| Post/Author/DateTime | Post |
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| ryeookin09-20-06, 07:58 AM | I'm playing a warlock going the enchanting route. At lvl 9 I'll have craft wonderous, Extraordinary Artisan, and my 9th lvl feat will be craft arms/armor. First, I want to make a spiked mythril chain shirt. How much would the spikes cost? Pay the cost for masterwork (although the added cost for the material 'mythril' says it is already masterwork.. so would I need to make the spikes masterwork so I can enchant them?) Ok now to the nitty gritty. I want to make the armor spikes enchanted as such: +1 Spellblade (dispell) Spellblade (greater dispelling) Would result in a +3 weapon. To those not firmiliar with "Spellblade" its from magic of Faerun: The weilder of such weapon is immune to a single spell chosen at the time the weapon is created. The chosen spell must be one that is targeted against the weilder (not a spell that affects an area). When the weilder is subjected to the spell, the weapon absorbs the spell. On the weilder's next turn, he can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action. Caster lvl 13th +1 I remember reading that the "caster level" of an item isn't the level your character has to be in order to craft the item. (as per the dmg errata). Sooo.. if I have the scrolls at lvl 9 I should be able to make this item (as I do meet the +1/3lvls requirement.) If this all worked.. then since my armor spikes are never taken off they are always weilded. This means I'd be protected from all targeted dispells, and could even redirect them at others if I'm cast upon. :) This would work well as I imagine a targeted dispell for a warlock would be a real PIA during mid battle to rebuff all his buffs, not to mention falling if you were using fell flight. :P |
| Chainsaw09-20-06, 08:41 AM | You'd have to pay for the spikes, then pay to make them masterwork, then pay for mithril, then pay for the +3 worth of enhancements. You can't have the same modification twice on the same weapon. So spellblade and spellblade wouldn't work. That would be like saying I want to make a +5 flaming flaming flaming flaming flaming greatsword. Although rolling 2d6+5+1.5 str+5d6 fire would rock. |
| ryeookin09-20-06, 09:48 AM | You'd have to pay for the spikes, then pay to make them masterwork, then pay for mithril, then pay for the +3 worth of enhancements. You can't have the same modification twice on the same weapon. So spellblade and spellblade wouldn't work. That would be like saying I want to make a +5 flaming flaming flaming flaming flaming greatsword. Although rolling 2d6+5+1.5 str+5d6 fire would rock. Well in that case.. Can bracers have spikes? :) (I don't remember off hand.. gota flip through the phb) If so then at some point I'll just make some dex boosting bracers with spikes (and then add the spellblade (greater dispelling) to it).. Not to mention I'll be one intimidating looking worlock. :cool: |
| Zherog09-20-06, 10:24 AM | You'd have to pay for the spikes, then pay to make them masterwork, then pay for mithril, then pay for the +3 worth of enhancements. The cost of being masterwork is subsumed into being made from mithril. You can't have the same modification twice on the same weapon. So spellblade and spellblade wouldn't work. That would be like saying I want to make a +5 flaming flaming flaming flaming flaming greatsword. Although rolling 2d6+5+1.5 str+5d6 fire would rock. Just to play devil's advocate: Can you cite me a rule that says I can't make a +1 flaming flaming longsword? This is a debate that's come up from time to time on the boards for the 4+ years I've been here. As far as I recall, there's never been a clear resolution on the matter. I personally don't think "flaming flaming" is broken, but there are folks on the other side who definitely make good points, too. And also: that 2d6+5+1.5 Str+5d6 fire wouldn't rock so much against, say, a red dragon. ;) *** To the OP: Caster Level is not a pre-req. In order to do what you want you must meet whatever is listed under the "pre-reqs" line of the magic item, including being able to cast any spells listed. Casting via scroll or wand is acceptable, but you need to have a scroll or charge available for every day you'll be working on the item. It takes one day per 1,000 gold spent on the magic stuff (that is, it doesn't include the cost of the masterwork weapon or armor). Ask your DM about whether or not he'll allow the duel-spellblade abilities. Some DMs (like me ;) ) will allow the same ability twice; others won't. |
