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How to create this custom magic item?

Starcloud

Member
So, the DM is a big believer in creating and giving out custom and custmized magic items.
I've already figured out how to create an item that gives +2 to a stat, +1 to saves and AC, and casts a single specific spell once a day.

However, the other magic item is giving me some difficulty. It's a rod that gives sorcerers and other spontaneous spellcasters the use of the Empowered Spell feat once a day and also adds the casting of one extra second level spell per day.

This giving me fits. Adding spells per day is not, apparently, documented anywhere and looking at related items (Ring of Wizardry, Pearl of Power, various "how to edit classes" tutorials) does not help.

So what would this magic item look like? What fields, tags, eval scripts, etc would it have?
 
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Take a look at the Adjustment scripts. They have a good selection of examples that add or subtract to your character. You should find examples how to add extra spells. The metamagic feat would require a charge indicator though.
 
Thank you for your attempt to help. However, I don't own the authoring kit and the basic documentation doesn't go into adjustment scripts, not that I've found.

Therefore, I need something a little more detailed than "Look for this kinda stuff."
 
You can lok at he scripts ion the Editor, which is different freom the Authoring kit. Just select Launch Editor from the Tools Menu. From there you can create anything for the game system.
 
On another note, I'm finding the documentation to be wholly inadequate.

I've found the cast spells per day adjustment script, but.

var spelllevel as number
spelllevel = field[pSpellLvl].value
field[pChosen].chosen.field[cMemMax].arrayvalue[spelllevel] += field[pAdjust].value
field[pChosen].chosen.field[cCastMax].arrayvalue[spelllevel] += field[pAdjust].value

Does not make sense to me. How do I assign this to be Level 2 and add 1 spell per day?

Would it be

field[pSpellLvl].value = 2
field[pAdjust].value = 1

var spelllevel as number
spelllevel = field[pSpellLvl].value
field[pChosen].chosen.field[cMemMax].arrayvalue[spelllevel] += field[pAdjust].value
field[pChosen].chosen.field[cCastMax].arrayvalue[spelllevel] += field[pAdjust].value

Or does this not work because of something like "Derived fields cannot be adjusted through a script"?

Yep, this does not work. There's something not documented here.
 
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What you are looking is a hierarchy of Things that take you down eventually to the array values you want to modify.

So lets break down:
Code:
field[pChosen].chosen.field[cMemMax].arrayvalue[spelllevel] += field[pAdjust].value

field[pChosen].chosen defines the first drop down box on the adjustment which is a list of classes or the thing to be "chosen".

field[cMemMax] defines a specific field of the thing "chosen" which in this case is the Maximum Memorized Spell Count.

arrayvalue[spelllevel] defines an array of values of the cMemMax field. This is where you say the level of the spell from 0 to 9.

With that in mind here is a script that will modify a Sorcerer's 2nd level spells castable per day.

Phase: Final Phase Priority: 10000
Code:
~ Increase Maximum Memorized Spell Count level 2 by 1
hero.child[cHlpSor].field[cMemMax].arrayvalue[2] += 1
~ Increase Maximum Cast Spell Count level 2 by 1
hero.child[cHlpSor].field[cCastMax].arrayvalue[2] += 1

This hard codes Sorcerer and if you don't have Sorcerer levels you will get thrown errors. If you want a chooser (ie Drop Down Selection Box) you would need to setup a "Select From..." to be "Classes" on your wondrous item. Then go back to this as your code:

Phase: Final Phase Priority: 10000
Code:
~ If nothing chosen, get out now
doneif (field[usrChosen1].ischosen = 0)

~ Increase Maximum Memorized Spell Count level 2 by 1
field[usrChosen1].chosen.field[cMemMax].arrayvalue[2] += 1
~ Increase Maximum Cast Spell Count level 2 by 1
field[usrChosen1].chosen.field[cCastMax].arrayvalue[2] += 1

You will note pChosen was changed to "usrChosen1". That is because magic items have a different chooser than Adjustments. So how did I find that?

I added the magic item to my character and went to Develop->Enable Data File Debugging. Then I right clicked on the magic items ? field and took "Show Debug Fields for XXXX". Then on the new window I looked for the "Chosen Thing/Pick#1" field and found the field name.

Hope that helps some.
 
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This explanation helps a great deal. Thank you very much.

Given that this item is only useable by spontaneous casters, how would I limit the classes available to pick from? Is there a particular field that identifies a spontaneous spellcaster, or would I have to try to define an array that only holds spontanteous spellcasting classes?
 
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