Has 4 charges, represented by a crystal on each finger knuckle (no thumb), that recharge per dawn
As an Action, you can flick a finger and expend a charge to create a 15 ft cone of wind originating from the glove
Every creature in the cone must make a DC ? STR save or be pushed 10 ft away from you
This is my first time creating a magic item, so I need some help with balancing and designating rarity & if it would need attunement. Constructive criticism is welcome.
I'd say uncommon, and make it not require Attunement. That's a really minor feature. I think you should increase the range to a 15 foot cone, because most (all?) cones in official things have a size that's a multiple of 15.
I would say uncommon with attunment (ie 100-500 g DC 13) or Rare without attunment (500-5000g DC 15).*
* Dc keeping in line with Enspelled Staff of the Rarity.
How is a 15 foot cone of the Push mastery with a save, a limited number of times, worthy of needing attunement?
A enspelled staff can have a cantrip or 1st in it as a uncommon with attunement (ie 100-500 g DC 13) . It would have 6 charged regaining 1d6 a day. with a 5% chance of destruction if the last charge is used. The effect you describe here if I made it a spell I think I would make it a level 1 spell as it is a weaker Gust of wind and that is level 2.
When I make magical items I try to see if I can reskin something first to make it simple. As such Enspelled staff it my go to for charged items as they go from Cantrip to level 9 spells but restricted to casters. This item would do the same a this would but with 2 restriction of being a caster and Attunment. Removeing the caster I would still keep it to uncommon but removing attunment is giving it a nice power boost as most items need attunment and that means limit of 3 per person.
Mind you I am more of a fan of I item per body slot then attunment but then again I liked 3.5/Pathfinder magic items and crafting system better even with it needing feats to do.
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I spell Goodly.
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Glove of Gusts - Wondrous Item, uncommon
This is my first time creating a magic item, so I need some help with balancing and
designating rarity & if it would need attunement. Constructive criticism is welcome.EDIT - Added rarity & modified cone size
I'd say uncommon, and make it not require Attunement. That's a really minor feature. I think you should increase the range to a 15 foot cone, because most (all?) cones in official things have a size that's a multiple of 15.
What's the save DC?
pretty cool magic item, I agree with @Maruntoryx.
Respectfully,
Nanra
probably around 13
I would say uncommon with attunment (ie 100-500 g DC 13) or Rare without attunment (500-5000g DC 15).*
* Dc keeping in line with Enspelled Staff of the Rarity.
I spell Goodly.
How is a 15 foot cone of the Push mastery with a save, a limited number of times, worthy of needing attunement?
A enspelled staff can have a cantrip or 1st in it as a uncommon with attunement (ie 100-500 g DC 13) . It would have 6 charged regaining 1d6 a day. with a 5% chance of destruction if the last charge is used. The effect you describe here if I made it a spell I think I would make it a level 1 spell as it is a weaker Gust of wind and that is level 2.
When I make magical items I try to see if I can reskin something first to make it simple. As such Enspelled staff it my go to for charged items as they go from Cantrip to level 9 spells but restricted to casters. This item would do the same a this would but with 2 restriction of being a caster and Attunment. Removeing the caster I would still keep it to uncommon but removing attunment is giving it a nice power boost as most items need attunment and that means limit of 3 per person.
Mind you I am more of a fan of I item per body slot then attunment but then again I liked 3.5/Pathfinder magic items and crafting system better even with it needing feats to do.
I spell Goodly.