d20 – Wristbands of the Poseur

“Use Magic Device” is a pretty important skill. And some of the characters relying on it are very, VERY, rich indeed – yet there are few if any devices out there designed to take full advantage of the skill.

So here’s an example, even if it was intended to be a small note on a character and got out of hand…

Wristbands of the Poseur

These simple copper wristlets are covered with intricate enameled runes, and appear to be little more than trinkets – and in many ways they are. Wristbands of the Poseur can produce a wide variety of spell effects – but each effect can be produced only once per day. Worse, since they are drawn from a wide variety of spell lists, activating them often (or always) calls for at least one (and possibly two if the user’s relevant attribute is too low) Use Magic Device checks DC (10 + Caster Level) to cast the spell, DC (15 + Required Attribute) to fake that) – making them quite impractical for most and limiting their usefulness (thanks to being rendered useless for the rest of the day on a roll of “1″) even for experts.

The base price of the Wristbands is Spell Level x Caster Level x 500 GP (Unlimited Use Spell Completion) x.2 (once per day) per spell, with all spells past the first subject to a +10% modifier for “multiple similar abilities”. The “Standard” set of Wristbands has seven spells of each level they grant, resulting in (slightly rounded off) prices of…

  • Wristbands I (L0 Spells, Caster Level One): 400 (380, 350 without +10%) GP. UMD 21+ to cast. Second roll required unless casting stat 10+.

Personally I’d consider Wristbands of any variety as Masterwork Tools for Use Magic Device when it comes to their own functions – about a +25 GP value that will make almost no difference at all.

(Sample) Cantrip Selection:

  1. Create Water (SRD, Clr, Drd, Pal). It’s always good to have a basic necessity handy.
  2. Dancing Lights (SRD, Brd, Sor/Wiz). Always good for a bit of trickery.
  3. Dawn (SpC, Druid, Ranger). You never know when instantly waking the party will be handy.
  4. Detect Magic (SRD, Brd, Clr, Drd, Sor/Wiz). One of the most basic utility effects to be found.
  5. Light (SRD, Brd, Clr, Drd, Sor/Wiz). Another basic utility effect.
  6. Launch Item (SpC, Sor/Wiz). Good for a fair number of tricks at almost any level.
  7. Prestidigitation (SRD, Brd, Sor/Wiz). It all depends on how clever you get with this.

Common Alternative Cantrips:

  • Arcane Mark (SRD, Sor/Wiz). Well, sometimes you just want to leave your mark on something.
  • Ghost Sound (SRD, Brd, Sor/Wiz). A good companion for Dancing Lights really.
  • Mage Hand (SRD, Brd, Sor/Wiz). Minor telekinesis is always useful.
  • Mending (SRD, Brd, Clr, Drd, Sor/Wiz). Fixing stuff is often handy, if rarely very vital.
  • Message (SRD, Brd, Sor/Wiz). Communications are always good.
  • Purify Food and Drink (SRD, Clr, Drd). Very good when you need it, but you rarely will.
  • Read Magic (SRD, Brd, Clr, Drd, Pal, Rgr, Sor/Wiz). It could be handy.

Obviously enough, Wristbands I are rare. – unless they’re entirely filled with cantrips usable by a particular type of character. Otherwise, a handful of Cantrips aren’t usually all that important to anyone who has a good chance of making DC 21+ Use Magic Device checks. It can happen of course – someone could take Luck with Bonus Uses (Specialized and Corrupted for reduced cost – Skills Only, Use Magic Device Only) quite cheaply (which will be useful later anyway) and use the things effectively at level one – but they still usually aren’t a priority.

  • Wristbands II (L0 and L1 Spells, Caster Level One): 1150 (1145, 1050 without +10%) GP. UMD 21+ to cast. Second roll required unless casting stat 10+/11+.

