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    Item Creation [ Notes from the Artificer ]

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    • halfgiantH
      halfgiant PC
      last edited by

      High Anvil of the Dwarves
      XP Value: 5,000 GP Value: 50,000
      (DRAGON Magazine 58; Encyclopedia Magica Volume 01, pg51)

      The skill of dwarf metalcrafters is legendary, and through the ages they have continued to find ways of improving their smithing abilities. At some time within the last several centuries, dwarves learned how to create a magical device that would make them even more skilled as armorers, weapon makers, and smiths. The great cost of creating a high anvil, however, has kept the number of these items down to a precious few. Only a very large enclave can afford to make one—high anvils are never found in the shops of dwarven armorers, weapon makers, or smiths located in cities and towns—the danger of theft is too great.

      High anvils are large, elaborately carved, and forged from an alloy of adamantite and steel. They radiate a faint aura of magic. The anvils weigh about 175 pounds and cannot be easily moved or carried, and are often fixed or welded to the floor of the main armory of dwarven colonies.
      The workmanship involved in the forging and decoration of a high anvil represents the best that the dwarves of the clan can offer, frequently adorned with depictions of great events in the clan’s history. While dwarves hold their high anvils to be beyond price, a realistic appraisal of one’s worth would probably range from 30,000 to 60,000 gold pieces.

      When used for metalworking, a high anvil adds +50% to the skill level of dwarven armorers, and doubles their efficiency, effectively cutting armor construction time in half. Dwarven smiths using a high anvil have doubled efficiency when forging any item, and weapon makers may construct axes, swords, and the like at three times the normal rate, working them on a high anvil. Nondwarf characters or creatures who use a high anvil (a very rare event, since dwarves are extremely protective of their treasures) have +25% added to their skill as armorers but enjoy no other benefits.

      The increase in skill level and decrease in construction time are not permanent and only apply when a high anvil is used. Mithral and adamantite alloys can be worked with greater ease on a high anvil, and anything forged on one is of the higher quality. A high anvil is created by a long and involved
      process of crafting and enchantment. The physical work upon the Anvil takes between 24 and 36 months, and can only begin after the members of the clan have taken 6d4 months to decide on the anvil’s shape, design, and decorations. Once the anvil has been forged, it must undergo a ritual blessing by the most powerful dwarven priest in the clan, and 4d4 other priest assistants. (The main priest must be at least 6th level, and a member of the same clan as the dwarves who forged the anvil.) The blessing takes ld4+4 days, and the clan’s patron deity is invoked during the final enchantments.

      High anvils are not commonly found in treasure hoards. One might be discovered in the ruins of a dwarven stronghold, but even if the clan had been destroyed or driven off, another clan would try to recover the anvil to keep it from falling into the hands of another race. Dwarves who do manage to gain possession of a high anvil (from nondwarves, of course, since dwarves do not
      steal from each other) gain 10,000 experience points; the award is half as great for nondwarves who come to own one.

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      • halfgiantH
        halfgiant PC
        last edited by halfgiant

        (Admantium) Dwarven WarPick of Anchoring +5
        Exotic One-Handed Melee
        Type: Piercing
        Critical: 20/x4
        Damage(M): 1d8

        Greater Anchoring (DR309 p110)

        Any Weapon Dimensional Anchor, for 1 minute on an opponent hit by this weapon. The decision to use this ability is made after the weapon hits, but on the same round as the hit. Unlimited uses.
        Mod Abj 10 Craft Arms & Armor Dimensional Anchor +80,000 —

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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          Creating New Runestaffs

          If you want to create a runestaff of your own design, it should have two to five arcane spells associated with it, and the spells should be thematically linked in some way. The lowest-level spell in a runestaff should be at least 3rd level.
          Crafting a runestaff requires the Craft Staff feat, along with any spells held by the runestaff. You don’t need to supply any material components or foci required by the spells in a runestaff, nor do you need to pay any XP cost required by the spells, since the wielder of the staff pays those costs.

          To set the price of a runestaff, multiply the level of the highest-level spell in the runestaff by itself, then by 400 gp. For each additional spell in the runestaff, square that spell’s level and multiply by 200 gp. Add the values together to fi nd the final price of the runestaff. If a spell can be used less than three times per day, reduce the gp multiplier for that spell by 100 per use below three (or 50 per use below three, for spells after the first).

          Example: Steve’s sorcerer wants to invent the runestaff of speedy travel, which would provide dimension door (4th), fly (3rd), and expeditious retreat (1st). The price for this item would be 6,400 (4 × 4 × 400) plus 1,800 (3 × 3 × 200) plus 200 (1 × 1 × 200), or 8,400 gp. If he only wanted to be able to use dimension door once per day, the price would be reduced to 6,800 gp (4 × 4 × 200 gp for dimension door, plus the other costs as normal).

