Additional Magic [Archive] - Wizards Community

Post/Author/DateTimePost
Trisha

03-18-08, 09:52 PM
What should I do? I have a player who wishes to add heavy fortification to a set of robe of the arch mage. I hold issues with this because I know the robe takes the place of armor but I am not sure if it would be treated as a suit of armor for the craft magic arms and armor. This crosses wonderious with armor and I am not sure if this is even possible. Please someone anyone tell me what is this dm supposed to do?
Merestil Haye

03-19-08, 10:35 AM
Make a sensible ruling. ;)

Firstly, in the 3.0 Arms and Equipment Guide there were rules presented allowing armour properties to be added to Bracers of Armour.

The requirements were that the crafter know the Craft Magic Arms and Armour feat and any prerequisite spells for the desired properties in addition to the requirements for Bracers of Armour. The price of the Bracers was modified by the market price adjustment of the property, up to a maximum of +13 at sub-epic levels.

Thus Bracers of Armour +5 Heavy Fortification would be legal, and cost 100,000gp, if these rules were in force.

I do use these rules, so I'd allow this.

How much they cost on a Robe of the Archmagi is an interesting question. Here's my rough calculation.

Spell Resistance 18 costs 60,000gp (10k per point above 12).
+5 Armour bonus to AC : 25,000gp
+4 Resistance bonus to saves : 16,000
Spell Penetration feat : 2,500gp.

Total applying Multiple Different Ability surcharges =
60,000 + 25,000* 1½ + 16,000 + 1½ + 2,500 * 1½ =
60,000 + 37,500 + 24,000 + 3,750 =
125,250.

The list price of the Robe is 75,000gp, thus it has a discount of about 40% from the regular price, probably because its limited to wearers of one alignment.

The final step depends on whether you use DMG pricing rules or MIC rules. I'll do both. The latter will be cheaper, but more complicated to derive.

DMG rules : Adding a +5 armour property to +5 armour increases the value by (100,000-25,000)=75,000. Multiply this by 1½ and by 0.6 gives an increase of 67,500 gp for a total price of 142,500gp.

MIC rules : Adding a +5 armour property to +5 armour increases the value of that component from 25k to 100k. Therefore it becomes the most expensive ability, and the multiple item surcharge levied on it would be applied to the SR property instead. Thus the price would be

(100,000 + 60,000 * 1½ + 16,000 * 1½ + 2,500 * 1½) * 0.6 =
(100,000 + 90,000 + 24,000 + 3,750) * 0.6 =
217,750 * 0.6 = 130,650. Say 130,000 total, thus the increase would be 55,000gp.

If he's adding the increase himself, he would need Craft Wondrous Items, Craft Magic Arms and Armour and Limited Wish or Miracle. The cost to create would be calculated from the increase in the market price shown above using the usual formulae :

Gold = ½ the market price increase = 33,750 or 27,500
XP = 1/25 the market price increase = 2,700 or 2,200
Time = 1 day per 1,000gp increase = 68 days or 55 days.

Be hard-nosed on these, and remember that if paying the xp cost would cause him to lose a level, he cannot pay it, and thus could not craft the item. (He'd know at the start of the time, so don't make him waste the time too.)
mvincent

03-19-08, 12:37 PM
What should I do? I have a player who wishes to add heavy fortification to a set of robe of the arch mage. I hold issues with this because I know the robe takes the place of armor but I am not sure if it would be treated as a suit of armor for the craft magic arms and armor. This crosses wonderious with armor and I am not sure if this is even possible. Please someone anyone tell me what is this dm supposed to do?From the 3.5 FAQ:
"Say a wizard wanted to increase the armor bonus on
her robe of the archmagi, or improve her ring of wizardry III
to a ring of wizardry IV. How would I figure out the cost for
increasing such abilities?
Strictly speaking, neither of these items can be improved in
the normal fashion (see previous question), since there aren’t
any “better” versions of them in the game. Both a +1
longsword and +2 longsword exist in the game and have
specific costs, so one can determine the cost difference between
them (and thus the cost to improve one to be the other). There’s
no robe of the archmagi with a +6 armor bonus, however, and a
ring of wizardry IV isn’t just a ring of wizardry III with more
powers (but rather a ring with a different variety of the same
kind of power).
That said, a DM willing to allow leeway in item creation
could allow a character to upgrade such an item’s capabilities,
using the same guidelines as for improving any other item (see
previous question). Improving a robe of the archmagi’s armor
bonus from +5 to +6 is a lot like improving bracers of armor
+5 to bracers of armor +6 (an 11,000-gp difference).
Changing a ring of wizardry III to a ring of wizardry IV is a
slightly different issue (since the abilities aren’t cumulative),
but a DM willing to allow this should charge the character the
difference between the two items (30,000 gp if she pays
another character to upgrade the ring, or 15,000 gp and 1,200
XP if she upgrades it herself). Unlike the previous examples,
this actually changes the power of the ring rather than simply
adding more powers (it now doubles 4th-level spells but no
longer doubles 3rd-level spells)."