(Sample) First Level Spell Selection:

  1. Benign Transposition (SpC, Sor/Wiz). Always good when someone is out of position.
  2. Embrace the Wild (SpC, Drd, Ran). Picking up some animal senses is often useful.
  3. Entangle (SRD, Drd, Plant, Rgr). A bit situational, but excellent battlefield control.
  4. Grease (SRD, Brd, Sor/Wiz). Useful in a multitude of situations.
  5. Lesser Restoration (SRD, Clr, Drd, Pal). Fighting undead? You’ll want this pretty badly.
  6. Protection from Evil (SRD, Clr, Good, Pal, Sor/Wiz). Generally useful, particularly if you’re up against something that enchants people.
  7. Silent Image (SRD Brd, Sor/Wiz). Handy for a thousand tricks.

Now that’s more like it. The well-timed use of those effects can easily be lifesaving in a low-level group – and it’s VERY nice to have a wide selection when the spellcasters are going to be pretty limited as to what they can carry – and it’s still pretty cheap. You’ll still need to use Luck or some similar trick to make it work at low levels. Of course, once your skill is high enough, you can just buy the ability to “take 10″.

Level One Alternates:

  • Alarm (SRD, Brd, Rgr, Sor/Wiz). After all, you usually only need this once a day anyway.
  • Charm Person (SRD, Brd, Sor/Wiz). Are you an introverted, socially inept, gamer guy or gal? Bypass all that trouble in town with this one spell.
  • Comprehend Languages (SRD, Brd, Clr, Sor/Wiz). You probably won’t need this very often, but when you do it’s REALLY convenient to have it handy.
  • Delay Poison (SRD, Brd, Clr, Drd, Pal, Rgr). Effective immunity to poison for a bit is pretty handy.
  • Disguise Self (SRD, Brd, Sor/Wiz, Trickery). Priceless if you’re trying to be stealthy.
  • Instant of Power (Forge of War, Brd, Drd, Rgr): An immediate-action granting +4 to an attack roll, save, or damage for you or an ally. Good for those critical moments.
  • Resist Energy (SRD, Clr, Drd, Fire, Pal, Rgr, Sor/Wiz) OK, it won’t be a LOT of resistance with Wristbands II, but it’s very useful.
  • Unseen Servant (SRD, Brd, Sor/Wiz). It may not be able to fight, but useful in a thousand ways.
  • Wall of Smoke (SpC, Drd, Sor/Wiz). Can’t be seen through and those who pass through it risk severe (if very brief) penalties.

You can also take two Cantrips in place of a first level spell effect if you can find two you want that badly.

  • Wristbands III (L0, L1, and L2 Spells, Caster Level Three): 8025 GP (I’m calling it 8000).UMD 23+ to cast. Second roll required unless casting stat 10+/11+/12+.

(Sample) Second Level Spell Selection:

  1. Alter Self (SRD, Brd, Sor/Wiz). Even if you’re using Pathfinders severely nerfed version, this makes for great disguises and offers some handy boosts.
  2. Glitterdust (SRD, Brd, Sor/Wiz). Blind your enemies and reveal invisible foes. Very handy!
  3. Heroics (SpC, Sor/Wiz). Pick up a fighter bonus feat for a bit. Improved Initiative perhaps? Or is the Tome of Battle in use at the table?
  4. Invisibility (SRD, Brd, Sor/Wiz, Trickery). A multitude of uses.
  5. Shatter (SRD, Brd, Chaos, Clr, Destruction, Sor/Wiz). While it’s sometimes useful to break a lot of glass, or potion vials, or some such, and few creatures are suitable targets, the big utility here is in destroying objects – locks, railings, steering wheels, whatever.
  6. Swift Haste (SpC, Rgr). It’s only 1d4 rounds, but if you AREN’T a primary spellcaster… you’ll probably use this one every day.
  7. Web (SRD, Sor/Wiz). A nice, reliable, way to lock things down for a few moments.

At 8000 GP you usually won’t see these before about level eight – at which point a character who’s serious about Use Magic Device should be able to activate them quite reliably. Their Caster Level is admittedly terrible – but most of the utility effects aren’t too dependent on caster level anyway. Whether or not the stack of tricks is worth the price is up to you.

There are quite a few good alternate choices for level two, as well as some corner cases.

