Item Creation [ Notes from the Artificer ]
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Ring of Death Ward
This ring continuously grants its wearer the protection of the death ward spell.
Moderate abjuration; CL 7th; Forge Ring, death ward; Price 60,000 gp; Weight -.
Source: Dragon #342 -
[Mongoose; Ultimate Magic Items; Page 40]
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Crossbow, Deathwand
The two thin hollows in this +2 light crossbow’s stock have a magical affinity with wands. The wielder of the deathwand crossbow is considered to be holding either of the wands when she wields the crossbow, and she can use either wand normally without letting go of the crossbow. Removing or stowing a wand in the crossbow takes a move-equivalent action. If the crossbow is destroyed, any wands it holds are also destroyed.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Leomund’s secret chest; Market Price: 10,335 gp; Cost to Create: 5,335 gp + 400 XP.
Source: Arms and Equipment Guide
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Magic Weapon Abilities - Surge I
A surge weapon is valuable to 10e characters and other creatures that can enter into a Adrenalin surge. When the wielder is surging, the weapon’s enhancement bonus increases by +2.
Caster Level: 13th
Requirements: Craft Magic Arms and Armor, Adrenaline Surge I
Price: +1 bonus——
Magic Weapon Abilities - Surge II
A surge weapon is valuable to 10e characters and other creatures that can enter into a Adrenalin surge. When the wielder is surging, the weapon’s enhancement bonus increases by +2 and adds 1d8 damage to each weapon hit.
Caster Level: 13th
Requirements: Craft Magic Arms and Armor, Adrenaline Surge II
Price: +2 bonus -
Gate Key: When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (though true seeing or similar magic reveals their presence).
Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight: 1 lb.
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Deathstrike Bracers
(MIC p. 93)Price (Item Level): 5,000 gp (9th)
Body Slot: Arms
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Swift (mental)
Weight: 2 lb.Each of these black steel bracers is marked with an etching of crossed swords.
When activated, deathstrike bracers allow you to use melee weapons to deal extra damage from critical hits and precision damage (including sneak attacks) to creatures immune to such damage. This effect does not allow you to overcome any other immunity or resistance to extra damage from sneak attacks or critical hits (such as the fortification armor property). This effect lasts for 1 round.
This ability functions three times per day.
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@halfgiant said in Item Creation [ Notes from the Artificer ]:
Belt of Magnificence
Looks down at his belt, it may be time for an upgrade.
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Energy Bow
[http://archive.wizards.com/default.asp?x=dnd/ask/20061227a]Price: 22,600 gp
Body Slot: — (held)
Caster Level: 6th
Aura: Moderate; (DC 18) evocation
Activation: See below
Weight: 3 lb.Simply drawing your fingers in the air near this finely crafted bow causes it to be strung with an arrow of glimmering energy.
Hank’s energy bow acts as a +2 composite longbow that accommodates a user of any Strength. Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage. As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures.The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force.When drawn, the energy bow sheds light like a torch.
In addition, Hank can use the bow to make power shots. To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Hank’s base attack and add this same number to the damage dealt by the bow with any attack that hits. The penalty on attack rolls and bonus on damage rolls last until Hank’s next turn.
Prerequisites: Craft Magic Arms and Armor, magic missile.
Cost to Create: 11,500 gp, 888 XP, 23 days. -
@halfgiant that is pretty gimp.
But then again most of that show was when compared to game rules.
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Yeah i was thinking the same thing, but captured it as the basis for the upgraded version. With some properly aged manacite, and a few key alchemical agents a proto-Ancient might be able to make an Energy Bow worthy of its name.
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Haha, i was looking for something else in the Magic Item Compendium, and couldn’t believe what i read (had to read it twice), quite the bargain for 5,500gp.
TOME OF ANCIENT LORE [RELIC]
Price (Item Level): 5,500 gp (10th)
Body Slot: —
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: 1 hour; see text
Weight: 2 lb.This ancient, leather-bound book is stuffed to overflowing with yellowing sheets of parchment. A boon to arcane spellcasters of all sorts, a tome of ancient lore contains every conceivable spell. Perusing it for 1 hour gives you a +5 competence bonus on Knowledge (arcana) and Spellcraft checks made that day, provided that you are neutral, neutral good, neutral evil, lawful neutral, or chaotic neutral. The hour spent studying the tome is in addition to any time you spend preparing spells.
