• Categories
    • Recent
    • Tags
    • Popular
    • Login

    Item Creation [ Notes from the Artificer ]

    Rules Discussion
    4
    121
    22.9k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • halfgiantH
      halfgiant PC
      last edited by

      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

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

        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.

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

          Belt of Giant Strength +6

          CL 10th; Craft Wondrous Item, bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);

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

            Boots of Haste

            Prerequisites: Craft Wondrous Item , Haste .
            Cost to Create: 6,000 gp, 480 XP, 12 day(s), CL10

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

              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).

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

                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.

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

                  Adding Spell Resistance to a existing Shield +2

                  CL 9th; Craft Wondrous Item, spell resistance; Price 90,000 gp.

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

                    Adding Fire Resistance, Greater to your armor.

                    CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.

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

                      For Prosperity and Reference.

                      Weapons, Armor and Shields
                      0_1497321112268_DnD3.5Index-MagicItems-WeaponsArmor.pdf

                      Various Magic Items
                      0_1497321127112_DnD3.5Index-MagicItems-Personal-byCost.pdf

                      1 Reply Last reply Reply Quote 0
                      • dwarfD
                        dwarf PC
                        last edited by

                        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

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

                          Ohh i already did that math on it, i don’t believe i’m high enough level crafter yet to do it.

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

                            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

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

                              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

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

                                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.

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

                                  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.

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

                                    Gauntlets of Extraordinary Specialization

                                    0_1505954325146_latest.png

                                    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.

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

                                      Crossbow, Dwarven Mauler - Firetooth

                                      0_1505957045288_latest-1.png

                                      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.

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

                                        Iron Golem

                                        0_1505957766661_images.jpg

                                        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.

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

                                          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: No

                                          Wisps 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).

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

                                            Talisman of Transference
                                            Magic Item
                                            (Player’s Handbook II)

                                            Price: 200 gp
                                            Body Slot: —
                                            Caster Level: 1st
                                            Aura: Faint; Universal
                                            Activation: Standard (touch)
                                            Weight: 0.5 lb.

                                            A talisman of transference typically takes the shape of a bracer, periapt, or some other form of jewelry worn against the skin.

                                            Activation: As a standard action, a worn talisman of transference is brought into contact with the raw material of an agreed upon magic item (for example, a cloak, sword, or wand) before construction begins, with the wearer speaking the word “attach” to create a link. The worn talisman of transference is then brought into contact with the creator after at least one day (8 hours) has been spent working on the magic item (but usually upon completion), speaking the word “infuse” to complete the effect. A talisman of transference can only form a connection with one raw material at a time. Speaking the word “attach” while in contact with a new raw material erases the old link.

                                            Effect: A talisman of transference transfers XP from the wearer to the person who constructed the magic item, so long as the magic item was made from the original raw material to which this device was linked. The wearer can transfer the entire or partial amount, though the wearer cannot transfer more XP than was needed to construct the magic item. All the requirements for transferring XP, compensating for XP, and sharing XP costs apply to using this device.

                                            If the wearer refuses to transfer XP for the magic item, the creator can destroy the magic item, thereby regaining any XP that was invested. The monetary investment, however, is still lost.

                                            Lore: These devices were designed to protect creatures that commissioned magic items from creators who spent their transferred XP and did not finish the contract or disappeared with the completed product (Gather Information DC 20 or Knowledge [arcana] DC 10).

                                            Prerequisites: Craft Wondrous Item , Transference .

                                            Cost to Create: 100 gp, 16 XP, 1 day.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post