  • Bladebane (Unapproachable East, Pal, Clr, Sor/Wiz). Gives any weapon touched the Bane quality versus whatever you specify for one round/level. Of course, most combative types get Bane against their most common enemies as soon as they can anyway.
  • Close Wounds (SpC, Clr). Cures a modest amount – but works at range, as an immediate action, and is treated as preventing the damage, so it works even if the target should be dead.
  • Create Pit (Pathfinder, Sor/Wiz, Caves). Why were there no common spells for this until Pathfinder? Sure, pits have their limits – but they make excellent (if very basic) traps.
  • Darkvision (SRD, Rgr, Sor/Wiz). There are lots of ways to get Darkvision, but this one lasts a good deal longer than most.
  • Deceptive Facade (Complete Mage, Brd, Sor/Wiz). Disguise Self for other people and objects. A bit subtle for many d20 games, but priceless in others.
  • Gust of Wind (SRD, Drd, Sor/Wiz). Hold people back, extinguish torches, drive off toxic gases and clouds, damage flyers… It’s amazing hom many uses a little air has.
  • Knock (SRD, Sor/Wiz). Some players really like this – but there are usually plenty of ways to get past a door anyway.
  • Levitate (SRD, Sor/Wiz). Some people swear by it, but personally… meh. It’s here if you want it though.
  • Locate Object (SRD, Brd, Clr, Sor/Wiz, Travel). Even if you can’t find people, you can find things that they’re carrying…
  • Make Whole (SRD, Clr). Damaged armor? Ripped up treasure map? Horribly fragile journal from a thousand years ago? No problem!
  • Mirror Image (SRD, Drd, Sor/Wiz). A classic defensive spell – although, if you can afford it, Greater Mirror Image is FAR superior.
  • Pyrotechnics (SRD, Brd, Sor/Wiz). Extremely classic and actually quite powerful – at least if you have a lot of opponents gathered around a fire. Also good for firefighting and such.
  • Rope Trick (SRD, Sor/Wiz). Even if you can’t yet hide in it to sleep, you can dodge patrols and such.
  • Spider Climb (SRD, Drd, Sor/Wiz). It’s amazing how often people do not look up – and this is a pretty handy spell if you can’t yet fly.
  • Suggestion (SRD, Brd, Sor/Wiz). One of those effects that’s powerful if you’re clever – and they don’t happen to save. .
  • Tongues (SRD, Drd, Clr, Sor/Wiz). Handy occasionally – if the game master feels like it. In most cases, however, if the NPC’s had anything important to say, the game master will make sure that you get the message somehow anyway.

As a special option, you could simply add two more first level picks instead of taking a second level spell. It won’t affect the cost any. You can make similar exchanges with other spell levels of course. Want to make Wristbands IV and trade in a third level spell for a second level and a first level spell? Why not? The price will be the same.

It’s worth noting that almost all of these spells are drawn from the SRD. That isn’t really very surprising; the SRD was based on decades of gaming in first and second edition, and it’s only to be expected that – over that much time – the basics got pretty thoroughly covered.

For a bonus spell…

Equivalent Exchange: Transmutation, Bard 2, V, S, M (Up to 2 GP per level), Casting Time: One full round. Range: Close, Effect: One or more “Purchases”, Duration; Instantaneous, Saving Throw; Reflex (If applicable), Spell Resistance: No.

Equivalent Exchange transforms up to two gold pieces (or similar values in other currencies) into equipment with an equivalent total value without bothering with shopping. While it is possible to produce magical equipment in this fashion, the fact that it would require a thirteenth level caster to produce a first level Scroll at caster level one – and an epic caster to produce a 50GP Potion of Cure Light Wounds – there is rarely any point. It is handy if you desperately need some rope or a tool of some sort though.

  • Wristbands IV (L0, L1, L2, and L3 Spells, Caster Level Five): 24,875 GP (I’m calling it 25,000), UMD 25 to cast. Second roll required unless casting stat 10+/11+/12+/13+.

