Item Creation [ Notes from the Artificer ]
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@daermadm Updated the posting (above) my copy didn’t capture across pages, in short interesting idea, but lame implementation.
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Ok since i have retooled Kargin from a 3.5 Cleric to a 10E Caster, i have been thinking about how to blend the 10E energy, effect elements into crafting magic items. So i started looking at the Ring of Regeneration.
And began thinking about regenerating different energy types under different affects like a Psionic or Mana (or any other energy type) Regeneration Aura (efx) Ring.
I’m guessing nobody in V’Ral has attempted any of this, yes/no? So Kargin will probably have to blow himself up a few times to figure it out.
Its mentioned in the forums about the Laputans having Masters at mixing manacite with components from the plane of air in order to create their floating cities and platforms. Has anyone in V’Ral figured out how that process works? Not necessarily specific to the plane of air, but more generally speaking with other magical components to build enduring amplified affects.
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** dregs looks at his old 2001 era ancitem.doc file… **
soooo… you’re trying to reverse engineer the Ancient Ring of Energy Regeneration ?? or just trying to make it into an aura ?
(( since its well known that rings of regeneration are crafted from troll bone, this was one of the first things that dregs TRIED to make when we killed off some manatrolls. hasn’t been able to get it working tho keeps encapsulating itself and/or the body part wearing it inside manacite. but he’s more of a tinker - as a protoancient, you’re a lot more likely to crack that issue than a mad alchemist. let him know if you want the prototype or a fresh bone to work with ! ))
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@dwarf said in Item Creation:
soooo… you’re trying to reverse engineer the Ancient Ring of Energy Regeneration ?? or just trying to make it into an aura ?
No, he is just trying to make a Ring of Regeneration but as a 10e caster. Wrapping our heads around how it all works when there are no longer spells as there used to be.
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Yes, exploring how the crafting system adapts to a new magic system when there are new power sources, and affects available that would have been previously harder to mimic, or create. Now it may be possible thru access to the 10E system and wedging it into the current crafting system to make things like a ring of mana regeneration, or Instead of a Ring of Fire Elemental Command, maybe a Ring of Quasi-Elemental Command (Vacuum).
Some of the combinations may be deemed workarounds or backdoors that can mimic similar epic/ancient items and there for should be pushed to those power levels, it may make sense (I leave that to the DM). But now that the 10E system is out there, its only natural for Kargin to want to adapt/use that in his creations within the current crafting system.
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ahh - so you’re RE-engineering it atop the 10e magic system… gotcha
…mmm - both Varalla and Rose robe-messaged me about interest in your Vacuum Elementals for cleaning the palace and city streets. might i suggest wrapping a silence aura around your lab to keep the bored kids at the scrytower from sharing your secrets ? or perhaps a scry-redirect to a certain alchemists lab - they avoid that due to nightmare-induced trauma…
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@dwarf I like the scry redirect, we know how Dregnoth likes to do his experiments in the nude!
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hairy naked pregnant Dregnoth for the win !!
(( sanity never stood a chance )) -
Rorek Boots
Boots of Speed, Striding, Springing, and Freedom of MovementPrice: 32,000 gp
Item Level: 17th
Body Slot: Feet
Caster Level: 10th
Aura: Faint; Transmutation
Activation: —
Weight: 1.0 lb.Striding: These boots increase the wearer’s base land speed by 10 feet.
Springing: Wearer can now make great leaps (enhancement bonus). Jump Skill receives +10 competence bonus on Jump checks.
Speed: Movement (including land movement, burrow, climb, fly, and swimming) increase by 30 feet.
Freedom of Movement: Wearer to act as if continually under the effect of a freedom of movement spell.Prerequisites: Craft Wondrous Item, Longstrider, Haste, Freedom of Movement
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Dwarven Ring of Combat Superiority
This ring grants the wearer the effect of two extra attacks when making a full attack action. This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed.
