Unlimited magic missiles?

Doug McCrae

Legend
Using Craft Wondrous Item is it possible to make an item that can cast Magic Missile (or whatever spell) an unlimited number of times per day?

Using the DMG table 7-33:

Headband of Mucho Damago
On command, casts Magic Missile at level 5 (3 missiles, for 1d4+1 damage each)

Cost = 1 (1st level spell) * 5 (caster level) * 1800 = 9000gp or 4500gp and 360xp.


This seems much too good.
 

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I got the impression that this was one of the things that a GM is supposed to stomp on when a player suggests it. Something like "Uh...NO. Use Craft Wand instead, because this is not the kind of thing that Craft Wondrous Items is supposed to handle," or "No way; I'll let you get 2xday for that price, but not an unlimited number," or even just "No. Nuh-uh. Not in my game. Shut up and go away now."

Because you're right, it does seem much too good for its price.

--
the advantage of guidelines over rules is that "no" is always a reasonable answer
ryan
 

So don't allow it. Those are guidelines, not rules; if an item looks too good, it probably is. Similarly, don't ever allow an item that allows unlimited castings of a cure spell--it's far too good.

Daniel
 

Doug McCrae said:
This seems much too good.

Then, you could replace it with a 5/day item.

Same cost, if you follow the formulas.

Personally, I don't think this would be so broken. Of course, it varies from game to game. Past, say, 6th level, this would only be used if a PC had absolutely nothing better to do in a round. In a "default" dungeon-based campaign, with 4 assumed encounters a day, this hardly ever happens. For example, in the adventure path campaign I'm currently playing in (can't get much more "default" than that), our sorcerer has 3 wands of magic missile he found, and is trying to use them up, but can't, because he always has to cast his big spells or we die. This magical item would have been a total waste for him.

In the right circumstance or the right type of game, though, it can be quite powerful.
 

Pielorinho said:
So don't allow it.
But I want it allowed - I'm a player. Though I was thinking of going with Negative Energy Ray as the spell, which isn't nearly as good (3d6 at 5th level, ranged touch attack, will save for half), cause I think it's a lot cooler.
 

Doug McCrae said:
But I want it allowed - I'm a player. Though I was thinking of going with Negative Energy Ray as the spell, which isn't nearly as good (3d6 at 5th level, ranged touch attack, will save for half), cause I think it's a lot cooler.

since dcollins hasn't chimed in yet...

there is nothing in the rules that permits a player to create new magical items that are not listed in the DMG or anther source. Any newly created magical item is, by definition, a house rule and must be approved by the DM (who would be insane to allow an item of endless magic missile).

DC
 

I can't really see much of a problem. For less than 9k you can get buy (or make) two wands of magic missile cast at 5th. Thats 100 rounds of combat. By the time you get through that lot surely most characters would be doing far more than about 10 points of damage a round
 

the real problem is the precedent. if you can make a headband of level 1 magic missile that fires off every round if you want it to, why couldn't you make a glove of disintegrate that fires every round if you want it to? (5 * 9 * 1800 gp = 81,000 gp). Even at that price it is too cheap.

spell items are (and should be) charged and spell trigger when possible.

DC
 
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DreamChaser said:
there is nothing in the rules that permits a player to create new magical items that are not listed in the DMG or anther source.
I dunno about that. The Body Slot Affinities section on page 288 of the DMG details the rules to use if a PC tries to create a Hat of Spider Climbing or some such.
 

Right, but the proposed Hat of Spider Climbing would just be Slippers of Spider Climbing, using a different slot - and the Slippers are listed in the DMG.
 

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