(Sample) Third Level Spell Selection:

  1. Bestow Curse (SRD, Clr, Sor/Wiz). Personally I like to curse animals with domestication, pick-pockets with shaky hands, and so on. A very versatile spell.
  2. Contagious Fog (SpC, Sor/Wiz). Area effect attribute damage. Always an interesting option.
  3. Dispel Magic (SRD, Brd, Clr, Drd, Magic, Pal, Sor/Wiz). Less useful than it might be given the low casting level, but something that a would-be Poseur just HAS to have.
  4. Fireball (Sor/Wiz). Not all THAT useful, but pretty much the mages union card.
  5. Fly (SRD, Sor/Wiz, Travel). You are bound to need it sometime.
  6. Magic Fang, Greater (SRD, Drd, Rgr). You never know when you might be caught without a weapon.
  7. Summon Monster III (SRD, Brd, Clr, Sor/Wiz). Another union card, but the creatures are getting handy – and even at much higher levels, a creature to walk ahead and spring the trap is useful.
  • Alternative possibilities are pretty numerous at this level; there are a LOT of good third level spells – in fact, several of them are likely to be far more useful than a low-damage Fireball or a Dispel Magic that probably won’t work – but some of them are TOO good and others are awfully situational.Beast Shape I (Pathfinder, Alc, Sor/Wiz). I never had much trouble with Polymorph – my worlds tend to have a limited range of monsters (with a lot more individual variations and some unique creatures), and thus a limited range of possible forms – but this is a reasonable attempt at limiting polymorphing for those who are having trouble with it.
  • Blink (SRD, Brd, Sor/Wiz). While Blink offers an interesting suite of defenses, it also lets you walk through various obstacles. By the way though… why is it that a third level spell can take you to the Ethereal Plane over and over again, but Ethereal Jaunt is level seven?
  • Create Food and Water (SRD, Clr). A grimly practical, and utterly uninteresting choice. Unless you’re a dedicated survivalist or something… just bring some food.
  • Gaseous Form (SRD, Air, Brd, Sor/Wiz). An excellent way to get in and out of places.
  • Glibness (SRD, Brd). In conjunction with a few poorly-written rules for social interactions, this is in the running for “most abusive spell”. Use with caution, lest the rocks from above strike.
  • Major Image (SRD, Brd, Sor/Wiz). One of the preeminent tools of deception.
  • Nondetection (SRD, Rgr, Sor/Wiz). It’s not all that reliable or powerful, but if you’re worried about divination magic this is about the best defense you’re likely to get at low levels.
  • Phantom Steed (SRD, Brd, Sor/Wiz). It’s just a fast construct mount at lower casting levels. At high ones… it’s pretty impressive.
  • Regal Procession (SpC, Pal, Sor/Wiz): As per Mount, except you get one mount per level with fancy tack. Also known as “wall of meat”.
  • Remove Curse (SRD, Brd, Clr, Pal, Sor/Wiz). OK, absolutely vital when you need it – and this is a fairly cheap way to retain access – but a waste most of the time.
  • Remove Blindness/Deafness (SRD, Clr, Pal). Ditto Remove Blindness / Deafness. Still, if you want to pose as a cleric, this may be in order.
  • Scrying (SRD, Brd, Clr, Drd, Sor/Wiz). Classic, if mostly useful at higher levels. At low levels you may get a peek at your enemy from miles away, but what are you going to do about it?
  • Shrink Item (SRD, Sor/Wiz). A wonderful way to smuggle things – or to carry around a few large boulders or some such.
  • Speak with Dead (SRD, Clr). It’s limited, and the dead can be uncooperative – but it lets you shoot first and ask questions later. That can be pretty useful!
  • Stinking Cloud (SRD, Sor/Wiz). Excellent battlefield control, capable of almost incapacitating quite a few opponents.
  • Tiny Hut (SRD, Brd, Sor/Wiz). Not only can you camp in it, but it offers total concealment that you can shoot through. How often is “put your tent up” a reasonable move in a fight?
  • Water Breathing (SRD, Clr, Drd, Sor/Wiz, Water). There are lots of ways to do this – but this spell lasts a long time and can be applied to the entire party. Specialized, yes, but sometimes very VERY useful.