Moderate transmutation; CL 9th; Forge Ring; Sakkratar’s Triple Strike; Price 75,000 gp.
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Amulet of Mighty Fists
Aura faint evocation; CL 5th; Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight —
DESCRIPTION
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item; Spells greater magic fang; Special creator’s caster level must be at least three times the amulet’s bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)
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Fanged Ring
Description: Protruding 3 inches above its setting, this gray fang dragon scale is set in a heavy gold band. The ring appears cumbersome but does not interfere with any actions.
Activation: A fanged ring functions continuously while worn. Anyone donning the ring receives mental instructions in Draconic on the effects of the item and how to activate it.
Effect: A fanged ring grants its wearer the Improved Unarmed Strike feat and the Improved Natural Attack (unarmed strike) feat. If the wearer deals a critical hit with an unarmed strike, he also deals 1 point of Constitution damage to the creature struck.
Aura/Caster Level: Strong transmutation; CL 12th. Construction: Forge Ring, divine power, poison. 5.000 gp, 400 XP, 10 days. Weight: —. Price: 10,000 gp.
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Arcane Might
Usually made of bronze, a ring of arcane might is forged in the shape of a serpent devouring its own tail. When worn by any arcane spellcaster, the ring provides a +1 bonus to arcane caster level for the purpose of spell penetration checks, caster level checks, and all level-based variables of any arcane spell the wearer casts.
Moderate abjuration; CL 8th; Forge Ring, limited wish, magic weapon, greater; Price 20,000 gp.
Source: Complete Arcane -
Some time ago, i remember the Magnesti’s had made robes that were the equivalent of platemail (and possibly full plate - little fuzzy on that one). In fact, I had a old Magnesti PC that had them, and Elisha wears them (actually hers is a Magnesti Robe/ArchMagi Variant - i don’t remember the who, what, were and when behind that it was far to many solar rotations ago. Are the general Magnesti Platemail equivalent Robes considered a special magic item, that is not normally available to standard Crafting creation rules or did someone else make them?
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I don’t remember what the name of them were called, but back in the Chaos days there were magic cubes (similar to force cubes) that granted temporary hp to the player. If you remember what they were, can you post the specifics to them here?
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Magnesti Platemail (of +1 to +5 in the old 2e dayz) is basically enchanted cloth that becomes as hard as platemail when its struck by anything pointed or with force… (kinda like how non-newtonian fluid like cornstarch liquid is soft when touched gradually but hard when struck forcefully).
that same base design was used when crafting Robes of Roland for the daughters… the original idea came from a series of novels called Guardians of the Flame which featured a Priestess of the Hand named Doria who had robes that worked like that (but without the comm/vacuum/extradimensional storage abilities i added for the rolandites)
as far as “not available to standard crafting” - well the specialized ones networked together couldn’t be made by anyone not employed by the Church of Roland (for obvious reasons) but cloth that works like platemail could be fashioned by anyone with the requisite skills in weaving and enchanting armor. in ANY case, there’s precious few restrictions for ancients - who by and large can ignore crafting rules placed on lesser mortals…
as to the cubes, they were called Personal Cubes of Force (or PCFs) - and they created a forcefield effect over the skin that absorbed 100hp of incoming damage per dice “pip” they rolled. throw down and get lucky enough to roll a 6 and it’d absorb 600 damage before failing. they were first crafted by the outraged Ancient in Argopolis who grew offended that so many people were purchasing the technological-based Shield Spheres - so he one-upped the gizmos with an “improved” version that was magical based.
Shield Spheres were a one-shot item that blocked 200 hp of incoming damage from any source - weapon, spell, you name it… and retailed at 5k, produced in mass by the mountain of technodwarves ruled by Durst and Durania, his Hexwitch bride.
