Item Creation [ Notes from the Artificer ]
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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).
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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.
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Transference I was ready for you to bring out on me.
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Dedicated Wright
Tiny Construct
Hit dice: 1d10 (5 hp)
Initiative: +0
Speed: 10 ft.
Armor class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/−7
Attack: Hammer +3 melee (1d3+1)
Full Attack: Hammer +3 melee (1d3+1)
Space/Reach: 0 ft./0 ft.
Special Qualities: Construct traits, darkvision 60 ft., item creation, low-light vision
Saves: Fort +0 Ref +0 Will +0
Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7
Skills: Craft (any) +7, Craft (any) +4
Feats: Skill Focus (Craft)Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 2–3 HD (Small)A dedicated wright is a homunculus created to carry out the process of item creation on behalf of its master. Unlike most homunculi, a dedicated wright does not go out on missions or accompany its master on adventures. Instead, it stays home working while its master adventures.
Combat
A dedicated wright shies away from combat. If threatened, it tries to hide someplace too confining for its attackers to follow.Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion.
Construction
A dedicated wright is molded from clay, glazed with a mixture of arcane unguents and the creator’s blood, and fired in a kiln. The materials cost 100 gp. Creating the body requires a DC 14 Craft (pottery) check.A dedicated wright with more than 1 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.
Craft Construct, arcane eye, fabricate; Price — (never sold); Cost 2,100 gp + 160 XP.
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@halfgiant what source was this from?
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Eberron Campaign Setting, p. 285
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i LIKE it !! gonna have to make a 6-pack of alchemical wrights, methinks >:)
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@dwarf said in Item Creation:
e a 6-pack of alchemical w
My thoughts exactly…they don’t look to be overly expensive.
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Does anyone in V’Ral have experience in making constructs (successfully i would hope) with manacite?
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@halfgiant said in Item Creation:
Does anyone in V’Ral have experience in making constructs (successfully i would hope) with manacite?
No one has done it to date.
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I may have incorrectly read the rules into the prerequisites for making a magic item, the rules aren’t quite as strict for magic item creation as i originally had thought.
According to the SRD:
Caster Level
The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. This information is given in the form “CL x,” where “CL” is an abbreviation for caster level and “x” is an ordinal number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the creator. The minimum caster level is that which is needed to meet the prerequisites given.
Prerequisites
Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item’s caster level.
So… caster level (or CL##) is a separate entry from prerequisites, nothing in the entry for what a caster level is says that you EVER have to meet that value.
The prerequisites are listed FOLLOWING the caster level, that’s explicit, it’s quite clear that caster level is not a prerequisite. The minimum caster level for items is the minimum needed to meet the prerequisites, that’s clear in black and white in both your DMG and the SRD. Neither says anything about using the listed caster level in determining the minimum manufacturer’s level, in fact they have a section on determining the minimum level to make an item, and they STILL don’t mention caster level there. Neither says that the listed caster level is a prerequisite, it’s a separate entry that happens before prerequisites.
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STRONGARM BRACERS
Price (Item Level): 6,000 gp (10th)
Body Slot: Arms
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation Activation: —
Weight: 1 lb.These flexible, blue-green leather armbands are covered with gold studs.
When wearing strongarm bracers, you can wield weapons as if you were one size category larger than normal. (You don’t take any penalty when using weapons as normal for your size.) For example, a human wearing these bracers could wield Large or Medium weapons with- out penalty. The effect of these bracers doesn’t stack with the powerful build trait (such as that possessed by the half-giant and goliath races).Prerequisites: Craft Wondrous Item, enlarge person.
Cost to Create: 3,000 gp, 240 XP, 6 days. -
So in most rule sets i have reviewed (regarding crafting) metamagic-type items almost always as rods, i have seen some metamagic gems that were one shots, and Wand Metamagic Grips that reside in the Complete Mage. Has anyone seen any reason why a crafter can’t make a ring based metamagic item? Ring of Twin as an example?
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@halfgiant said in Item Creation:
So in most rule sets i have reviewed (regarding crafting) metamagic-type items almost always as rods, i have seen some metamagic gems that were one shots, and Wand Metamagic Grips that reside in the Complete Mage. Has anyone seen any reason why a crafter can’t make a ring based metamagic item? Ring of Twin as an example?
I’ll need to review the rod stuff for comparison. But I can’t see a big issue.
A few references?I am assuming this is for an item that enhances a spell you are casting with a meta magic feat.
The MetaMagic grips are different than normal metamagic rods.
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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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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.