Why not Haste? (SRD, Brd, Sor/Wiz). It is a pretty good general buff – but it’s also something that a full caster or a specialized item should be handling since it’s likely to come up in at least half the major fights.

These will be available around level twelve – and thus continue the theme of being no real competition for a full spellcaster. Still, someone who can reliably use them will have quite a grab-bag of tricks.

  • Wristbands V (L0, L1, L2, L3, and L4 Spells, Caster Level Seven): 56,315 GP (I’m calling it 56,500), UMD 27 to cast. Second roll required unless casting stat 10+/11+/12+/13+/14+.

These might turn up around level fourteen or fifteen. While that’s still eight caster levels behind, anyone using these is unlikely to be a primary spellcaster – and this is still quite a large pile of useful spells.

(Sample) Fourth Level Spell Selection:

  1. Black Tentacles (SRD, Sor/Wiz). Nothing else says “Dread Wizard” quite like this.
  2. Blessing of Fervor (Pathfinder, Clr, Ora). A rather nice party buff which offers a choice of buffs each round – including some for spellcasters.
  3. Death Ward (SRD, Clr, Death, Drd, Pal). You may not need it often, but when you do it’s invaluable.
  4. Dimension Door (SRD, Brd, Sor/Wiz, Travel). Another necessity for any self-respecting magician. Any mage who does not occasionally appear or disappear in a puff of smoke simply is not doing it right.
  5. Freedom of Movement (SRD, Brd, Clr, Drd, Luck, Rgr). A frequent necessity.
  6. Invisibility, Greater (SRD, Brd, Sor/Wiz). It doesn’t last long, but while it does it can be quite an advantage in a fight. If you don’t like Invisibility, take Mirror Image, Greater (SpC, Brd, Beg, Sor/Wiz). Its cast as an Immediate Action, which is very handy in a fight.
  7. Summon Nature’s Ally IV (SRD, Animal, Drd, Rgr). Because nothing says “nature specialist” like summoning a unicorn. If you’re stuck with the Pathfinder version, and the GM won’t let you summon a Unicorn… you might want something else. (Perhaps Explosion of Rot, Pathfinder, Drd 4)

Alternative Possibilities are a little sparser at this level. It’s not that there aren’t plenty of useful fourth level spells, it’s that many of them are better left to the full casters and their far higher caster level. Still, we have…

  • Beast Shape II (Pathfinder, Alc, Sor/Wiz). Another way to take on the abilities you need at the moment without opening the full “polymorph” can of worms. Unfortunately, short-term and even on its own terms not much better that Beast Shape I as far as utility goes.
  • Break Enchantment (Srd, Brd, Clr, Luck, Pal, Sor/Wiz). Not nearly as good as it might be given the low caster level – but invaluable if you need to get your primary party casters back into commission.
  • Globe of Invulnerability, Lesser (SRD, Sor/Wiz). A strong defense against minor spellcasters – even if it’s not much use against a powerful one – which is pretty much every spellcasting opponent you’ll face at the level where you can afford these things.
  • Minor Creation (SRD, Sor/Wiz). Even disregarding shenanigans with creating poisons and such, there are irritants, producing massive amounts of slippery and flammable oils, drugs, blocking off corridors and doorways, scents, distractions, rope, nets, tools and implements, and more. Sadly, a one-minute casting time, which drastically limits things.
  • Protection from Evil 10′ Radius (SRD, Clr, Good, Pal, Sor/Wiz). Now in the large economy size. Also something that your parties primary casters should be handling if you need it.
  • Resilient Sphere (SRD, Sor/Wiz). A powerful entrapment or defense – but one that basically only delays things.
  • Revenance (SpC, Brd, Clr, Pal). Worth considering if the GM will let you get away with a minor exploit; the target is alive while Revenance lasts, and dies when it ends. Ergo, when Revenance ends the target is now a valid target for Breath of Life in the next round – basically extending the time limit to one round per level and allowing additional healing to get them up to positive hit points (even if still dead) even before Breath of Life.
  • Secure Shelter (Srd, Brd, Sor/Wiz). Creating an instant cabin every night can make traveling a lot more comfortable and secure. That being said… there are a LOT of ways to arrange a secure camp.
  • Sending (SRD, Clr, Sor/Wiz). The ability to drop almost anyone a few lines can be fairly handy – but, once again, it’s VERY situational.
  • Shadow Conjuration (SRD, Brd, Sor/Wiz). Only 20% real, but supremely versatile. Sadly, it’s rather badly hurt by the fact that using an item to cast it makes the saves pretty easy to make.
  • Summon Monster IV (SRD, Brd, Clr, Sor/Wiz). Because your summons just keep on getting better – even if you ARE far behind the primary casters.

