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    Item Creation [ Notes from the Artificer ]

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    • dwarfD
      dwarf PC
      last edited by

      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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      • halfgiantH
        halfgiant PC
        last edited by

        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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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          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)

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          • dwarfD
            dwarf PC
            last edited by

            yeah, i looked at those… good idea, poorly implemented

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            • halfgiantH
              halfgiant PC
              last edited by

              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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              • halfgiantH
                halfgiant PC
                last edited by

                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)

                ——-

                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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                • halfgiantH
                  halfgiant PC
                  last edited by

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

                    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

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                    • halfgiantH
                      halfgiant PC
                      last edited by

                      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

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                      • halfgiantH
                        halfgiant PC
                        last edited by halfgiant

                        Dregnoth,

                        Working on a few new magic items to craft once we return back to the city, assuming Ayla doesn’t catch us, the MotherBeholder doesn’t kill us, or we don’t loose control of the Sphere of Annihilation <thumbs up for optimism>. Anyway i assume you have beholder spare parts a plenty, to spare, for a pour artificer to make a magic item or two from? Also i know you have some Blue Dragon parts, do you have any of the other Chromatic dragons?

                        I may need your help prepping the reagents for enchantment, just let me know if you have any extra spare dragon parts you can spare.

                        –Kargin

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                        • dwarfD
                          dwarf PC
                          last edited by daermadm

                          beholder bits aplenty, aye 😉 (eye ?)

                          sadly, blue is the only flavor of chromatic we’ve come across thus far… tho i did get to eat a Brine dragon as well. i could probably ACQUIRE dragonbits of the other colors for ya, if thats what you’re lookin for - i’m sure the ogres at the brewery have a bunch socked away (from recent kills ta make Bloodweiser) in the fridge for when we get back, so i can brew up some of Arg’s recipe of Balor Hotwings for 'em… they’ve been jonesing something fierce for that treat ever since we left the mess 😉

                          does take a while to regenerate enough balor blood ‘ta feed a troupe o’ ogres, tho !

                          -Dregs

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            Great! I’m thinking about a Staff of Many-Eyes, and/or Wands of the Beholder…something along those lines.

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                            • dwarfD
                              dwarf PC
                              last edited by

                              book and page reference ?

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                New Creations… not in existence yet, at least not to my knowledge.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  ARTIFICER’S MONOCLE

                                  Price (Item Level): 1,500 gp (5th)
                                  Body Slot: Face
                                  Caster Level: 5th
                                  Aura: Faint; (DC 17) divination
                                  Activation: See text
                                  Weight: —

                                  This glass lens is rimmed with gold and has a fine gold chain attached to an ear clip. Putting on a monocle is a standard action. While wearing an artificer’s monocle, whenever you successfully use your artificer knowledge class feature to detect an item’s magical aura or you cast detect magic and have at least 5 ranks of Knowledge (arcana), you can spend 1 additional minute studying the item. If you do, you
                                  can identify the abilities of that item as if you had cast identify upon it.

                                  Prerequisites: Craft Wondrous Item, identify, Artificer Knowledge or Knowledge
                                  (arcana) 5 ranks.
                                  Cost to Create: 750 gp, 60 XP, 2 days.

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Ring of Sustenance

                                    This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

                                    Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      BEHOLDER CROWN
                                      Price (Item Level): 20,000 gp (15th)
                                      Body Slot: Head
                                      Caster Level: 13th
                                      Aura: Strong; (DC 21)
                                      necromancy
                                      Activation: Swift (mental)
                                      Weight: 1 lb.

                                      ![0_1545965896709_beholder crown.png](Uploading 100%)

                                      Ten metal stalks sprout from this grotesquely formed bronze crown. At the tip of each stalk, a different gem gazes like a glistening eye. These strange crowns can shoot
                                      rays from eyelike gems, much like the attacks of their namesake. Each gem can fire a different ray a single time at a target (doing this burns out the gem). Each ray extends up to 30 feet and requires a ranged touch attack to successfully strike a target. Each ray functions as a particular spell (though the ray only affects a single target):

                                      • charm monster (Will DC 17 negates)
                                      • charm person (Will DC 17 negates)
                                      • deep slumber (Will DC 17 negates)
                                      • disintegrate (Fort DC 17 partial)
                                      • fear (Will DC 17 partial)
                                      • finger of death (Fort DC 17 partial)
                                      • flesh to stone (Fort DC 17 negates)
                                      • inflict moderate wounds (Will DC 17
                                      half)
                                      • slow (Will DC 17 negates)
                                      • telekinesis (violent thrust against a target of up to 325 pounds; Will DC 17 negates )

                                      Prerequisites: Craft Wondrous Item, charm monster, charm person, deep slumber, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, slow, telekinesis.

                                      Cost to Create: 10,000 gp, 800 XP, 20 days.

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

                                        @halfgiant said in Item Creation:

                                        ![0_1545965896709_beholder crown.png](Uploading 100%)

                                        Did it get stuck at 100%? Normally it just pops from 100% to the imgur link.

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Amulet of Metaspell Influence

                                          XP Value: 3,000 ; GP Value: 15,000
                                          (2E Tome of Magic; Reference: Encyclopedia Magica Volume 01, pg36)

                                          This amulet does not appear to have any magical function (although it radiates magic if detection is used) until it is worn by someone using one of the dilation, far-reaching, or extension spells. When such a spell is cast, the amulet adds 50% to the functional effect of the spell. For example, if extension /is used to increase the duration of a 3rd-level spell by 50%, the wearer of this amulet can add another 50%, raising it to a 75% extension effect.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            Amulet of Power
                                            XP Value: 12,000 GP; Value: 60,000
                                            (DRAGON Magazine 5; Encyclopedia Magica Volume 01, pg39)

                                            Usable by all Spellcasters, this object serves to periodically boost latent magical energy. One day each week, the number of spells (of each level) the caster may perform, and the range, duration, and power (dice, area, number affected, etc.) of those spells, is increased by 50%. An enchanter could, for example, do 6-4-3-1 spells on one day a week, rather than the usual 4-3-2-1. (Always round fractions down.) Due to the increase in spell capabilities, the target’s saving throw is augmented by+3. Upon acquiring the amulet of power, a new user must wear it for 30 consecutive days before it melds properly to his or her mental capacities. After that period, the amulet becomes fully functional. Any attempts to make use of the power boost before the 30-day period is completed are all in vain.

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