Can someone make a new magic item for me? [Archive] - Wizards Community

Post/Author/DateTimePost
XrP-Leon The Second

10-23-05, 08:56 PM
Hi, I'm making a spy for an army (rogue/spymaster/ranger) and I was wondering if I could get an item that allows me to move my full speed without taking a -20 on (was it hide, move silently or both?) checks.

How much would this cost?

Also, what about a custom item that adds +10 to bluff?
Bob Loblaw

10-23-05, 10:06 PM
From the DMG:

Cloak of Etherealness: This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.
Strong transmutation; CL 15th; Craft Wondrous Item, ethereal jaunt; Price 55,000 gp;Weight 1 lb.

For the bluff bonus, I would simply take one of the rings in the DMG and change them:

Ring: Bluff: This ring continually grants the wearer a +5 competence bonus on Bluff checks.
Faint transmutation; CL 5th; Forge Ring, creator must have 5 ranks in the Bluff skill; Price 2,500 gp.

Ring: Bluff, Improved: This ring continually grants the wearer a +10 competence bonus on Bluff checks.
Faint transmutation; CL 5th; Forge Ring, creator must have 10 ranks in the Bluff skill; Price 10,000 gp.
XrP-Leon The Second

10-23-05, 10:41 PM
Yeah, I saw the ethreal cloak, and that might turn out to be the best for this guy (since he's a spy/infiltrator), and the rings make sence.

One of the others wants Bracers of Mage Armor, How would that be priced? It's a +4 force bonus to armor, right?
kalstrand

10-23-05, 11:30 PM
Bracers of Armor.

They do the same exact thing as mage armor.
Arvagor

10-23-05, 11:33 PM
One of the others wants Bracers of Mage Armor, How would that be priced? It's a +4 force bonus to armor, right?You already have that; they're called bracers of armor, and the +4 variant costs 16000gp
XrP-Leon The Second

10-24-05, 07:48 PM
I thought the bracers of armor gave you an armor bonus.... my mistake.
Arvagor

10-24-05, 07:52 PM
They do, and it's a force effect, just like the armor bonus from mage armor (which is used to create bracers of armor, in fact)
E. Ravenwood

10-24-05, 09:18 PM
If you have the time, i might suggest just multiclassing as a monk to up your landspeed, but this probably is not the way to go at all, however, i have a few suggestions:
1) Boots of Striding and Springing (DMG p250) Increases the wearer’s land speed by +10’.
+5 Competence bonus to Jump checks. This means istead of traveling 15' per round, you could go 20'.
2) you could buy Elixir's of Sneaking (DMG p255) +10 Competence bonus on Move Silently
checks for 1 hour. They're only a single use, and cost 250 gp's a pop.
3) You could always stock up on items that raise your dex an insane amount so you Move Silent check goes up, like +6 gloves of Dex, a mere 36,000 gp's at any place that has them, you could get deep red sphere ioun stones. They're 8,000 apiece, but they rais your dex by two.
3a) And as a bonus, an insanely high Dex means an insanely high AC. You wouldn't need armor, so you wouldn't have to make any armor check penalties, which wouldn't pump the DC of your actions up. Or...
4) a combanation of the above three. I'm sorry if this isn't too helpful, but rules are rules, and we can only bend them. :weep:
Bob Loblaw

10-24-05, 10:11 PM
3) You could always stock up on items that raise your dex an insane amount so you Move Silent check goes up, like +6 gloves of Dex, a mere 36,000 gp's at any place that has them, you could get deep red sphere ioun stones. They're 8,000 apiece, but they rais your dex by two.

Just remember if you do this, that they are both providing enhancement bonuses so they won't stack.

Since I don't know how much money you have available, I will simply list everything I can find in the SRD that would help:

For your armor:
Shadow: This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armor’s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility; Price +3,750 gp.
Shadow, Improved: As shadow, except it grants a +10 competence bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility; Price +15,000 gp.
Shadow, Greater: As shadow, except it grants a +15 competence bonus on Hide checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, invisibility; Price +33,750 gp.
Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.
Silent Moves, Improved: As silent moves, except it grants a +10 competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, silence; Price +15,000 gp.
Silent Moves, Greater: As silent moves, except it grants a +15 competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750 gp.

For your weapon:
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Any potion, wand, or scroll that would give you a bonus on skill checks, grant flight or etherealness would be useful.

Ring of Spell Storing, Minor: A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.
Ring of Spell Storing: As the minor ring of spell storing, except it holds up to five levels of spells.
Moderate evocation; CL 9th; Forge Ring, imbue with spell ability; Price 50,000 gp.
Ring of Spell Storing, Major: As the minor ring of spell storing, except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell ability; Price 200,000 gp.

Staff of Passage: This potent item allows use of the following spells:
• Dimension door (1 charge)
• Passwall (1 charge)
• Phase door (2 charges)
• Greater teleport (2 charges)
• Astral projection (2 charges)
Strong varied; CL 17th; Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door; Price 170,500 gp.

Staff of Transmutation: This staff is generally carved from or decorated with petrified wood and allows use of the following spells:
• Expeditious retreat (1 charge)
• Alter self (1 charge)
• Blink (1 charge)
• Polymorph (2 charges)
• Baleful polymorph (2 charges)
• Disintegrate (3 charges)
Strong transmutation; CL 13th; Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000 gp.

Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.
Boots of Teleportation: Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 49,000 gp;Weight 3 lb.
Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times day for up to 5 minutes per flight.
Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price 16,000 gp;Weight 1 lb.
Broom of Flying: This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency; Price 17,000 gp;Weight 3 lb.
Cape of the Mountebank: On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
Moderate conjuration; CL 9th; Craft Wondrous Item, dimension door; Price 10,080 gp;Weight 1 lb.
Carpet of Flying: This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
Size Capacity Speed Weight Market Price
5 ft. by 5 ft. 200 lb. 40 ft. 8 lb. 20,000 gp
5 ft. by 10 ft. 400 lb. 40 ft. 15 lb. 35,000 gp
10 ft. by 10 ft. 800 lb. 40 ft. 10 lb. 60,000 gp
A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.
Moderate transmutation; CL 10th; Craft Wondrous Item, overland flight, permanency.
Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat.
By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
Moderate transmutation; CL 7th; Craft Wondrous Item, fly, polymorph; Price 26,000 gp;Weight 1 lb.
Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility, creator must be an elf; Price 2,500 gp; Weight 1 lb.
Dust of Disappearance: This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.
The greater invisibility bestowed by the dust lasts for 2d6 rounds.The invisible creature doesn’t know when the duration will end.
Moderate illusion; CL 7th; Craft Wondrous Item, greater invisibility; Price 3,500 gp.
Elixir of Hiding: A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour).
Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price 250 gp.
Elixir of Sneaking: This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 hour.
Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 250 gp.
Figurines of Wondrous Power
Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Helm of Teleportation: A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 73,500 gp;Weight 3 lb.
Ioun Stones: Vibrant purple Prism Stores three levels of spells, as a ring of spell storing 36,000 gp
Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks 30,000 gp
Manual of Quickness of Action: This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Robe of Blending: When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp;Weight 1 lb.
Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.
Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price 20,000 gp.
Wings of Flying: A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good maneuverability).
Moderate transmutation; CL 10th; Craft Wondrous Item, fly; Price 54,000 gp;Weight 2 lb.

There are plenty of other items that would come in handy, but I was staying with the sneaky theme you were going for.

You should download the SRD and really read up on item creation rules. It's not all that complicated and would allow you to create unique items.
Cole-Terenzin

11-02-05, 08:26 PM
Ring of Improved invisibility.
Boots of Elvin Kind Silent Moves, Greater and flyiing(this is a combination of 3 items)
+1 (+5 if you can afford it) Leather Armour of Blinking/Displacement Greater.
Boots of Flying.
Cape of the Manta-ray / Montebank.

You would need to be able to move freely in any terrain without being seen.

Ring of Inproved Invisibility would allow you to be unseen.
Boots of Elvin Kind/ silent moves greater for movement in terra firma
Armour of Blinking Displacement Greater for a better ac and chance of not being sneak attacked.
Cape of Manta ray / Mountebank to allow you to move freely through the water and also Dimension door when needed.

I would also recommend that you take the Shadow Dancing Kit when you meet the Pre-requisites.

Hide in plain site is quite handy.



now the pricing

Invisibility Greater 43,200gp
Boots of elvenkind, 2,500 gp + Silent movesPrice +23,000 / winged 24000 = 49,500gp
Cloak of the manta ray /mountebank =20880gp
Armour of Blinking / displacement, major = 90500gp

total outlay = 204,080gp
Will that be GP, Royal Decree of your soul sir?
Kendrick

11-02-05, 09:43 PM
*I havn't looked at the relevant rules - just going off of what the poster said

I would allow an item that only negated a penalty at half the price of an item that gave an equivilant bonus. In this case the cost would be bonus squared times 100, or 20^2*100 = 40,000, then divide by half to have it negate a -20 penalty and it would come out to 20,000. Then, because you want it to apply to both penalties (both hide and move silently take the -20 penalty), you would add the cost of the second ability at 150% price, to have it combined in one item. This would give a total of 50,000 gp for the "Boots of Fast Sneaking". If you didn't want boots, you would need to put this on a cloak or other slot that would reasonably be associated with stealth, or else pay an extra 50% of the cost to have it on a wierd slot.
Vaelan

11-03-05, 12:08 AM
Invisibility Greater 43,200gp
According to the DMG, a ring that gives Greater Invisiblity would cost 224,000gp. This would make it an epic item, and I believe there is some obscene price modifier based on it being epic.

I know the guidelines aren't exactly perfect, but this is a lot closer to an appropriate price than 43,200gp, which is barely even twice as much as a ring of invisiblity. Greater Invisibility is easily at least twice as good as normal Invisibliity, and thus that price is too low.
Bob Loblaw

11-03-05, 01:20 AM
According the the SRD:

Ring of Greater Invisibility:
Command word activated: Spell Level (4) x Caster Level (9) x 1800gp = 64800gp.
This would last for 9 rounds at a time. For simplicity, I would make it last a minute, increasing the cost to 72000gp.

Cost to Create: 36,000gp
XP cost: 2,880
Days to Create: 36
Cole-Terenzin

11-03-05, 06:48 PM
sorry my bad..... got the CASTER LEVEL wrong.
Rhomphaia

11-03-05, 07:19 PM
I believe the sneaking stuff has been covered, but what about the Bluff? I know it isn't exactly what you are looking for, but a Circlet of Persuasion (+3 to all Charisma related checks) would be quite useful for your character, not only for Bluffing, but also for Gather Information and Intimidation as well, both skills that your character would potentially be using a lot.
Zeful

11-03-05, 10:07 PM
Three words a symbol and a number: Cloak of Charisma+6