These are potent tools – but the next upgrade is, of course, even better.

  • Wristbands VI (L0, L1, L2, L3, L4, and L5 Spells, Caster Level Ten): 118,850 GP (I’m calling it 120,000 GP). UMD DC 30 to cast with the usual second roll required unless the user’s relevant casting stat is 10+/11+/12+/13+/14+/15+.

That’s expensive. These are an eighteenth level item – about the price of a weapon with a total of +8 in various enhancements or some maxed-out armor. You can do a LOT with that kind of money and you’re competing with spellcasters with access to ninth level spells. Would you be better off with other stuff?

It’s possible. If you have a specialized need, or are a two-weapons type and absolutely MUST have the two highest-powered weapons you can manage, or rely entirely on being an ubercharger or something, then focusing on your primary gig is probably better. Otherwise it’s hard to get a bigger chunk of versatility than this.

(Sample) Fifth Level Spell Selection:

  1. Breath of Life (Pathfinder, Clr, Ora, Sha, Healing). OK, you have to get there FAST – but this is still the ability to revive the dead, without any special cost.
  2. Dragonsight (SpC, Brd, Sor/Wiz). A big package of enhanced senses for most of the day.
  3. Freezing Fog (SpC, Sor/Wiz). Another handy battlefield control effect.
  4. Plane Shift (SRD, Clr, Sor/Wiz). Escape, Travel, and Save-or-Die, all in one handy package.
  5. Summon Monster V (SRD, Brd, Clr, Sor/Wiz). At this point we’re up to some fairly versatile minions.
  6. Telekinesis (SRD, Sor/Wiz). About as generic an effect as it gets really; you move things around.
  7. True Seeing (SRD, Clr, Drd, Knowledge, Sor/Wiz). Illusions, invisibility, true forms… you can always find SOMETHING to do with this.

Level Five Alternates:

  • Beast Shape III (Pathfinder, Alc, Sor/Wiz). Unless you need Burrow or faster movement, most of the new abilities this makes available are combat-oriented – and if you’re a non-caster you probably have better combat abilities in your own form by now.
  • Contact Other Plane (SRD, Sor/Wiz). Dangerous unless you have Luck, a truly massive Int bonus, or some other way to beat the roll, and rather unreliable – but potentially incredibly informative.
  • Greater Stone Shape (Underdark, Clr, Drd, Sor/Wiz). A hundred or so cubic feet is enough to make substantial barriers, arrays of spikes, large statues, massive rains of spikes, and so on, so this is pretty versatile overall.
  • Major Creation (Sor/Wiz). Either a convenience or – depending on how far you push it – a source for floods of poison, acid, and other horrendous things. Ten cubic feet of plutonium? Why not?
  • Shadow Evocation (Brd, Sor/Wiz). OK, it’s only 20% real – but it is incredibly versatile. The low save DC’s that result from using an item to cast it will really hurt though.
  • Teleport (Sor/Wiz, Travel). Only an alternate because – if you’ve pushed it this far – you’re probably going to want the ultimate wristlets VII, and Greater Teleport.
  • Transmute Rock to Mud (L5, Drd, Sor/Wiz). Mostly good for building and making difficult terrain unless you’re in a cave, in which case you can drop the ceiling and then resolidify it with Dispel Magic. Situational, but really good when you need it.
  • Wall of Stone (L5, Clr, Drd, Earth, Sor/Wiz). You may need to carry a pebble to base it on (the spell says it must merge with, and be solidly supported by, existing stone – but beyond that it’s basically “build a stone structure as I describe”. There’s a multitude of uses.

