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 Element absorbing cloak....

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T O P I C    R E V I E W
Baltor Posted - 06 Feb 2004 : 16:48:47
I'm the DM and one of my party members wants to create a cloak that absorbs(converts to healing) an element (only one, decided upon creation). Is this fair? If so, about how much should an item like this cost?
I realize the potential that this item could have, ruling out the neccessity for a cleric or some specificly healing oriented class.
Thanks in advance.
4   L A T E S T    R E P L I E S    (Newest First)
Arivia Posted - 20 Feb 2004 : 09:09:24
Something I noticed a few days ago is that the Book of Exalted Deeds presents a spell that does exactly what Baltor has suggested. As such, this is a completed version of such an item.
Aman the Rejected Posted - 11 Feb 2004 : 22:44:59
You could make the 'healing' temporary hit points only ...
Arivia Posted - 07 Feb 2004 : 19:37:33
One thing to keep in mind is that in 3e D&D, not all of the energy types are created equal. Fire is the most prevalent, with cold falling in behind it(in most campaigns, not mine), followed by electricity, acid, and finally sonic. This sort of thing is especially a problem with the 0-level arcane energy ray spells, which would immediately outpace their healing equivalent in terms of power.(cure minor wounds-1 hp healing, ray of frost, 1d3 hp healing, greater range(I believe)). Things become even more unbalanced when you look at fireball vs. healing circle. Oh, and if you're going to restrict the cloak to sonic or acid or such, the feat Energy Substitution/Energy Affinity could throw a wrench in your plans. Ultimately, you might have to restrict it to enemy spells or such...your choice.
Bookwyrm Posted - 06 Feb 2004 : 17:20:36
Well, it would only be overpowering if the wearer were hit by this particular energy often. Of course, then the mage might be using these sorts of spells on himself, effectively turning a damage-producing spell into a healing one.

I'd suggest it be like a robe that gives energy resistance 5/-, but I'd make it 3/- instead, letting the wearer heal that much. The robe would deal +3 damage of the opposing element, though. Have to keep things balanced.

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