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    Item Creation [ Notes from the Artificer ]

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    • halfgiantH
      halfgiant PC
      last edited by halfgiant

      Metamagic Wandgrip

      This copper wand-sized handgrip allows you to apply your metamagic feats to wands.

      Description: A metamagic wandgrip is made of copper. It is unadorned except for a single magical rune carved out
      of the handgrip, so that the wielder’s skin is exposed to the magic item through that rune. The hollow rune glows whenever the item is used, though its position inside the closed hand makes this difficult to see.

      Activation: Activating a metamagic wandgrip is subsumed in the activation of the wand. It functions only three times
      per day. Placing a wand into the wandgrip (or removing a wand from it) requires a move action.

      Effect: You can apply any one metamagic feat you know to a wand placed within the wandgrip. Doing this drains an additional number of charges from the item equal to the normal cost of that feat in spell slots. For instance, Extend
      Spell normally raises the cost of a spell by one level, so using Extend Spell on a wand or staff would drain one additional
      charge (on top of the cost of the spell being cast) from the item.

      In all other ways, this item functions as if you had the Metamagic Spell Trigger feat.

      Aura/Caster Level: Moderate transmutation. CL 6th.
      Construction: Craft Wondrous Item, Metamagic Spell Trigger, 3,000 gp, 240 XP, 6 days.
      Market Price: 6,000 gp.


      Spell-Lens: Originally fashioned by the Netherese, spell-lenses have only recently been recovered from the ruins of the Sargauth Enclave by explorers of Undermountain. A spell-lens resembles a small crystal oval with a socket on one end that attaches to the end of a wand. When used in such a fashion, a spell cast from a wand acts as if affected by both the Empower Spell feat and the Enlarge Spell feat, but costs triple the normal number of charges. If the wand lacks suffi cient charges, the spell-lens has no effect.

      Strong transmutation; CL 17th; Craft Wondrous Item, Empower Spell, Enlarge Spell; Price 13,500 gp; Weight —.
      (Reference for Spell Lens: City of Splendors)

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      • dwarfD
        dwarf PC
        last edited by

        yeah, i looked at those… good idea, poorly implemented

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        • halfgiantH
          halfgiant PC
          last edited by

          I was thinking about modifying them to work more like the metamagic rods, but tailored specifically to wand grips. Probably result in a price increase. Agree for the most part good idea, pour implementation.

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          • halfgiantH
            halfgiant PC
            last edited by

            Metamagic Gem

            Aura strong (no school); CL 11th; Slot none; Price 2,000 gp (empowering topaz), 1,000 gp (enlarging amethyst), 1,000 gp (extending garnet), 4,000 gp (maximizing sapphire), 8,000 gp (quickening diamond), 1,000 gp (silent spinel), 1,000 gp (still amber), 4,000 gp (widening emerald); Weight —

            DESCRIPTION

            Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question.

            When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast.

            Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a full-round action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action).

            The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created—their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.

            CONSTRUCTION REQUIREMENTS

            Craft Wondrous Item, appropriate metamagic feat; Cost 1,000 gp (empowering topaz), 500 gp (enlarging amethyst), 500 gp (extending garnet), 2,000 gp (maximizing sapphire), 4,000 gp (quickening diamond), 500 gp (silent spinel), 500 gp (still amber), 2,000 gp (widening emerald)

            ——-

            Idea is there like the wand grip, just poorly implemented. Good idea for adaption in the implementation of cubes, as we discussed at Show-Mes.

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            • halfgiantH
              halfgiant PC
              last edited by

              Notes for a Future Date

              Item Source Cost Desc
              Wand Bracer Dungeonscape p.33 300gp each 5 wands, retrieve with swift action, reload is full round I think
              Wand Bracelet Magic Item Compendium p147 12000gp each Shrinks 4 items like Glove of Storing, swift action to store, move to switch
              Bracer of Wands Dragon 291 p51 60,000gp a Pair Stores 3 wands per bracer (6 total) at the cost of a charge each. Wands can be used as if they were in-hand
              Glove of the Master Strategist Ghostwalk p71 3600gp each The base Glove of Storing is over priced, this is based on the 3.0 price and also adds true strike. Free action to store 1 item
              Casting Glove Magic Item Compendium p.84 20,000gp each As glove of storing, except any item inside the glove can be activated as if you were holding it
              1 Reply Last reply Reply Quote 1
              • halfgiantH
                halfgiant PC
                last edited by

                Magic Weapon Abilities - Valorous
                A valorous weapon allows its wielder to make powerful charge attacks. When used in a charge, the valorous weapon deals double damage, much like a mounted warrior with the Spirited Charge feat. More than one doubling of damage increases the damage multiple by one per additional doubling, so double-double damage is triple damage, triple-double damage is quadruple damage, and so on.

