| Post/Author/DateTime | Post |
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| Burlane08-27-07, 01:08 PM | Ok we need some help with crafting Magical Armor... I am right to assume that Armor can have up to +10 Effective Bonus right ? +5 Enhancement Bonus and another +5 Equivalent Ability/Effects Bonuses right ??? Page 216 Dungeon Masters Guide. Ok first, when adding Enhancement Bonus I understand the cost is "Bonus Squared x 1000 gold" from page 285 in the Dungeon Master Guide. Also, you can only add up to +5 Enhancement Bonus. Now say a cleric wanted to add "1 Bonus 4th Level Spell" to his armor. It says on page 285 of the DMG that it would cost the "Spell Level Squared x 1000 gold" but what it doesnt say is how much Effective +Bonus is costs. Like say the armor is Chainmail +3. Thus it would have a remaining +7 Effective Bonus that the Cleric could use to fill the armor with effects. How much of that +7 Effective Bonus would be used up when adding "1 Bonus 4th Level Spell" ?????? Am I clear ? Also, Say we wanted to add a Spell Use / day. Such as a Cure Moderate Wounds once a day, it says in the DMG "Divide By 5 then multiply by uses per day". Divide what by 5 may i ask ?? If anyone can clear up these questions it would be great ! Thanks, Burlane PS: Is there anyway to speed up the construction time ? It says 1 day per 1000 gold in price. |
| tarkin08-27-07, 01:56 PM | 1. The core rules do not allow what you are saying. I would probably allow it anyway, but just note this. 2. Why don't they allow it: You are attempting to use the Wonderous Item rules for NON-wonderous items. This is dangerous. 3. If you do this, you need (among other things) to pay the 50% penalty for applying a secondary magic item to the armor. (Just as when creating a Ring of Invisibility that is also +2 Protection.) 4. In general, for things that help defend/attack you need to use the +1/+2/+3/+4/+5 system for both weapons and armor, not the Wonderous Item rules. 5. If you want to create a magic item for armor, tell us specifically what you want it to do, and then we can price it. Generally we would compare it to other existing magic items first. Note that the specific magical effects you mentioned are not related to defense/attack, so you probably could use the wonderous item pricing method for it. 1 bonus spell per day would be done like this: Perl of Power, 4th level = 16,000. Times 1.5 because it is being added on to magic armor +1 = 24,000 gp. Cure moderate 2/day is a bit problematic, because in a standard game, healing is relatively hard to come by (See Ring of Regeneration, a lot of people consider it to be expensive). But I have heard many people on the board complain about this, so suspect there is a signifcant number of people that House Rule to make it easier. Assuming you are willing to do this... If you were to allow the item, the formula from the DMG would be: Spell level x caster level x 1800 /5 *2 uses per day. That would be (minimum caster level is generally best for healing) 2*3*1800/5*2 = 4320 gp. *1.5 to add it magic armor. 6480 gp This heals twice per day, doing 2d8+3 (3rd caster level). --------------------- There are feats in Ebberon to speed up casting time. The one you are looking for is Exceptional Artisan. It reduces time by 25%. If it took you four days, now it would take only 3. P.S. Before you complain about magic item creation times, check how long it takes to make a non-magical suit of Full Plate Mail. |
| Nephlite08-27-07, 02:03 PM | 1. The core rules do nto allow what you are saying. 2. You are attempting to use the Wonderous Item rules for NON-wonderous items. This is dangerous. 3. If you do this, you need (among other things) to pay the 50% penalty for applying a secondary magic item to the armor. (Just as when creating a Ring of Invisibility that is also +2 Protection.) 4. In general, for things that help defend/attack you need to use the +1/+2/+3/+4/+5 system for both weapons and armor, not the Wonderous Item rules. 5. If you want to create a magic item for armor, tell us specifically what you want it to do, and then we can price it. Generally we would compare it to other existing magic items first. 1 bonus spell per day would be done like this: Perl of Power, 4th level = 16,000. Times 1.5 because it is being added on to magic armor +1 = 24,000 gp. Cure moderate 2/day is a bit problematic, because in a standard game, healing is relatively hard to come by. If you were to allow the item, the formula from the DMG would be: Spell level x caster level x 1800 /5 *2 uses per day. That would be (minimum caster level 2*3*1800/5*2 = 4320 gp. This heals twice per day, doing 2d8+3 (3rd caster level). There are feats in Ebberon to speed up casting time. According to the Magic Item Comprehdruim: Healing (2d8+5 as a swift action) adds +8 K for 1/day. Greater Healing, requires healing: it heals you 3d8 +15 2/day. Cost + 24K (but need Healing first so total costs will be 8 +24=32 K) Granted, these are swift actions: not swift should be cheaper in theory. |