If you’ve gone this far, you might as well go on to the end. After all, you’ve probably got quite an investment in enhancements for Use Magic Device already.

  • Wristbands VII (L0, L1, L2, L3, L4, L5 and L6 Spells, Caster Level Twelve): 197,940 GP (I’m going to call it 200,000 GP). UMD DC 32 to cast with the usual second roll required unless the user’s relevant casting stat is 10+/11+/12+/13+/14+/15+/16+.

(Sample) Sixth Level Spell Selection:

  1. Banishment (SRD, Clr, Sor/Wiz). What Poseur could pass up the ability to perform an exorcism?
  2. Blade Barrier (SRD, Clr, Good, War). A pretty good area control spell and decent attack. If you don’t like it, replace it with the runner-up Disintegrate (SRD, Destruction, Sor/Wiz).
  3. Energy Immunity (SpC, Clr, Drd, Sor/Wiz). About as handy as it gets.
  4. Heal (SRD, Clr, Drd, Healing). Admittedly, this sort of job can usually be left to the specialists – but it’s certainly a good spell to have handy.
  5. Plague Storm (Pathfinder, Crl/Ora, Drd, Sor/Wiz, Witch). A broad selection of area-effect attribute drains and crippling effects all in one package.
  6. Summon Monster VI (SRD, Brd, Clr, Sor/Wiz). More handy minions, including some pretty good ones this time.
  7. Teleport, Greater (SRD, Sor/Wiz, Travel). Reliable, instant, long-range, group travel. Perfect for all kinds of situations.

Level Six Alternates:

  • Animate Objects (L6, Brd, Chaos, Clr). Summoned creatures are usually better, but this has it’s uses.
  • Antimagic Field. For when you really want to say “Screw You!” to that grappled spellcaster.
  • Beast Shape IV (Pathfinder, Alc, Sor/Wiz). Some people like it, but I’d say that it’s increasingly useless – at least in a set of Wristbands.
  • Find the Path (Brd, Clr, Drd, Knowledge, Travel). An impressively powerful divination effect, and very effective when you want to bypass a lot of obstacles to reach somewhere easily.
  • The Industrial Age (Sor/Wiz): As per Fabricate, but includes a +10 Competence Bonus on any required Craft check.
  • Ruby Ray of Reversal (SpC, Sor/Wiz). Can eliminate a variety of traps and hindering effects. Nicely versatile, if not terribly powerful.

These are basically a twentieth level item – or perhaps 16+ if if you’ve got a good crafter in the party or some shenanigans going on. Sure, at this point you could afford an unlimited-use Spell Completion “Limited Wish” item at Caster Level Thirteen at a similar price (195,500 GP) – but any game master who allows THAT is certifiable. Wristbands of the Poseur require a serious investment in skills and skill boosts, offer a limited (if wide) selection of spells with only one use per day each, and cannot really substitute for a level-appropriate primary spellcaster. With unlimited use of Limited Wish – especially considering Lerandor’s Rule – there isn’t much that you CAN’T do as a fairly trivial exercise.

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3 Responses

  1. A very nice set of versatile items! That said, I have to note that greater teleport is a 7th-level spell, and so should be out of reach of wristbands VII.

    • Looking at it again… I think it got pulled from a Pathfinder (Unchained Summoner?) class that got it a level earlier than usual. You’re quite right though; even with items relying on Use Magic Device I was mostly trying to stay away from the weirder subclasses; some of them have spells at totally inappropriate levels. It will probably be best to edit that and the Teleport entry.

  2. […] (MIC, 750 GP), Cloak of Protection +1 (1000 GP), Ioun Torch (75 GP), Everfull Mug (MIC, 200 GP), Wristbands of the Poseur II (1150 GP. Note that between his high Use Magic Device check and attributes he can get full use out […]

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