                Caster Level: 12th
                Requirements: Craft Magic Arms and Armor, righteous might
                Price: +1 bonus
                Unapproachable East

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Armor Abilities - Wand Chamber

                  A wand chamber is a thin, cylindrical slot on the handle of a weapon or the edge of a shield that can hold a single wand. When a wand is loaded in the chamber, it is considered ready and can be activated without having to drop the weapon or shield. Changing the wand in the chamber is a full-round action.

                  Price: +100 gp
                  Dungeonscape

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                  • halfgiantH
                    halfgiant PC
                    last edited by halfgiant

                    Dregnoth,

                    Working on a few new magic items to craft once we return back to the city, assuming Ayla doesn’t catch us, the MotherBeholder doesn’t kill us, or we don’t loose control of the Sphere of Annihilation <thumbs up for optimism>. Anyway i assume you have beholder spare parts a plenty, to spare, for a pour artificer to make a magic item or two from? Also i know you have some Blue Dragon parts, do you have any of the other Chromatic dragons?

                    I may need your help prepping the reagents for enchantment, just let me know if you have any extra spare dragon parts you can spare.

                    –Kargin

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                    • dwarfD
                      dwarf PC
                      last edited by daermadm

                      beholder bits aplenty, aye 😉 (eye ?)

                      sadly, blue is the only flavor of chromatic we’ve come across thus far… tho i did get to eat a Brine dragon as well. i could probably ACQUIRE dragonbits of the other colors for ya, if thats what you’re lookin for - i’m sure the ogres at the brewery have a bunch socked away (from recent kills ta make Bloodweiser) in the fridge for when we get back, so i can brew up some of Arg’s recipe of Balor Hotwings for 'em… they’ve been jonesing something fierce for that treat ever since we left the mess 😉

                      does take a while to regenerate enough balor blood ‘ta feed a troupe o’ ogres, tho !

                      -Dregs

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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        Great! I’m thinking about a Staff of Many-Eyes, and/or Wands of the Beholder…something along those lines.

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                        • dwarfD
                          dwarf PC
                          last edited by

                          book and page reference ?

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            New Creations… not in existence yet, at least not to my knowledge.

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              ARTIFICER’S MONOCLE

                              Price (Item Level): 1,500 gp (5th)
                              Body Slot: Face
                              Caster Level: 5th
                              Aura: Faint; (DC 17) divination
                              Activation: See text
                              Weight: —

                              This glass lens is rimmed with gold and has a fine gold chain attached to an ear clip. Putting on a monocle is a standard action. While wearing an artificer’s monocle, whenever you successfully use your artificer knowledge class feature to detect an item’s magical aura or you cast detect magic and have at least 5 ranks of Knowledge (arcana), you can spend 1 additional minute studying the item. If you do, you
                              can identify the abilities of that item as if you had cast identify upon it.

                              Prerequisites: Craft Wondrous Item, identify, Artificer Knowledge or Knowledge
                              (arcana) 5 ranks.
                              Cost to Create: 750 gp, 60 XP, 2 days.

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Ring of Sustenance

                                This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

                                Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  BEHOLDER CROWN
                                  Price (Item Level): 20,000 gp (15th)
                                  Body Slot: Head
                                  Caster Level: 13th
                                  Aura: Strong; (DC 21)
                                  necromancy
                                  Activation: Swift (mental)
                                  Weight: 1 lb.

                                  ![0_1545965896709_beholder crown.png](Uploading 100%)

                                  Ten metal stalks sprout from this grotesquely formed bronze crown. At the tip of each stalk, a different gem gazes like a glistening eye. These strange crowns can shoot
                                  rays from eyelike gems, much like the attacks of their namesake. Each gem can fire a different ray a single time at a target (doing this burns out the gem). Each ray extends up to 30 feet and requires a ranged touch attack to successfully strike a target. Each ray functions as a particular spell (though the ray only affects a single target):

                                  • charm monster (Will DC 17 negates)
                                  • charm person (Will DC 17 negates)
                                  • deep slumber (Will DC 17 negates)
                                  • disintegrate (Fort DC 17 partial)
                                  • fear (Will DC 17 partial)
                                  • finger of death (Fort DC 17 partial)
                                  • flesh to stone (Fort DC 17 negates)
                                  • inflict moderate wounds (Will DC 17
                                  half)
                                  • slow (Will DC 17 negates)
                                  • telekinesis (violent thrust against a target of up to 325 pounds; Will DC 17 negates )

                                  Prerequisites: Craft Wondrous Item, charm monster, charm person, deep slumber, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, slow, telekinesis.

                                  Cost to Create: 10,000 gp, 800 XP, 20 days.

