Talk:Test Legacy (3.5e Equipment)
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What is a Legacy item?[edit]
A Legacy Item is an item of extreme potential that is initially unlocked at the 5th Character Level. This means that there is no particular class which must be used to benefit from the item's power, however one does exist to enhance the powers given (See below). A Legacy Item contains extraordinary (Ex), spell-like (Sp), psi-like (Ps), or supernatural (Su) Abilities, which are similarly expressed as Feats, however unlike Feats which can be used at any time so long as major and minor prerequisites are met, these Abilities can be only used when activated (For a price); For instance have an iron helmet which allows for Darkvision up to an astonishing 120 feet, you only gain this Ability if you are actively wearing the helmet and activate the Ability, which is considered an Immediate Action. The book which goes over these items and the rules is "Weapons of Legacy", which on pages 14-16 express a variety of Feats which can be used while wielding a Legacy item. Likewise, on pages 16-19 are a list of spells, and on pages 19-22 are the Prestige Class and how they work in the free world.
General rules for Legacy items[edit]
These rules are not technically stated within the book, WoL, however by analyzing the table of items that comes with WoL and reading their descriptions, one could assess these as guidelines; To be followed, but not technically required. The table can be located on page 28.
They are always a +1 item, such as a +1 Shortsword. Although this rule is not technically required, it does stay consistent with the outline of WoL.
They do not always have to be of Masterwork quality.
In order to be used, a player (Or NPC) must be at least Character Level 5. These items can be held and used in their normal mundane pretenses prior to 5th Level, though their exceptional qualities can not be accessed until 5th Level.
Each item has a list of Abilities that are accessed by the player advancing in Character Levels. I state this as "Character Level" because there is a Prestige Class called "The Legacy Champion" listed in WoL on page 20. This means that a player does not have to be a Legacy Champion in order to use a Legacy Item, however by becoming a Legacy Champion the player is allowed extra benefits while using their Legacy Item.
There are three variations of Abilities which are governed by Character Level, with a theoretical 4th in Epic Levels.
- Least - 5th Level - 10th Level
- Lesser - 11th Level - 16th Level
- Greater - 17th Level - 20th Level
- Epic - 21st Level - Beyond
Most typically some sort of Ritual is required to unlock the potential powers the item holds. This is a bit dicey and not well explained in the book, though it does state that an appropriate Knowledge (History) DC can be made in place of the Ability. Alternatively, on page 205 there is a swath of additional options to allow beyond a History Check.
- A common idea could be implemented that the History DC is that of the Legacy Item's Level at which the Ability is unlocked. Being such, as it is tied directly to the Character Level of the player who is wielding it, this means that the DC required to unlock the Ability at Level 15 is, in fact, a DC 15 History check. The reason for these checks is because without knowing what the item is capable of, one could not hope to apply it's potential: If you didn't know the helmet had Darkvision 120 feet, how would you know to activate it?.
When creating a new Legacy Item, it is generally required some sort of general background is given about it. Why was it created?, Who created it?, How was it used?, What places in history are the item known to have existed?. These all help the player understand the item, which allows them to preform a Ritual. When creating a new item, known as Founding, a Ritual is required to imbue the item with the powers. Likewise, when a new Legacy Item is discovered, a Ritual may be required in order to reactivate it's power. A list of Rituals for general use can be found on pages 181-182, though these are merely suggestions; The creator of the item can delegate any Ritual they so desire, though it should probably be kept akin to the item's general (Or sole) purpose.
The difference between an Artifact and a Legacy Item, as stated in WoL, is the following:
- "Atifacts are generally constructed in a distant age using spells and rites that are beyond the ken of present-day knowledge. They survive to this day, but the knowledge necessary to duplicate their creation does not. Their abilities are also always available to any would-be wielder, regardless of how much or little knowledge he has of the artifact’s history, and do not require costly rituals to unlock."
- "Legacy items are not always lost wonders—even today, a new legacy might be founded. If one is located, only a dedicated researcher can discover and use its powers, and then only after undergoing one or more legacy rituals. Such items might be more plentiful than artifacts, but because of their hidden nature and forgotten lineage, their true numbers are unknown." - Page 06.
This means that although Artifacts can be considered far more powerful in that they do not require any means of output or study, a Legacy item can be created even by today's standards and is therefore more flexible, meaning more readily available. This means your tired old Medium Steel Longsword of Cold (1d6 Cold damage) can be changed out for the incredibly powerful Frozen Death, a Medium +1 Steel Longsword of Cold that can deal an extensive array of Cold-based spells at the wielder's command.
Furthermore, a Legacy Item's power comes from personal sacrifice. These Abilities are activated, however they seem to surge on the individual player's energy. A Legacy Item can only be activated when physically being used; A Legacy Dagger can not be activated when in it's sheath. The sacrifice seems to come in a wide variety of choices to choose from; A full list of theoretical tables exists in the back of WoL; Pages 185-187 while starting on page 179 is the description on how to build custom Legacy Items.
- The book separates the Abilities into nine subtypes (Page 180 while continuing on pages 188-204):
- Least - Type A, Type B, Type C
- Lesser - Type D, Type E, Type F
- Greater - Type G, Type H, Type I
- Likewise, the player does not technically have to follow this setting. This was just the creator's and author's way to divide and assess power according to relative Character Level. As an open Homebrew game, it should be encouraged to design your own tables, content, and ideas.
