Combining Magic Item Effects [Archive] - Wizards Community

Post/Author/DateTimePost
Sorath

08-30-07, 09:56 AM
In the magic item compendium, it gives rules for adding uncommon and common effects to existing magic items. It doesn't say if there is a limit to the number of effects that can be added to any single item. For example, if I have gauntlets of ogre power +2, how many other effects can I add to that item? Could I add +2 dex, gauntlets of ghost fighting effect, or any more additional hand item effects to the same hand item?

My DM is freaking out that you could have one item which has infinite amount of abilities. He believes there should be a cap as to the number of effects any 1 item can have. I do not necessarily agree, so I was hoping there was something clarified it or a FAQ or something. Being able to do this, while it costs more than buying an item with the 1 effect, makes it so you have in essence unlimited item slots in his opinion.

Any advice or opinions would be helpful.
heffroncm

08-30-07, 11:29 AM
Well, let's take a pair of boots for example. Say they start out as Boots of Striding and Springing. You can add the Spiderclimb effect, but it's going to cost 150% of the normal Spiderclimb cost. That's a limiting factor in and of itself, as these effects will quickly become to expensive to be feasible.

You can add common stat effects at standard cost. Boots will only support a Dexterity bonus, so that is self-limiting.

Also, players need to worry about putting all their eggs in one basket. Having +6 STR +6 DEX Gauntlets of Ghost Fighting is just begging for a Sunder, Rust Monster, or similar. Spreading things out is still a good idea for this reason.

Remember, too, that his is all done by crafting. If the party can't do it themselves, they have to find an available person to hire. It also takes just as long as normal crafting, so time constraints can become an issue.
Sorath

08-30-07, 12:53 PM
Excellent points Heff. Personally I agree with those limiting factors, its just convincing my DM that they are valid with respect to balance. As PC's, we really do hate when the Sunder stick gets swung around, hehe.
mvincent

08-30-07, 02:32 PM
From the rules (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#addingNewAbilitie s):
"Adding New Abilities
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."
Merestil Haye

08-30-07, 05:41 PM
From the rules (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#addingNewAbilitie s):
"Adding New Abilities
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."If the DM is adopting the MIC rules (and it seems he is), the last example is no longer correct.

By the MIC ules, if the new power is less costly than the most expensive power already in the item the cost of adding the power is 1½* the market price of the new power.

If the new power is more costly the cost of adding the power is the market price of the power + ½ the cost of the former most costly power.

Thus, adding Invisibility to a ROP+2 no longer costs 30,000gp, but 24,000gp.