                                  daermadmD 1 Reply Last reply Reply Quote 1
                                  • daermadmD
                                    daermadm DM @halfgiant
                                    last edited by

                                    @halfgiant said in Item Creation:

                                    ![0_1545965896709_beholder crown.png](Uploading 100%)

                                    Did it get stuck at 100%? Normally it just pops from 100% to the imgur link.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Amulet of Metaspell Influence

                                      XP Value: 3,000 ; GP Value: 15,000
                                      (2E Tome of Magic; Reference: Encyclopedia Magica Volume 01, pg36)

                                      This amulet does not appear to have any magical function (although it radiates magic if detection is used) until it is worn by someone using one of the dilation, far-reaching, or extension spells. When such a spell is cast, the amulet adds 50% to the functional effect of the spell. For example, if extension /is used to increase the duration of a 3rd-level spell by 50%, the wearer of this amulet can add another 50%, raising it to a 75% extension effect.

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        Amulet of Power
                                        XP Value: 12,000 GP; Value: 60,000
                                        (DRAGON Magazine 5; Encyclopedia Magica Volume 01, pg39)

                                        Usable by all Spellcasters, this object serves to periodically boost latent magical energy. One day each week, the number of spells (of each level) the caster may perform, and the range, duration, and power (dice, area, number affected, etc.) of those spells, is increased by 50%. An enchanter could, for example, do 6-4-3-1 spells on one day a week, rather than the usual 4-3-2-1. (Always round fractions down.) Due to the increase in spell capabilities, the target’s saving throw is augmented by+3. Upon acquiring the amulet of power, a new user must wear it for 30 consecutive days before it melds properly to his or her mental capacities. After that period, the amulet becomes fully functional. Any attempts to make use of the power boost before the 30-day period is completed are all in vain.

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          High Anvil of the Dwarves
                                          XP Value: 5,000 GP Value: 50,000
                                          (DRAGON Magazine 58; Encyclopedia Magica Volume 01, pg51)

                                          The skill of dwarf metalcrafters is legendary, and through the ages they have continued to find ways of improving their smithing abilities. At some time within the last several centuries, dwarves learned how to create a magical device that would make them even more skilled as armorers, weapon makers, and smiths. The great cost of creating a high anvil, however, has kept the number of these items down to a precious few. Only a very large enclave can afford to make one—high anvils are never found in the shops of dwarven armorers, weapon makers, or smiths located in cities and towns—the danger of theft is too great.

                                          High anvils are large, elaborately carved, and forged from an alloy of adamantite and steel. They radiate a faint aura of magic. The anvils weigh about 175 pounds and cannot be easily moved or carried, and are often fixed or welded to the floor of the main armory of dwarven colonies.
                                          The workmanship involved in the forging and decoration of a high anvil represents the best that the dwarves of the clan can offer, frequently adorned with depictions of great events in the clan’s history. While dwarves hold their high anvils to be beyond price, a realistic appraisal of one’s worth would probably range from 30,000 to 60,000 gold pieces.

                                          When used for metalworking, a high anvil adds +50% to the skill level of dwarven armorers, and doubles their efficiency, effectively cutting armor construction time in half. Dwarven smiths using a high anvil have doubled efficiency when forging any item, and weapon makers may construct axes, swords, and the like at three times the normal rate, working them on a high anvil. Nondwarf characters or creatures who use a high anvil (a very rare event, since dwarves are extremely protective of their treasures) have +25% added to their skill as armorers but enjoy no other benefits.

                                          The increase in skill level and decrease in construction time are not permanent and only apply when a high anvil is used. Mithral and adamantite alloys can be worked with greater ease on a high anvil, and anything forged on one is of the higher quality. A high anvil is created by a long and involved
                                          process of crafting and enchantment. The physical work upon the Anvil takes between 24 and 36 months, and can only begin after the members of the clan have taken 6d4 months to decide on the anvil’s shape, design, and decorations. Once the anvil has been forged, it must undergo a ritual blessing by the most powerful dwarven priest in the clan, and 4d4 other priest assistants. (The main priest must be at least 6th level, and a member of the same clan as the dwarves who forged the anvil.) The blessing takes ld4+4 days, and the clan’s patron deity is invoked during the final enchantments.

                                          High anvils are not commonly found in treasure hoards. One might be discovered in the ruins of a dwarven stronghold, but even if the clan had been destroyed or driven off, another clan would try to recover the anvil to keep it from falling into the hands of another race. Dwarves who do manage to gain possession of a high anvil (from nondwarves, of course, since dwarves do not
                                          steal from each other) gain 10,000 experience points; the award is half as great for nondwarves who come to own one.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by halfgiant

                                            (Admantium) Dwarven WarPick of Anchoring +5
                                            Exotic One-Handed Melee
                                            Type: Piercing
                                            Critical: 20/x4
                                            Damage(M): 1d8

                                            Greater Anchoring (DR309 p110)

                                            Any Weapon Dimensional Anchor, for 1 minute on an opponent hit by this weapon. The decision to use this ability is made after the weapon hits, but on the same round as the hit. Unlimited uses.
                                            Mod Abj 10 Craft Arms & Armor Dimensional Anchor +80,000 —

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