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#1 |
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Join Date: Jun 2018
Location: Durham, NC
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Can a wizard have a staff that is also a Brand?
ITL 158 says Brand may be created on stick of wood about 2' long. It also says anyone with 7-Hex Fire spell may create the Brand at the cost of 4 ST. I see no reason a small sized wooden staff couldn't be a brand. But layering magic item creation on top of magic item creation usually comes at a cost. I know Staff spells and Brand creation in this case are even lesser than lesser magic item creation. It would do torch damage if used as a club or staff damage if use for the occult attack. If the fire is put out, then it still retains the Staff enchantment. I was just going to allow it, but wanted to see if anyone had a reason that this shouldn't allowed or have extra costs or restrictions that I just did not think about. Last edited by Axly Suregrip; 08-13-2023 at 01:32 PM. |
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#2 | |
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Join Date: Dec 2021
Location: Indiana
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#3 |
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Join Date: Aug 2004
Location: Pacheco, California
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Also the economics of the Brand enchantment is way off as I've noted.
BTW what happens if you cast Staff to Snake on your flaming staff? I've usually had an ordinary maul staff with a brand tied to the end for the 2-hex jab.
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-HJC |
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#4 | |
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Join Date: Jun 2018
Location: Durham, NC
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Quote:
Regarding the snake: it is no longer a piece of hardened wood thus breaking the brand enchantment. This means when it switches back from snake to staff it will not be on fire. Interesting idea about essentially tying a torch to a club. I would penalize the staff-maul for tying stuff to it making it clumsier. |
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#5 | |
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Join Date: Jun 2018
Location: Durham, NC
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Quote:
Until then it serves as a torch and a staff. But not a club/maul. |
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#6 |
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Join Date: Aug 2004
Location: Pacheco, California
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Of course real wizards use Light or Dark Vision and toss unlit molotails on foes who themselves carry torches or just need a Fire spell cast on them. This way 18s on throws just leave the wizard herself damp but not hot.
__________________
-HJC |
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#7 | |
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Join Date: Dec 2021
Location: Indiana
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Light spell is far more economical at 1 ST for 24 hrs and it doesn't consume the item upon which it was cast. A wizard can cast it on an item for each member of a party, rest for an hour or so, and be full ready to enter a dark labyrinth for the next 22-23 hours. |
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#8 | |
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Join Date: Jun 2018
Location: Durham, NC
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Quote:
Yes, I liked your point that it does consume the staff, if it goes out. I only looked closer at this after you brought it up. Exactly the kind of thing I was asking about. Thanks. Yes, Light spell is better than Brand when looking for light alone. No risk to losing the staff (although, putting out a Brand won't happen often). But the Brand has the upside of being able to light things: molotails, petards, grenades, pipes, campfire kindling, etc. |
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#9 | |
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Join Date: Jun 2018
Location: Durham, NC
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Of course, throwing a lit molotail saves your wizard the cost of the fire/fireball spell and does a small explosion of 2 point damage to adjacent hexes. Lighting an oil soaked person, I would not do the explosion affect. |
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#10 |
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Join Date: Aug 2004
Location: Pacheco, California
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Carrying a "torch equivalent" lights up your path for 5 yards around you, and hence enables shots from any distance against anybody inside that radius at no penalty for darkness.
(If you do ignite a friend then cast Darkness, unless you need the light.)
__________________
-HJC |
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