringing him in without any major magical artifacts.

Mind blank: The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. Makes the mind look blank to anyone who would attempt to read it.

Mirror Image: Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Teleport Spell: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

Arcane Lock: An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.

Knock: The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area.

Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Dimension Door: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

As the Plane Shift spell implies leaving the current plane, the item that gives it can either be removed before arrival, or considered non functioning.

If anything listed is considered too powerful, the resulting items may also either be considered removed or non functioning.

The reason behind keeping the hat, eyepatch, boots, cape and swords is more of a visual preference, as these are items he can be recognized by on sight with in the book. If these items also cause an issue in the game mechanics, consider them depowered.

TLDR: I'm really sorry if his hoarding tendencies are giving the mods a headache and if it would be easier, all magical items can be considered powerless upon arrival for the sake of the game.

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