Mystara of the Five Spheres RPG - Weapons Mastery - Magical Implement - Rod Page
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This is the section of my website dedicated to the Mystara setting weapons. Weapons Mastery - These are rules for improving how a character interacts with weapons and attacks over the course of their careers. |
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Mystara of the Five Spheres - Overview
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Mystara of the Five Spheres - Weapons Mastery
Mystara of the Five Spheres - Weapons Mastery - Rod
Overview
Weapon Mastery
Weapon Abilities
Weapon Options
Mystara of the Five Spheres - Rod
Mystara of the Five Spheres - Weapons Mastery Weapon Mastery Overview
Mystara of the Five Spheres - Weapons Mastery Weapon Abilities
Mystara of the Five Spheres - Weapons Mastery Weapon Options
Games Master Section of Mystara of the Five Spheres
Overview
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Mystara of the Five Spheres - GM Section
Mystara of the Five Spheres - References
References still to come
Mystara of the Five Spheres - Notes
A skilled practitioner with a rod may use it as an implement for helping cast a spell and to manipulate magic around them.
- 5E Stats Implement, Cost per magic item
- Weapon Options (Available to learn) - tba
Weapons Mastery Rank Details
- (Non-Proficient) Magic Implement - Rod
- Rod Cantrip Attack +Attribute to hit target
- Requirement – Holding an unattuned Magic Rod
- Cantrip Hit - can change energy damage to affinity (Halved)
- Weapon Abilities – None
- (Proficient) Magic Implement - Rod
- Rod Cantrip Attack +Attribute +Prof to hit target
- Requirement – attuned to at least a Common Magical Rod
- Cantrip Hit - can change energy damage to affinity
- Eldrich Feature - treated as cantrip
- Weapon Abilities – Base DC, Absorb Spell, Cantrip, Magical Battery
- (Skilled) Magic Implement - Rod
- Rod Cantrip and Magic Attack +Attribute +Prof to hit target
- Requirement – attuned to at least an Uncommon Magical Rod
- Cantrip Hit - can change energy damage to affinity, +1 to Damage Dice
- Eldrich Feature - treated as cantrip, can use effects of other held impements
- Weapon Abilities – Base DC, Absorb Spell, Cantrip, Magical Battery
- (Expert) Magic Implement - Rod
- Rod Cantrip and Magic Attack +Attribute +Prof +Prof to hit target
- Requirement – attuned to at least a Rare Magical Rod
- Cantrip Hit - can change energy damage to affinity, +2 to Damage Dice
- Eldrich Feature - treated as cantrip, can use effects of other held impements
- Weapon Abilities – Base DC, Absorb Spell, Cantrip, Magical Battery
- (Master) Magic Implement - Rod
- Rod Cantrip and Magic Attack +Attribute +Prof +Prof to hit target
- Requirement – attuned to at least a Very Rare Magical Rod
- Cantrip Hit - can change energy damage to affinity, +3 to Damage Dice
- Eldrich Feature - treated as cantrip, can use effects of other trained impements
- Weapon Abilities – Base DC, Absorb Spell, Cantrip, Magical Battery
- (Grand Master) Magic Implement - Rod
- Rod Cantrip and Magic Attack +Attribute +Prof +Prof to hit target, Crit (1 or 20)
- Requirement – attuned to at least a Legendary Magical Rod
- Cantrip Hit - can change energy damage to affinity, +4 to Damage Dice
- Eldrich Feature - treated as cantrip, can use effects of other trained impements
- Weapon Abilities – Base DC, Absorb Spell, Cantrip, Magical Battery
- (Beyond Grand Master) Magic Implement - Rod
- Cantrip Hit - adds a dice of damage
Weapons Mastery Design Details
I have still to add in weapon options for magical implements.
Weapons Mastery Version 1.0
No version 1.0 of this weapon was created.
Content Updates
- 2023-08-31 - Updated to the improved layout with dynamic linking.
- 2023-04-06 - Fixed spelling mistake of lean to learn.
- 2023-03-24 - Page created on Site.
- 2022-07-31 - Published on WordPress.
- 2022-05-24 - Created at version 2.0 of my weapon mastery rules.