Item Creation [ Notes from the Artificer ]
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This is the start of the magic item creation thread. Starting this to track the artificers creations, but others are welcome to jump in.
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Rod of Many Wands
Reference: Complete Mage, Page 128
Construction: Craft Rod, Craft Wand, 13,500 gp, 1,080 XP, 27 days, CL 17
Market Price: 27,000gp
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Wands
50 charges, spell trigger
Base Price: Spell level x caster level x 750 gp
Example: Wand of Fireballs - 3rd level x 6th level caster x 750 gp = 13,500 gp
A character creating an item pays 1/25 the base price in experience points.
Crafting a wand requires one day per each 1,000 gp of the base price.
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Belt of Giant Strength +6
CL 10th; Craft Wondrous Item, bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);
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Boots of Haste
Prerequisites: Craft Wondrous Item , Haste .
Cost to Create: 6,000 gp, 480 XP, 12 day(s), CL10 -
Head band of Intellect
CL 8th; Craft Wondrous Item, fox’s cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
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Adding New Abilities
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword .
If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to herring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
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Adding Spell Resistance to a existing Shield +2
CL 9th; Craft Wondrous Item, spell resistance; Price 90,000 gp.
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Adding Fire Resistance, Greater to your armor.
CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
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For Prosperity and Reference.
Weapons, Armor and Shields
0_1497321112268_DnD3.5Index-MagicItems-WeaponsArmor.pdfVarious Magic Items
0_1497321127112_DnD3.5Index-MagicItems-Personal-byCost.pdf -
oh quit dickin around with that little junk and just build yourself a Belt of Magnificence +6 (p42, Miniatures Handbook) and do it right
“stoppit ! stoppit ! quit shootin that little shit, don’t shoot that shit no more !” - Harlem Nights
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Ohh i already did that math on it, i don’t believe i’m high enough level crafter yet to do it.
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Belt of Magnificence
This sparkling metal belt projects power and authority. The belt adds a +2, +4 or +6 enhancement bonus to the wearer’s Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma scores.
Strong transmutation; CL 18th; Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, owl’s wisdom; Price 25,000 gp (+2), 100,000 gp (+4) or 200,000 gp (+6).
Source: Miniatures Handbook
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Weirdstone
These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).All astral and ethereal travel.
All divination (scrying) spells.
All conjuration (teleportation) spells.
Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone’s area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
Source: Player’s Guide to Faerûn
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Hammer of Thunderbolts
This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant Strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.
Strong evocation, necromancy, and transmutation; CL 20th; Weight 15 lb.
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Rod of Cancellation
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.)
Strong abjuration; CL 17th; Craft Rod, mage’s disjunction; Price 11,000 gp.
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Gauntlets of Extraordinary Specialization
Properties:
Adds an extra 1/2 attack per round.
THAC0: +1 bonus.
Damage: +2 bonus.
Weight: 1.Moderate evocation; CL 12th; Craft Magic Arms and Armor, Price 60,312 gp; Cost 30,312 gp + 2,400 XP.
Lore:
Hargrim “Grey-Axe” Othosfind perhaps one of the most well known shield dwarves to come from Mithral Hall owner of these gauntlets was a hero to his people. He specialized in Great Axes, and to watch him work was something you never forgot. During the battle with the Drow at Garumn’s Gorge, Hygrim had layed waste to a field of Drow, but not before getting bested by a clever female Drow Sorcerer who had vanished him in a swirling vortex of magic. His location and what happened to him are unknown. The then Sixth King of Mithral Hall, Garumn Battlehammer, had commissioned his clerics to search for Hygrim but was never found. Occasionally rumors reach the Dwarves of Mithral Hall of remarkable feats on the battlefield that follows with a description of Hygrim’s Gauntlets, somehow these gauntlets have not made it home to Mithral Hall. -
Crossbow, Dwarven Mauler - Firetooth
This magical Great Crossbow’s, strung with enchanted giant hair, is forged with missiles that are more accurate and more powerful than traditional bolts. Firetooth generates +2 firebolts as ammunition, and will only fire these enchanted missiles, so there is no need for ammunition. Firetooth +3 is an enchanted great crossbow which does not require ammunition, but instead creates magical arrows/bolts of fire, which inflict 5 (3 fire dmg + 2 from enh bonus) points of damage. The crossbow itself adds 1d12 + 8 points of damage, it has a +5 to hit bonus (+3 from the crossbow, +2 from the bolts). The weight, speed factor and rate of fire are not improved.
Furthermore, against all giants and goblinoids, the dwarven mauler’s critical multiplier is increased to ×4.Caster Level: 10th;
Prerequisites: Craft Magic Arms and Armor, creator must be a dwarf;
Market Price: 28,700 gp;
Cost to Create: 14,700 gp + 1120 XP. -
Iron Golem
Construction
An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct (see page 303), cloudkill, geas uest, limited
wish, polymorph any object, caster must be at least 16th level;
Price 150,000 gp; Cost 80,000 gp + 5,600 XP. -
Its a spell, but i wanted to capture it for future reference, on Phase 2 of downtime.
Transference
(Player’s Handbook II)Universal
Level: Bard 1, Cleric 1, Druid 1, Sorcerer 1, Wizard 1,
Components: V, S, AF,
Casting Time: 10 minutes
Range: 10 ft.
Target: 10-ft.-radius burst centered on you
Duration: Permanent (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: NoWisps of ethereal light rise off the targeted creatures, consolidate into glowing orbs, and then streak toward the spellcaster, fusing with their body.
This spell allows you to store a transfer of XP from one or more creatures (maximum five), but only for the purpose of constructing an agreed upon magic item. The XP gained from other creatures through this spell is not counted toward attaining a new level. Targeted creatures must agree to the focus component that will be
used in creating the magic item before allowing this spell to be cast on them. Once the spell is cast, targeted creatures control how much XP to transfer. You cannot accept a transfer of more XP than is needed to construct the agreed upon magic item. All the requirements for transferring XP, compensating for XP, and sharing XP costs apply to the casting of this spell.If allowable changes are made that require more XP, you must provide that XP yourself or cast this spell again to store a transfer of more XP as needed. If allowable changes are made that require less XP, the difference is returned to the targeted creatures in proportionate amounts (as per their original contributions). If you start making a magic item that is not allowed by even one of the targeted creatures, all the transferred XP is immediately returned to those creatures. If you spend at least one day making the agreed upon magic item, the XP is consumed regardless of whether the magic item is completed or not. If you start working on a new magic item after spending at least one day making the agreed upon magic item, the XP is consumed and lost (as per the normal rules for creating magic items).
Focus: The raw material of agreed upon magic item (for example, a cloak, sword, or wand).