The ancient made his variable, providing up to 3x the absorption AND giving it the ability to self-repair if picked up by the user before it reached 0 HP (which would destroy it). the PCF retailed for 11k - which the ancient considered a bargain (( the PCF would automagically self-repair itself once per day so long as it had at least one HP left ))
regardless, both vendors did a brisk trade in such items to adventurers of every type - as most would buy a few of each to hedge their bets against antimagic/deadmagic zones and effects (which wouldn’t stop tech items from operating).
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Figurine of the Dwarven Forge
Aura faint transmutation; CL 5th; Slot none; Price 15,000 gp; Weight 1 lb.
DESCRIPTION
These stone and steel figurines depicting a forge and anvil are warm to the touch and give off a faint red glow. On command, the figurine enlarges to become a full-sized working forge with a magical fire burning within. The forge occupies a 10-foot-by- 5-foot area, and its transformation fails if sufficient space is unavailable. A second command word returns the forge to its original, miniature size.
When a magic scroll containing a single spell is tossed into the forge, the scroll is consumed in flame. Thereafter, the forge and anvil provide that spell for the use of magic item creation in conjunction with Craft Magic Arms and Armor. This allows the crafter to use the stored spell as a prerequisite for multiple magic items. If a new scroll is consumed in the forge’s flame, it replaces the current spell. A spell remains available for use indefinitely until replaced.
In addition, once per day, if touched to a melee weapon made primarily of metal as a standard action, the figurine grants that weapon the igniting special ability for 1 minute.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item; Spells flame blade, heat metal, shrink item; Cost 7,500 gp
Reference: https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/figurine-of-the-dwarven-forge/
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Hammer of the Magesmith
This +1 warhammer is useful when creating other magic weapons. When used in the forging of another magical weapon, the hammer of the magesmith reduces the cost of the raw materials that must be supplied by 5%. This reduction applies only to the gold piece cost of materials, not the XP requirement. In addition, once per day the hammer of the magesmith can imbue another weapon with temporary magic power. This works exactly like the magic weapon spell from a 10th-level caster, including the requirement that the hammer of the magesmith touch its target.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: 45,912 gp; Cost to Create: 23,112 gp + 1,824 XP.
Source: Arms and Equipment Guide
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Vest of the Arch Magi – MIC pg145
Price (Item Level): 200,000 gp (25th)
Body Slot: Torso
Caster Level: 20th
Aura: Strong; (DC 25) no school
Activation: — and swift (command)
Weight: 2 lb.This gold-brocaded, burgundy garment seems fit to be worn by the gods themselves.
The vest of the archmagi is legendary. It fills the dreams of every apprentice sent to clean the inkpots and dust the tomes, but rumors of this item are unfounded. Whispering in the bunk rooms of the Academy at night, after the oil lamps are quenched and curfew has long passed, eager apprentices claim that a vest of the arch magi provides its wearer with continuous defensive bonuses equivalent to the most potent bracers of armor (+8 armor bonus to AC) and cloak of resistance (+5 resistance bonus on saving throws). It is also said that the vest provides its wearer with the continuous ability to overcome the magical defenses of her enemies (+2 enhancement bonus on caster level checks made to overcome spell resistance), and that it allows him to recall up to three arcane spells that he had previously prepared and cast (as a pearl of power, except that it can be used for any spell up to 9th level and activating it requires only a swift action). Finally, it is suggested, the wearer of the vest of the archmagi could expend a prepared arcane spell or spell slot to heal himself of damage equal to five times the level of the spell so expended. This act requires but a moment’s thought (a swift action), and can be repeated as often as desired throughout the day.
Prerequisites: Craft Wondrous Item, wish.
Cost to Create: 100,000 gp, 8,000 XP, 200 days. -
Belt of Battle
Price (Item Level): 12,000 gp (13th)
Body Slot: Waist
Price (Item Level): 20,000 gp (15th)
Aura: Moderate; (DC 19) transmutation
Activation: — and swift (mental)
Weight: —This leather belt bears a platinum buckle set with three small black pearls.
A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.
In addition, a belt of battle has 3 charges, which are renewed each day at dawn.
Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).
1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.