Item Creation [ Notes from the Artificer ]
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Dedicated Wright
Tiny Construct
Hit dice: 1d10 (5 hp)
Initiative: +0
Speed: 10 ft.
Armor class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/−7
Attack: Hammer +3 melee (1d3+1)
Full Attack: Hammer +3 melee (1d3+1)
Space/Reach: 0 ft./0 ft.
Special Qualities: Construct traits, darkvision 60 ft., item creation, low-light vision
Saves: Fort +0 Ref +0 Will +0
Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7
Skills: Craft (any) +7, Craft (any) +4
Feats: Skill Focus (Craft)Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 2–3 HD (Small)A dedicated wright is a homunculus created to carry out the process of item creation on behalf of its master. Unlike most homunculi, a dedicated wright does not go out on missions or accompany its master on adventures. Instead, it stays home working while its master adventures.
Combat
A dedicated wright shies away from combat. If threatened, it tries to hide someplace too confining for its attackers to follow.Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion.
Construction
A dedicated wright is molded from clay, glazed with a mixture of arcane unguents and the creator’s blood, and fired in a kiln. The materials cost 100 gp. Creating the body requires a DC 14 Craft (pottery) check.A dedicated wright with more than 1 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.
Craft Construct, arcane eye, fabricate; Price — (never sold); Cost 2,100 gp + 160 XP.
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@halfgiant what source was this from?
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Eberron Campaign Setting, p. 285
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i LIKE it !! gonna have to make a 6-pack of alchemical wrights, methinks >:)
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@dwarf said in Item Creation:
e a 6-pack of alchemical w
My thoughts exactly…they don’t look to be overly expensive.
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Does anyone in V’Ral have experience in making constructs (successfully i would hope) with manacite?
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@halfgiant said in Item Creation:
Does anyone in V’Ral have experience in making constructs (successfully i would hope) with manacite?
No one has done it to date.
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I may have incorrectly read the rules into the prerequisites for making a magic item, the rules aren’t quite as strict for magic item creation as i originally had thought.
According to the SRD:
Caster Level
The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. This information is given in the form “CL x,” where “CL” is an abbreviation for caster level and “x” is an ordinal number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the creator. The minimum caster level is that which is needed to meet the prerequisites given.
Prerequisites
Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item’s caster level.
So… caster level (or CL##) is a separate entry from prerequisites, nothing in the entry for what a caster level is says that you EVER have to meet that value.
The prerequisites are listed FOLLOWING the caster level, that’s explicit, it’s quite clear that caster level is not a prerequisite. The minimum caster level for items is the minimum needed to meet the prerequisites, that’s clear in black and white in both your DMG and the SRD. Neither says anything about using the listed caster level in determining the minimum manufacturer’s level, in fact they have a section on determining the minimum level to make an item, and they STILL don’t mention caster level there. Neither says that the listed caster level is a prerequisite, it’s a separate entry that happens before prerequisites.
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STRONGARM BRACERS
Price (Item Level): 6,000 gp (10th)
Body Slot: Arms
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation Activation: —
Weight: 1 lb.These flexible, blue-green leather armbands are covered with gold studs.
When wearing strongarm bracers, you can wield weapons as if you were one size category larger than normal. (You don’t take any penalty when using weapons as normal for your size.) For example, a human wearing these bracers could wield Large or Medium weapons with- out penalty. The effect of these bracers doesn’t stack with the powerful build trait (such as that possessed by the half-giant and goliath races).Prerequisites: Craft Wondrous Item, enlarge person.
Cost to Create: 3,000 gp, 240 XP, 6 days. -
So in most rule sets i have reviewed (regarding crafting) metamagic-type items almost always as rods, i have seen some metamagic gems that were one shots, and Wand Metamagic Grips that reside in the Complete Mage. Has anyone seen any reason why a crafter can’t make a ring based metamagic item? Ring of Twin as an example?
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@halfgiant said in Item Creation:
So in most rule sets i have reviewed (regarding crafting) metamagic-type items almost always as rods, i have seen some metamagic gems that were one shots, and Wand Metamagic Grips that reside in the Complete Mage. Has anyone seen any reason why a crafter can’t make a ring based metamagic item? Ring of Twin as an example?
I’ll need to review the rod stuff for comparison. But I can’t see a big issue.
A few references?I am assuming this is for an item that enhances a spell you are casting with a meta magic feat.
The MetaMagic grips are different than normal metamagic rods.
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sigh stay outta my head, powerviner… the 10e cubewand/staff/rods i’m STILL FINISHING have a better way of metamagicking output
don’t you have an immortalz game to work on ??
