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| oddman08-11-05, 03:28 PM | I have a character that will eventually want to imbue a magic ring with a very strong curse. Something like a will 25 save (made each day until the wearer fails) to avoid having the wearer's alignment changed to LG permanently. The DMG's example of an item with a drawback seems like the ideal mechanic (the ring will have good effects), but the DMG doesn't explain how to integrate this into an item (cost, casting requirements, etc.) The Helm of Opposite Alignment is similar to (and weaker than) what I want. However it only lists Character level 12 and create wondrous items as a requirement. Could I modify its creation reqs to get what I want? How would you bring about the effect I'm looking for. |
| tarkin08-11-05, 05:41 PM | I would call it a LG Ring of X. Will of 25 is tough though 9th level spell is a base 24 So to get that Will 25, I would make Caster Level required to be 20th and make the price 40,000 to get that kind of power. Obviously, Caster must be Lawfull Good. --------------- Also, consider having people that are not LG take a -1 level while wearing the ring, not removable while the ring is on. |
| Algorithm_X08-11-05, 06:13 PM | Helm of Opposite Alignment: This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time. Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties. Strong transmutation; CL 12th; Create Wondrous Item, creator must be 12th level; Price 4,000 gp;Weight 3 lb. Now assuming flexibility as to the definition of “mental improvement” (as the result of calculating the uncustomary item slot modifier supplies an unusable number for base price) Single use, use activated has a spell level x Caster level 12 x 50gp = .4000gp base price That means Spell level x caster level 12 = 80 Since spell level can’t be 6.67 this means they did not use the standard item creation rules as warned in the disclosure. (if we knew those two number this would be simple) Thanks WotC. I would suggest using an assumed 6 spell level and caster level 12, noting that if that was the case the standard DC would be 19, not 15, (for simplisity ignoring RAW inconsistencies) For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell. BTW using the formula for magical items the DC for a 9th level spell is 23, not 24 (I assume Tarkin worked out the DC based an a 20 in the ability score, which is more than minimum, that's why casters with good abilities outshine magic item wielders {except for staff wielders, they rock}). To increase the DC to 25 (ignoring the standard DC 15) Spell level 10 is the minimum spell level that meets the criteria, making this an Epic magic item While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item. Grants a bonus on attacks or damage greater than +5. Grants an enhancement bonus to armor higher than +5. Has a special ability with a market price modifier greater than +5. Grants an armor bonus of greater than +10 (not including magic armor’s enhancement bonus). Grants a natural armor, deflection, or resistance bonus greater than +5. Grants an enhancement bonus to an ability score greater than +6. Grants an enhancement bonus on a skill check greater than +30. Mimics a spell of an effective level higher than 9th. Has a caster level above 20th. Has a market price above 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items. So assuming Spell level 10 and Caster level 21, the rest of the math is quite easy. (spell level 10 x caster level 21)= 210 210 x 1.5 (unconventional slot) x 50gp = 15,750 for a single use, use activated Epic magical ring that converts alignment to LG with a DC 25, in a similar fashion as the helm of opposite alignments reverses alignment. This extremely cheap at level 21. You may want to take the numbers I have come up with and check out making one simply use activated one with no limits. Wait... 6,300,000gp sorry did it in my head, it was only a difference factor of 400. Good thing too, you convert the whole world 1 being at a time with a use activated use limit ring. |