          A runestaff allows its wielder to use her own arcane energy to generate magical effects. Typically, a runestaff has anywhere from two to five spells. By expending a prepared arcane spell or arcane spell slot, the wielder can cast a spell of the same level or lower from the runestaff’s list, as long as that spell also appears on the wielder’s class spell list. The spell is treated exactly as if the wielder cast the spell herself, including caster level, save DC, and any other effects related to the spell. Unless stated otherwise in the runestaff’s description, each spell can be cast from a runestaff three times per day.

          Magic Item Compendium, Page 225

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          • daermadmD
            daermadm DM
            last edited by daermadm

            I don’t get why material components are not needed for creation.

            Because a runstaff is more like just an extra spell slot holding the specific spell?

            But you can cast it as much as you want, so there should be some power there.

            It has no charges? Or am I missing something?

            halfgiantH 1 Reply Last reply Reply Quote 0
            • halfgiantH
              halfgiant PC @daermadm
              last edited by

              @daermadm Updated the posting (above) my copy didn’t capture across pages, in short interesting idea, but lame implementation.

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              • halfgiantH
                halfgiant PC
                last edited by

                Ok since i have retooled Kargin from a 3.5 Cleric to a 10E Caster, i have been thinking about how to blend the 10E energy, effect elements into crafting magic items. So i started looking at the Ring of Regeneration.

                And began thinking about regenerating different energy types under different affects like a Psionic or Mana (or any other energy type) Regeneration Aura (efx) Ring.

                I’m guessing nobody in V’Ral has attempted any of this, yes/no? So Kargin will probably have to blow himself up a few times to figure it out.

                Its mentioned in the forums about the Laputans having Masters at mixing manacite with components from the plane of air in order to create their floating cities and platforms. Has anyone in V’Ral figured out how that process works? Not necessarily specific to the plane of air, but more generally speaking with other magical components to build enduring amplified affects.

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                • dwarfD
                  dwarf PC
                  last edited by

                  ** dregs looks at his old 2001 era ancitem.doc file… **

                  soooo… you’re trying to reverse engineer the Ancient Ring of Energy Regeneration ?? or just trying to make it into an aura ?

                  (( since its well known that rings of regeneration are crafted from troll bone, this was one of the first things that dregs TRIED to make when we killed off some manatrolls. hasn’t been able to get it working tho 😞 keeps encapsulating itself and/or the body part wearing it inside manacite. but he’s more of a tinker - as a protoancient, you’re a lot more likely to crack that issue than a mad alchemist. let him know if you want the prototype or a fresh bone to work with ! ))

                  daermadmD 1 Reply Last reply Reply Quote 0
                  • daermadmD
                    daermadm DM @dwarf
                    last edited by daermadm

                    @dwarf said in Item Creation:

                    soooo… you’re trying to reverse engineer the Ancient Ring of Energy Regeneration ?? or just trying to make it into an aura ?

                    No, he is just trying to make a Ring of Regeneration but as a 10e caster. Wrapping our heads around how it all works when there are no longer spells as there used to be.

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                    • halfgiantH
                      halfgiant PC
                      last edited by

                      Yes, exploring how the crafting system adapts to a new magic system when there are new power sources, and affects available that would have been previously harder to mimic, or create. Now it may be possible thru access to the 10E system and wedging it into the current crafting system to make things like a ring of mana regeneration, or Instead of a Ring of Fire Elemental Command, maybe a Ring of Quasi-Elemental Command (Vacuum).

                      Some of the combinations may be deemed workarounds or backdoors that can mimic similar epic/ancient items and there for should be pushed to those power levels, it may make sense (I leave that to the DM). But now that the 10E system is out there, its only natural for Kargin to want to adapt/use that in his creations within the current crafting system.

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                      • dwarfD
                        dwarf PC
                        last edited by

                        ahh - so you’re RE-engineering it atop the 10e magic system… gotcha 😉

                        …mmm - both Varalla and Rose robe-messaged me about interest in your Vacuum Elementals for cleaning the palace and city streets. might i suggest wrapping a silence aura around your lab to keep the bored kids at the scrytower from sharing your secrets ? or perhaps a scry-redirect to a certain alchemists lab - they avoid that due to nightmare-induced trauma…

                        halfgiantH 1 Reply Last reply Reply Quote 0
                        • halfgiantH
                          halfgiant PC @dwarf
                          last edited by

                          @dwarf I like the scry redirect, we know how Dregnoth likes to do his experiments in the nude!

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                          • dwarfD
                            dwarf PC
                            last edited by

                            hairy naked pregnant Dregnoth for the win !! 🙂
                            (( sanity never stood a chance ))

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                            • halfgiantH
                              halfgiant PC
                              last edited by halfgiant

                              Rorek Boots
                              Boots of Speed, Striding, Springing, and Freedom of Movement

                              Price: 32,000 gp
                              Item Level: 17th
                              Body Slot: Feet
                              Caster Level: 10th
                              Aura: Faint; Transmutation
                              Activation: —
                              Weight: 1.0 lb.