Lastly, the sacrifice itself is in the means of several different components. Each time an Ability is activate, the player loses a fractional portion of themselves to sustain, activate, and deliver the power. Some of these are of permanent loss while most others are not. The manual - To the best of my knowledge - does not explicitly state which is which or how the system works, so with a little refining and buffing we have the following (Derived from pages 185-187):
- ALTHOUGH MANY LAST 1 ROUND MINIMUM, IT MAY BE BEST TO HAVE THEM LAST AT LEAST 1 HOUR GAME TIME AS TO PREVENT OVERUSE AND ABUSE OF ABILITIES
- Attack Penalty - While using the Ability, there is a penalty to your Attack Rolls; This effect ends when the Ability ends: Lasts 1 Round at minimum.
- Save Penalty - When using this Ability, there is a penalty to all of your Saving Throws; This effect ends when the Ability ends: Lasts 1 Round at minimum.
- Single Save Penalty - When using this Ability, there is a penalty to one of your Saving Throws (Your choice unless explicitly stated); This effect ends when the Ability ends: Lasts 1 Round minimum.
- Skill Check Penalty - When using this Ability, there is a penalty to your Skill Checks (Your choice unless explicitly stated); This effect ends when the Ability ends: Lasts 1 Round minimum.
- Skill Point Loss - Whenever you activate this Ability, you physically lose Skill Points (Your choice unless explicitly stated); This effect is permanent - Adjusted to being lost until your next Level at which point you regain it (Otherwise you could literally drive your Skill Points to ZERO.).
- As an alternative, the Skill Points could be lost a number of days / hours / Rounds equal to that of 20 - Skill's governing Ability Modifier. For example, Swim is a Strength Skill. If you have a Strength of 26, which gives a Strength Modifier of +8, you lose Skill Points in Swim for 24-8 [Length of time]: If using Days, you lose it for a total of 16 Days. This means you can, yes, destroy your Skills entirely, but no it is not permanent by any means. The length of time should be considered by the creator of the item, however the DM should have ultimate say in the matter.
- Hit Point Loss - When using this Ability, there is a penalty to your standing Health: You do not take damage, per say, but your total Health is reduced: A -2 in this type lowers your Health from a total of 20 down to a total of 18 when fully healed; When you activate this Ability you do not subtract Health as in taking damage, just curb the amount you have when at 100% healed; The length of time this should be considered most likely 24 - Constitution Modifier hours]]. Theoretically, doing this over and over could potentially reduce you to zero health, at which time you should be considered in comatose, instead of dead.
- Spell Slot Loss - When using this Ability, there is a penalty to your actual Spell Slots (You can not use Spells form that tier); This comes in the form of 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, or 8th Spell Slot being removed; This effect is not permanent by any means. The length of time should be considered most likely 24 - Intelligence Modifier hours. This means the higher the Intelligence Modifier, the less time you go without that tier of Spells. If you want to use the same Ability more than once, remove the next lowest Spell Slot: Removing the 7th Spell Slot on the first time while the 6th Spell Slot on the second time.
- Caster Level Penalty - When using this Ability, there is a penalty to your "Caster Level"; You are considered that many Caster Levels lower than you actually are, which prevents you from using Spells that require a higher Caster Level to use. The length of time should be considered most likely 24 - Intelligence Modifier hours]]. This means that the higher the Intelligence Modifier, the less time you are considered a lower Caster Level. These effects will stack, and so using multiple Abilities that have this as a penalty will result in a progressively lower Caster Level.
- Manifester Level Penalty - When using this Ability, there is a penalty to your "Manifester Level"; You are considered that many Manifester Levels lower than you actually are, which prevents you from using Spells that require a higher Manifester Level to use. The length of time should be considered most likely 24 - Intelligence Modifier hours]]. This means that the higher the Intelligence Modifier, the less time you are considered a lower Manifester Level. These effects will stack, and so using multiple Abilities that have this as a penalty will result in a progressively lower Manifester Level.
- Power Point Loss - When using this Ability, there is a penalty to your total Power Points; The amount of Power Points you have available for use is reduced. This is not permanent. The length of time considered most likely 24 - Key Ability hours (As dictated by what actually governs your Power Points).
- Ki Points / Ki Caster Level - Though not stated, the guidelines could be followed the same as with Spell Slots, Power Points, Caster Levels, and Manifester Levels.
- Experience - When using this Ability, there is a penalty to your total Experience. This is a permanent effect; Once it is used, you lose those Experience Points. This is an additional means I am adding because I feel it is an appropriate alternative to shooting holes in your character's format, and thus statistics.
The personal costs (PG9) associated with attunement (through completing a Least Legacy Ritual - PG8) to a Legacy Item come in the form semi-permanent penalties to various stats, usually based on the capabilities of the item and intended to most hamper characters that would otherwise most benefit from the Legacy. As soon as a player attains a new level he not only gains access to any new powers conferred by his item, but he immediately pays all associated costs, these costs remain with him even if he loses the item or it is temporarily or permanently destroyed. The only way to recoup these losses is to Renounce the Legacy (PG9), which requires a 24 hour ritual and the expenditure of 1,000 gold pieces. The former wielder then loses all feats granting him access to the powers of his Legacy Item, but also recovers any personal costs he had to pay associated with wielding the weapon (he does not recover any material funds he expended carrying out rituals). An in-depth description of how to read the tables which present the personal costs of a Legacy Item can be found on page 24.