Item Creation [ Notes from the Artificer ]
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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]
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BOW OF THE SOLARS
This Large +2 mighty (+5) composite longbow turns any arrow it fires into a slaying arrow targeting any creature type the wielder chooses.
Caster Level: 13th;
Feats: Craft Magic Arms and Armor,
Spell Prerequisites: finger of death;
Market Price: 100,100 gp; -