Item Creation [ Notes from the Artificer ]
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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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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)
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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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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 -
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 -
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 -
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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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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Great! I’m thinking about a Staff of Many-Eyes, and/or Wands of the Beholder…something along those lines.
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book and page reference ?
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New Creations… not in existence yet, at least not to my knowledge.
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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. -
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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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.
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@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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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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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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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. -
(Admantium) Dwarven WarPick of Anchoring +5
Exotic One-Handed Melee
Type: Piercing
Critical: 20/x4
Damage(M): 1d8Greater 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 — -
Creating New Runestaffs
If you want to create a runestaff of your own design, it should have two to five arcane spells associated with it, and the spells should be thematically linked in some way. The lowest-level spell in a runestaff should be at least 3rd level.
Crafting a runestaff requires the Craft Staff feat, along with any spells held by the runestaff. You don’t need to supply any material components or foci required by the spells in a runestaff, nor do you need to pay any XP cost required by the spells, since the wielder of the staff pays those costs.To set the price of a runestaff, multiply the level of the highest-level spell in the runestaff by itself, then by 400 gp. For each additional spell in the runestaff, square that spell’s level and multiply by 200 gp. Add the values together to fi nd the final price of the runestaff. If a spell can be used less than three times per day, reduce the gp multiplier for that spell by 100 per use below three (or 50 per use below three, for spells after the first).
Example: Steve’s sorcerer wants to invent the runestaff of speedy travel, which would provide dimension door (4th), fly (3rd), and expeditious retreat (1st). The price for this item would be 6,400 (4 × 4 × 400) plus 1,800 (3 × 3 × 200) plus 200 (1 × 1 × 200), or 8,400 gp. If he only wanted to be able to use dimension door once per day, the price would be reduced to 6,800 gp (4 × 4 × 200 gp for dimension door, plus the other costs as normal).
A runestaff allows its wielder to use her own arcane energy to generate magical effects. Typically, a runestaff has anywhere from two to five spells. By expending a prepared arcane spell or arcane spell slot, the wielder can cast a spell of the same level or lower from the runestaff’s list, as long as that spell also appears on the wielder’s class spell list. The spell is treated exactly as if the wielder cast the spell herself, including caster level, save DC, and any other effects related to the spell. Unless stated otherwise in the runestaff’s description, each spell can be cast from a runestaff three times per day.
Magic Item Compendium, Page 225
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I don’t get why material components are not needed for creation.
Because a runstaff is more like just an extra spell slot holding the specific spell?
But you can cast it as much as you want, so there should be some power there.
It has no charges? Or am I missing something?