                              Striding: These boots increase the wearer’s base land speed by 10 feet.
                              Springing: Wearer can now make great leaps (enhancement bonus). Jump Skill receives +10 competence bonus on Jump checks.
                              Speed: Movement (including land movement, burrow, climb, fly, and swimming) increase by 30 feet.
                              Freedom of Movement: Wearer to act as if continually under the effect of a freedom of movement spell.

                              Prerequisites: Craft Wondrous Item, Longstrider, Haste, Freedom of Movement

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Dwarven Ring of Combat Superiority

                                This ring grants the wearer the effect of two extra attacks when making a full attack action. This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed.

                                Moderate transmutation; CL 9th; Forge Ring; Sakkratar’s Triple Strike; Price 75,000 gp.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Amulet of Mighty Fists

                                  Aura faint evocation; CL 5th; Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight —

                                  DESCRIPTION

                                  This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

                                  Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

                                  CONSTRUCTION REQUIREMENTS

                                  Feats Craft Wondrous Item; Spells greater magic fang; Special creator’s caster level must be at least three times the amulet’s bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Fanged Ring

                                    Description: Protruding 3 inches above its setting, this gray fang dragon scale is set in a heavy gold band. The ring appears cumbersome but does not interfere with any actions.

                                    Activation: A fanged ring functions continuously while worn. Anyone donning the ring receives mental instructions in Draconic on the effects of the item and how to activate it.

                                    Effect: A fanged ring grants its wearer the Improved Unarmed Strike feat and the Improved Natural Attack (unarmed strike) feat. If the wearer deals a critical hit with an unarmed strike, he also deals 1 point of Constitution damage to the creature struck.

                                    Aura/Caster Level: Strong transmutation; CL 12th. Construction: Forge Ring, divine power, poison. 5.000 gp, 400 XP, 10 days. Weight: —. Price: 10,000 gp.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Arcane Might

                                      Usually made of bronze, a ring of arcane might is forged in the shape of a serpent devouring its own tail. When worn by any arcane spellcaster, the ring provides a +1 bonus to arcane caster level for the purpose of spell penetration checks, caster level checks, and all level-based variables of any arcane spell the wearer casts.
                                      Moderate abjuration; CL 8th; Forge Ring, limited wish, magic weapon, greater; Price 20,000 gp.
                                      Source: Complete Arcane

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        Some time ago, i remember the Magnesti’s had made robes that were the equivalent of platemail (and possibly full plate - little fuzzy on that one). In fact, I had a old Magnesti PC that had them, and Elisha wears them (actually hers is a Magnesti Robe/ArchMagi Variant - i don’t remember the who, what, were and when behind that it was far to many solar rotations ago. Are the general Magnesti Platemail equivalent Robes considered a special magic item, that is not normally available to standard Crafting creation rules or did someone else make them?

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          I don’t remember what the name of them were called, but back in the Chaos days there were magic cubes (similar to force cubes) that granted temporary hp to the player. If you remember what they were, can you post the specifics to them here?

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                                          • dwarfD
                                            dwarf PC
                                            last edited by

                                            Magnesti Platemail (of +1 to +5 in the old 2e dayz) is basically enchanted cloth that becomes as hard as platemail when its struck by anything pointed or with force… (kinda like how non-newtonian fluid like cornstarch liquid is soft when touched gradually but hard when struck forcefully).

                                            that same base design was used when crafting Robes of Roland for the daughters… the original idea came from a series of novels called Guardians of the Flame which featured a Priestess of the Hand named Doria who had robes that worked like that 😉 (but without the comm/vacuum/extradimensional storage abilities i added for the rolandites)

                                            as far as “not available to standard crafting” - well the specialized ones networked together couldn’t be made by anyone not employed by the Church of Roland (for obvious reasons) but cloth that works like platemail could be fashioned by anyone with the requisite skills in weaving and enchanting armor. in ANY case, there’s precious few restrictions for ancients - who by and large can ignore crafting rules placed on lesser mortals…

                                            as to the cubes, they were called Personal Cubes of Force (or PCFs) - and they created a forcefield effect over the skin that absorbed 100hp of incoming damage per dice “pip” they rolled. throw down and get lucky enough to roll a 6 and it’d absorb 600 damage before failing. they were first crafted by the outraged Ancient in Argopolis who grew offended that so many people were purchasing the technological-based Shield Spheres - so he one-upped the gizmos with an “improved” version that was magical based.

                                            Shield Spheres were a one-shot item that blocked 200 hp of incoming damage from any source - weapon, spell, you name it… and retailed at 5k, produced in mass by the mountain of technodwarves ruled by Durst and Durania, his Hexwitch bride.

                                            The ancient made his variable, providing up to 3x the absorption AND giving it the ability to self-repair if picked up by the user before it reached 0 HP (which would destroy it). the PCF retailed for 11k - which the ancient considered a bargain 🙂 (( the PCF would automagically self-repair itself once per day so long as it had at least one HP left ))

                                            regardless, both vendors did a brisk trade in such items to adventurers of every type - as most would buy a few of each to hedge their bets against antimagic/deadmagic zones and effects (which wouldn’t stop tech items from operating).

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