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evilmouse
May 19th, 2015, 18:40
BAG OF HOLDING
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in theAstral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

BAG OF TRICKS
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

BEAD OF FORCE
Wondrous item,rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

BOOTS OF ELVENKIND
Wondrous item,uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

BOOTS OF LEVITATION(requires attunement)
Wondrous item,rare
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

BOOTS OF SPEED(requires attunement)
Wondrous item,rare
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Magic item aint parsing right
Parse : magic item .................................................. ...... [ARMOR OF VULNERABILITY - OK]
Parse : magic item .................................................. ....... [ARROW-CATCHING SHIELD - OK]
Parse : magic item .................................................. ............ [ARROW OF SLAYING - OK]
Parse : magic item .................................................. ................ [BAG OF BEANS - OK]
Parse : magic item .................................................. ............ [BAG OF DEVOURING - OK]
Parse : magic item .................................................. .............. [BAG OF HOLDING - OK]
Parse : magic item .................................................. ............... [BAG OF TRICKS - OK]
it aint parsing past it i need help

Trenloe
May 19th, 2015, 18:58
Try The bag weighs 0.5 pound instead of The bag weighs 1/2 pound

Zeus
May 19th, 2015, 19:25
You need a space between Wondrous item, and rare on 2nd line of Bead of Force.

e.g. change Wondrous item,rare to Wondrous item, rare

Larac
May 20th, 2015, 01:03
My kingdom destroyed by random space.

evilmouse
May 20th, 2015, 05:35
You need a space between Wondrous item, and rare on 2nd line of Bead of Force.

e.g. change Wondrous item,rare to Wondrous item, rare

ok how i parse this one this one wount parse right?
AMMUNITION, +1 , +2, OR +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made
with this piece of magic ammunition. The bonus is
determined by the rarity of the ammunition. Once it hit
a target, the ammunition is no longer magical.

Larac
May 20th, 2015, 06:12
I broke mine into a plus one,
new item plus two

As the item the pc gets will be just one of the options

if that makes sense

Zeus
May 20th, 2015, 08:46
ok how i parse this one this one wount parse right?
AMMUNITION, +1 , +2, OR +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made
with this piece of magic ammunition. The bonus is
determined by the rarity of the ammunition. Once it hit
a target, the ammunition is no longer magical.

As Larac suggests, its best to create three distinct entries for this item. i.e.

AMMUNITION, +1
Weapon (any ammunition), uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hit a target, the ammunition is no longer magical.

AMMUNITION, +2
Weapon (any ammunition), rare
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hit a target, the ammunition is no longer magical.

AMMUNITION, +3
Weapon (any ammunition), very rare
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hit a target, the ammunition is no longer magical.