Creating new magic items

Post/Author/DateTimePost
#1

sutherland_thomas

Feb 11, 2011 15:23:20
Posted this question in another forum and was advised to post it here, so here goes. I want to create a new magic item, one that isn't found in the new rules. Something akin to a gem of true seeing or such. The closest I've been able to find is the ring of true seeing, but it really doesn't do what I had in mind. None of the rules cover the creation of new items, just stats for existing items created my wotc. Any advice here?
#2

dieffenbachj

Feb 11, 2011 20:41:47
Write up the magic item as you see fit. Be creative. Leave the level blank.

Use the compendium to find the closest magic item to it. Give it that level. Or, if it's simply too unique, you have to gut-feel it:

Pick a level off the top of your head that seems it might be appropriate for it. Look up a dozen magic items of that level. Ask yourself: "Assuming I can make good use of it and it's ideal for my race/class, would I rather have this magic item I just made, or items 1-12?" If the answer is "I'd rather have the magic item I just made." then increase the level by 1 or more. If the answer is usually items 1-12, then lower the level by 1 or more.

So for instance, suppose I wrote up a hat that gives you the movement mode of teleport for 3 squares. Sounds like a 12th level item to me. Compare it to Helm of the Eagle, +2 to a ranged attack 1/day, or Boots of Unchecked Passage, once per day move through enemy spaces without opportunity attacks. I would much rather have the hat, so I'll give it a 5 level boost, 17th, and try again. Hero's Gauntlets: +1 attack rolls per action point attack, and gain temp hp when an action point hits. Talisman of Terror, -2 to saving throws on fear attacks and +4 to Fortitude, Reflex, and Will... I think we're getting there, but I'll try one more 5 level boost, up to 22. Deflection Armor, +5 and once per day redirect an attack against you to an adjacent target... Jousting Shield, resist 10against opportunity attacks when you charge.

I see that my hat is approaching the proper level, but I estimate that even when I hit level 30 it'll still be more powerful than any other alternative. So, it's time to rework that hat.

Do the same thing with your magic item. Write it up however you like, check its power against items of its level, and if it feels like it's much stronger up until level 30 it may be time to nerf your item.

* * * *

Here's an alternative.

Pick your level. Maybe want a level 11 magic item? Level 11 it is. Get a big ol' list of level 11 magic items, wondrous especially since you wanted a gem of true seeing type deal.

Review their powers and strength levels carefully. Write something up which doesn't feel more powerful. Then, do the process I wrote above, where you find a bunch of other items of that level, and compare to them (as a fresh slate type deal).

Balancing magic items is rarely about the actual powers contained within, but simply how much money you're willing to pay. If it seems too desirable, if players would rather have it than anything else, it's time for a level increase. 
#3

alitain

Feb 12, 2011 1:29:15
Well I posted this in your original topic, but since you have started one here I'll repost my suggestions;

Do like a headslot item with a daily power that activates as an immediate reaction.  Have it do something to the effect of a saving throw against an attack with the illusion keyword.  If you make the saving throw you aren't under the effects of the illusion, but still take any damage from the attack normally.  If you fail, then the attack proceeds normally.

Something like that would work for what you're wanting basically.  Well except for the hidden door part, but that's kinda the feature that doesn't fit with the rest.  Traps are still attacks so they can be lumped together with monster attacks.

As for the hidden door thing?  Could do a separate consumable item, Dust of Revealing.  Now the thing with this is you'd have to actually use it and hope for the best.  But basically have it's power be a minor action to toss the dust in say a burst 2 or 1 or something and make a Perception check with say a +10 or 20 or something, kinda like the Skeleton Key item lets you make a thievery check with like a +20 or something.  That way if it works the dust reveals anything hidden in the burst.
#4

pluisjen

Feb 12, 2011 7:41:23
Well... the thing is that an item that allows characters to "ignore" traps and hidden doors and illusions would be really, really good.

But arguably, if the main you want from it is "be good at detecting illusions and hidden doors and traps", then you could just make an item with this property:

Property: The user gains a +5 bonus to Perception and Insight checks when dealing with Illusions, Traps, and Secret doors.

That'd probably be a high heroic item (around level 7-8) if I'd were to make a guess. And you can up it 10 levels and increase the bonus to +10 and then again to +15 for a high epic version.

It seems to do mostly what you want, without being a flat "immune".