Relic Power: Though the pages of this book contain all the world’s arcane knowledge, a tome of ancient lore is cursed with a deliberately confusing, ever-changing system of cross-referencing. Because its pages constantly rearrange themselves, apparently at random, fi nding any useful information by browsing the book is impossible. However, if you have established the proper divine connection, you can use a tome of ancient lore while preparing arcane spells to prepare a single spell that isn’t in your spellbook.
You have a 50% chance of finding any arcane spell of the highest level you can cast, and a 100% chance to find any other spell that you can cast. The book functions in this manner once per day.
To use the relic power, you must worship Boccob and either sacrifice a 5th-level divine spell slot or have the True Believer feat and at least 9 HD.
Lore: Allegedly penned by Boccob himself and “borrowed” from his library, the original tome disappeared for centuries. Eventually, copies began to appear in the possession of arcane colleges, spell casting dragons, and powerful wizards (Knowledge [religion] DC 20).
Prerequisites: Craft Wondrous Item, Sanctify Relic, secret page.
Cost to Create: 2,750 gp, 220 XP, 6 days. -
Ok with this context, it marginally makes a little bit more sense.
“Many of the descriptions below have market prices listed for each relic, but those prices are given to help the DM design appropriate treasure for the NPCs in the campaign - you’ll never find a price tag on a relic. Some churches might offer a finder’s fee or other gifts equivalent to half the market price if the PCs return a lost relic to them. But such a situation could be role-played, because the deal depends greatly on the relationship between the church and the specific PCs who’ve acquired the relic.”
@halfgiant said in Item Creation [ Notes from the Artificer ]:
Haha, i was looking for something else in the Magic Item Compendium, and couldn’t believe what i read (had to read it twice), quite the bargain for 5,500gp.
TOME OF ANCIENT LORE [RELIC]
Price (Item Level): 5,500 gp (10th)
Body Slot: —
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: 1 hour; see text
Weight: 2 lb.
This ancient, leather-bound book is stuffed to overflowing with yellowing sheets of parchment. A boon to arcane spellcasters of all sorts, a tome of ancient lore contains every conceivable spell. Perusing it for 1 hour gives you a +5 competence bonus on Knowledge (arcana) and Spellcraft checks made that day, provided that you are neutral, neutral good, neutral evil, lawful neutral, or chaotic neutral. The hour spent studying the tome is in addition to any time you spend preparing spells.
Relic Power: Though the pages of this book contain all the world’s arcane knowledge, a tome of ancient lore is cursed with a deliberately confusing, ever-changing system of cross-referencing. Because its pages constantly rearrange themselves, apparently at random, fi nding any useful information by browsing the book is impossible. However, if you have established the proper divine connection, you can use a tome of ancient lore while preparing arcane spells to prepare a single spell that isn’t in your spellbook.
You have a 50% chance of finding any arcane spell of the highest level you can cast, and a 100% chance to find any other spell that you can cast. The book functions in this manner once per day.
To use the relic power, you must worship Boccob and either sacrifice a 5th-level divine spell slot or have the True Believer feat and at least 9 HD.
Lore: Allegedly penned by Boccob himself and “borrowed” from his library, the original tome disappeared for centuries. Eventually, copies began to appear in the possession of arcane colleges, spell casting dragons, and powerful wizards (Knowledge [religion] DC 20).
Prerequisites: Craft Wondrous Item, Sanctify Relic, secret page.
Cost to Create: 2,750 gp, 220 XP, 6 days. -
Although, not sure what’s stopping someone from making their own.
Sanctify Relic
( Magic Item Compendium, p. 222)[Item Creation]
You can create magic items that are imbued with a connection to your deity.
Prerequisite
Any other Item Creation Feat,Benefit
You can create Relics - Magic Items that rely on a divine connection to a specific deity to function.@halfgiant said in Item Creation [ Notes from the Artificer ]:
k with this context, it marginally makes a little bit more sense.
“Many of the descriptions below have market prices listed for each relic, but those prices are given to help the DM design appropriate treasure for the NPCs in the campaign - you’ll never find a price tag on a relic. Some churches might offer a finder’s fee or other gifts equivalent to half the market price if the PCs return a lost relic to them. But such a situation could be role-played, because the deal depends greatly on the relationship between the church and the specific PCs who’ve acquired the relic.”