| RavenDrake09-21-06, 09:37 AM | Technically, the Armour itself is made of Mythril. You don't HAVE to make the armour spikes of mythril unless you want to. They are effectively treated as a weapon in thier own right, so making them enchanted would require you to have them masterwork first (+300gp). If you choose to make them mythril you'll have to pay 500gp per pound (since no weight is given, you'll have to get your DM to adjucate that, but I'd say about 2-3lbs. The masterwork cost is included in this price). This price will be totally seperate from the price of making the shirt and any special materials or special rules you use for it. To actually craft them you'll have to be 9th level(at least, which you are), and you'll need to be able to cast, or to know, the spells that are the prerequisites for creating the item(none listed in your description, but I don't know if you left them out or there aren't any). If there ARE then you'll have to use the spell up every day of creation(either casting it yourself, having someone else cast it, or casting it from a scroll). The caster level listed there is the item's caster level for the purposes of, say, being dispelled or disjoined, and does not refer to the caster level you have to be to create it. |
| risner09-22-06, 05:36 PM | If you choose to make them mythril you'll have to pay 500gp per pound (since no weight is given, you'll have to get your DM to adjucate that, but I'd say about 2-3lbs. The masterwork cost is included in this price PHB p123: Armour Spikes +10 lb so 5000gp to make them Mithril including masterwork cost. I would just make Masterwork Cold Iron, A. Silver, or Iron. |
| Zaistars6909-22-06, 07:09 PM | I'm playing a warlock going the enchanting route. At lvl 9 I'll have craft wonderous, Extraordinary Artisan, and my 9th lvl feat will be craft arms/armor. First, I want to make a spiked mythril chain shirt. How much would the spikes cost? Pay the cost for masterwork (although the added cost for the material 'mythril' says it is already masterwork.. so would I need to make the spikes masterwork so I can enchant them?) Ok now to the nitty gritty. I want to make the armor spikes enchanted as such: +1 Spellblade (dispell) Spellblade (greater dispelling) Would result in a +3 weapon. To those not firmiliar with "Spellblade" its from magic of Faerun: The weilder of such weapon is immune to a single spell chosen at the time the weapon is created. The chosen spell must be one that is targeted against the weilder (not a spell that affects an area). When the weilder is subjected to the spell, the weapon absorbs the spell. On the weilder's next turn, he can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action. Caster lvl 13th +1 I remember reading that the "caster level" of an item isn't the level your character has to be in order to craft the item. (as per the dmg errata). Sooo.. if I have the scrolls at lvl 9 I should be able to make this item (as I do meet the +1/3lvls requirement.) If this all worked.. then since my armor spikes are never taken off they are always weilded. This means I'd be protected from all targeted dispells, and could even redirect them at others if I'm cast upon. :) This would work well as I imagine a targeted dispell for a warlock would be a real PIA during mid battle to rebuff all his buffs, not to mention falling if you were using fell flight. :P To wield the spiked armor you would have to actively be using it, like in combat. If this wasn't the case they would have made it into an accessory. You can't just wear the spiked armor and get the bonus. On top of that, a targeted dispel doesn't affect you so this wouldn't work. It affects all your enchanments, that's part of the reason why it has no SR or Save. |
| RavenDrake09-22-06, 11:11 PM | PHB p123: Armour Spikes +10 lb so 5000gp to make them Mithril including masterwork cost. I would just make Masterwork Cold Iron, A. Silver, or Iron. Ah... I was looking in the wrong chart in the SRD... my mistake. |
| Vanigo09-23-06, 08:58 PM | To wield the spiked armor you would have to actively be using it, like in combat. If this wasn't the case they would have made it into an accessory. Uh-huh. So a fighter with a spellblade battleaxe can't benefit from it when he's making a multiple-turn movement across the battlefield to a group of archers, then? Right... I say you're wielding it as long as you could attack with it if you wanted. Whether you're actually attacking with it or not is irrelevant. |
| RavenDrake09-24-06, 11:37 AM | To wield the spiked armor you would have to actively be using it, like in combat. If this wasn't the case they would have made it into an accessory. You can't just wear the spiked armor and get the bonus. Well... there's some leeway in that one. For example, the FAQ says that you merely have to be holding a defending weapon in your offhand to gain the bonus to AC. YOu don't have to use it in combat, OR take two weapon fighting penalties... I don't know that I agree with all of that, but It does set a precidence. I think that having the spikes enchanted should count. On top of that, a targeted dispel doesn't affect you so this wouldn't work. It affects all your enchanments, that's part of the reason why it has no SR or Save. Actually, the target is, according to the SRD: Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst As long as he's subjected to the targeted version, then the spikes will take effect, but not against the area dispell. |