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I do, but between spell breakers, regenable cubes, sockets, Rorek pondering about building a forge, 10e energy types. and Kargin growing list of crafting goodies…its hard not to think about how to-do the DM.
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Metamagic Wandgrip
This copper wand-sized handgrip allows you to apply your metamagic feats to wands.
Description: A metamagic wandgrip is made of copper. It is unadorned except for a single magical rune carved out
of the handgrip, so that the wielder’s skin is exposed to the magic item through that rune. The hollow rune glows whenever the item is used, though its position inside the closed hand makes this difficult to see.Activation: Activating a metamagic wandgrip is subsumed in the activation of the wand. It functions only three times
per day. Placing a wand into the wandgrip (or removing a wand from it) requires a move action.Effect: You can apply any one metamagic feat you know to a wand placed within the wandgrip. Doing this drains an additional number of charges from the item equal to the normal cost of that feat in spell slots. For instance, Extend
Spell normally raises the cost of a spell by one level, so using Extend Spell on a wand or staff would drain one additional
charge (on top of the cost of the spell being cast) from the item.In all other ways, this item functions as if you had the Metamagic Spell Trigger feat.
Aura/Caster Level: Moderate transmutation. CL 6th.
Construction: Craft Wondrous Item, Metamagic Spell Trigger, 3,000 gp, 240 XP, 6 days.
Market Price: 6,000 gp.
Spell-Lens: Originally fashioned by the Netherese, spell-lenses have only recently been recovered from the ruins of the Sargauth Enclave by explorers of Undermountain. A spell-lens resembles a small crystal oval with a socket on one end that attaches to the end of a wand. When used in such a fashion, a spell cast from a wand acts as if affected by both the Empower Spell feat and the Enlarge Spell feat, but costs triple the normal number of charges. If the wand lacks suffi cient charges, the spell-lens has no effect.
Strong transmutation; CL 17th; Craft Wondrous Item, Empower Spell, Enlarge Spell; Price 13,500 gp; Weight —.
(Reference for Spell Lens: City of Splendors) -
yeah, i looked at those… good idea, poorly implemented
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I was thinking about modifying them to work more like the metamagic rods, but tailored specifically to wand grips. Probably result in a price increase. Agree for the most part good idea, pour implementation.
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Metamagic Gem
Aura strong (no school); CL 11th; Slot none; Price 2,000 gp (empowering topaz), 1,000 gp (enlarging amethyst), 1,000 gp (extending garnet), 4,000 gp (maximizing sapphire), 8,000 gp (quickening diamond), 1,000 gp (silent spinel), 1,000 gp (still amber), 4,000 gp (widening emerald); Weight —
DESCRIPTION
Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question.
When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast.
Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a full-round action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action).
The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created—their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, appropriate metamagic feat; Cost 1,000 gp (empowering topaz), 500 gp (enlarging amethyst), 500 gp (extending garnet), 2,000 gp (maximizing sapphire), 4,000 gp (quickening diamond), 500 gp (silent spinel), 500 gp (still amber), 2,000 gp (widening emerald)
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Idea is there like the wand grip, just poorly implemented. Good idea for adaption in the implementation of cubes, as we discussed at Show-Mes.
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Notes for a Future Date
Item Source Cost Desc Wand Bracer Dungeonscape p.33 300gp each 5 wands, retrieve with swift action, reload is full round I think Wand Bracelet Magic Item Compendium p147 12000gp each Shrinks 4 items like Glove of Storing, swift action to store, move to switch Bracer of Wands Dragon 291 p51 60,000gp a Pair Stores 3 wands per bracer (6 total) at the cost of a charge each. Wands can be used as if they were in-hand Glove of the Master Strategist Ghostwalk p71 3600gp each The base Glove of Storing is over priced, this is based on the 3.0 price and also adds true strike. Free action to store 1 item Casting Glove Magic Item Compendium p.84 20,000gp each As glove of storing, except any item inside the glove can be activated as if you were holding it -
Magic Weapon Abilities - Valorous
A valorous weapon allows its wielder to make powerful charge attacks. When used in a charge, the valorous weapon deals double damage, much like a mounted warrior with the Spirited Charge feat. More than one doubling of damage increases the damage multiple by one per additional doubling, so double-double damage is triple damage, triple-double damage is quadruple damage, and so on.Caster Level: 12th
Requirements: Craft Magic Arms and Armor, righteous might
Price: +1 bonus
Unapproachable East -
Armor Abilities - Wand Chamber
A wand chamber is a thin, cylindrical slot on the handle of a weapon or the edge of a shield that can hold a single wand. When a wand is loaded in the chamber, it is considered ready and can be activated without having to drop the weapon or shield. Changing the wand in the chamber is a full-round action.
Price: +100 gp
Dungeonscape