@halfgiant said in Item Creation [ Notes from the Artificer ]:Haha, i was looking for something else in the Magic Item Compendium, and couldn’t believe what i read (had to read it twice), quite the bargain for 5,500gp.
TOME OF ANCIENT LORE [RELIC]
Price (Item Level): 5,500 gp (10th)
Body Slot: —
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: 1 hour; see text
Weight: 2 lb.
This ancient, leather-bound book is stuffed to overflowing with yellowing sheets of parchment. A boon to arcane spellcasters of all sorts, a tome of ancient lore contains every conceivable spell. Perusing it for 1 hour gives you a +5 competence bonus on Knowledge (arcana) and Spellcraft checks made that day, provided that you are neutral, neutral good, neutral evil, lawful neutral, or chaotic neutral. The hour spent studying the tome is in addition to any time you spend preparing spells.
Relic Power: Though the pages of this book contain all the world’s arcane knowledge, a tome of ancient lore is cursed with a deliberately confusing, ever-changing system of cross-referencing. Because its pages constantly rearrange themselves, apparently at random, fi nding any useful information by browsing the book is impossible. However, if you have established the proper divine connection, you can use a tome of ancient lore while preparing arcane spells to prepare a single spell that isn’t in your spellbook.
You have a 50% chance of finding any arcane spell of the highest level you can cast, and a 100% chance to find any other spell that you can cast. The book functions in this manner once per day.
To use the relic power, you must worship Boccob and either sacrifice a 5th-level divine spell slot or have the True Believer feat and at least 9 HD.
Lore: Allegedly penned by Boccob himself and “borrowed” from his library, the original tome disappeared for centuries. Eventually, copies began to appear in the possession of arcane colleges, spell casting dragons, and powerful wizards (Knowledge [religion] DC 20).
Prerequisites: Craft Wondrous Item, Sanctify Relic, secret page.
Cost to Create: 2,750 gp, 220 XP, 6 days. -
Thought Bottle
A flask of thick green glass, a thought bottle can be used to store thoughts, memories, experience, or spells. A single bottle can hold five thoughts or memories at a time, or a single creature’s current experience, or a single spellcaster’s collection of prepared spells. Any individual that touches the bottle and speaks the command word instantly gains a general knowledge of the bottle’s contents, but doesn’t actually access the thoughts, memories, or spells within until she consciously decides to do so. Storing or retrieving anything from a thought bottle requires a full-round action that provokes attacks of opportunity.
Thoughts: The bottle can store specific ideas, communications, or conclusions. Once a memory is stored, it disappears from the user’s mind, but she remembers the general nature of the stored thought. For example, if the user stored the name of a murderer, that name would disappear from her memory and be unrecoverable from her own mind by any means, though she would know that the thought bottle now contains the murderer’s name. Similarly, secret messages and intelligence can be hidden in a thought bottle to pass them to someone else.
Memories: The user’s recollection of a single day’s events can be stored in the bottle. Once stored, the user remembers the general nature of the memory (“the day we performed the Ritual of Binding”) but loses all details of the event itself.
Experience: A thought bottle can be used to offset level loss as a restoration spell can, but is effective against level loss that even restoration can’t undo (including levels lost due to death, but not the negative levels bestowed by magic items such as a holy weapon). When a user’s experience has been stored within the bottle, he can subsequently access the bottle to restore his XP total to exactly what it was when it was last stored, negating any levels lost in the interim. Storing experience in the bottle is difficult, and the user must pay 500 XP (deducted before storing) to do so. Only the creature that stored experience can retrieve it, but if the bottle is destroyed or lost, the user suffers no ill effects.
Spells: An owner who prepares spells can store some or all of her memorized spells in a thought bottle. Any spell she puts into the thought bottle is expended as if she had cast it, but the spells in the bottle can then be retrieved at any later date to be prepared as normal. Wizards often use this function of the bottle to create a kind of backup spellbook, concealing thought bottles in well-hidden bolt-holes against the eventuality of their grimoires being stolen or destroyed. Only the character who stored the spells can retrieve them, and if the bottle is destroyed, the stored spells are lost with no effect.
Strong enchantment; CL 13th; Craft Wondrous Item, demand, modify memory; Price 20,000 gp; Weight 1 lb.
[Complete Arcane – Page 150]