Item Creation 101 (Homebrewed Items)

Post/Author/DateTimePost
#1

Xeadin

Oct 22, 2009 20:42:10

You've seen how magic items come together- now it's your turn to devise your own creations! Use the template below to create the item that you have long wanted to create or something that you want to experiment around with.


Name: (All items) Level: (All Items)
Description: (All items)
Item level: (Armor, Weapons, Implements, Neck slot items) Item Price: (All Items)
Armor: (Armor groups go here; Armor)
Weapon: (Weapon groups go here; Armor)
Item Slot: (Arms, Feet, Hands, Head, Neck, Rings, Waist)
Enhancement: (Armor, Weapons, Implements, Neck slot items)
Critical: (Weapons, Implements)
Property: (All Items)
Power- Daily: (Most items)
Power- Consumable: (Potions)


Potions do not gain the benefit from Item levels or Daily Powers. They instead benefit from Item Price and Consumable Powers.


Now, let's see this list stack up!

#2

melvar

Oct 22, 2009 21:02:57

Name: Training Sword Level: 3
Description: This wooden training sword can be used to hone your skills in preparation for a big battle.
Item level: Wondrous Item
Armor: N/A
Weapon: N/A
Item Slot: N/A
Enhancement: N/A
Critical: N/A
Property: N/A
Power- Daily: Use this sword to practice your melee fighting skills for 20 minutes.  During the next encounter, you gain a +1 training bonus to your melee attack rolls.

#3

Xeadin

Oct 22, 2009 21:40:33

Ring of the Fallen Angels    Level 22
This ring is actually 3 rings forged into one. Each ring sports the different colors of the Angel lords- Grazzen of Valor (Brick Red), Hexen of Protection (Mother-of-Pearl), Dalorzi of Vengeance (Turquoise Mist).
Item Slot: Ring   325,000 gp
Property: You gain resistance 5 Fire, 5 Radiant, and 5 Cold.
Power (Daily): Minor action. One your next attack, you can convert your damage to either Fire, Radiant, or Cold damage. This effect lasts until the end of your next turn. You also deal ongoing damage of the same damage type (save ends).


I had failed to mention one important factor- gp price.


I will go and make the quick change to the template.

#4

drewswizard

Oct 23, 2009 23:25:53

Name: Theologian's Sword 
Description: Crafted carefully by sages of sacred text, if wielded correctly this blade can separate bones from marrow, and spirit from soul.
Item level: +3/lvl13 +4/lvl18 +5/lvl23 +6/lvl28                                                                              Item Price: 17,000 gp/lvl13 85,000 gp/lvl18 425,000 gp/lvl23 2,125,000 gp/lvl28
Weapon: Heavy Blades                                                                                                                     
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 Necrotic and Radiant Damage per plus
Property: If the wielder of Theologian's Sword is trained in Religion, they can use the following item powers.                                                                                                                                                                                                                                                                                    Power- (At-Will*Necrotic, Radiant): Free Action. All damage dealt by this weapon is necrotic and radiant damage. Another free action returns it to normal.
Power- (Daily): Free Action. When you are attacking a creature with the immortal origin, In addition to dealing damage, the target is stunned (save ends).                                    


Name: Mouth of Anduin Level: 26
Description: This sheathe has been imbued with the wrath of the Great river of Anduin. When a sword is drawn from it, it spouts a river to devour its enemies.
Item Price: 1,625,000 gp
Item Slot: Waist
Property: Upon the item's creation, designate a weapon that the wielder owns. This item corresponds with that weapon, until it is sold, lost or broken. During an extended rest, the wielder can designate another weapon that this item's power corresponds to. That weapon replaces the first one.


Power-Encounter: No Action, Conjuration. Area Wall 12 starting square adjacent to wielder.Trigger: When the wielder draws a weapon the chosen weapon for the first time during the encounter.Effect: The Mouth of Anduin conjures a river that washes away those who dare cross it. Any creature entering or starting its turn there are pulled 2 squares away from the wall's starting point along the direction of the wall. If a creature is within a square that is chosen for the wall upon the wall's creation, they are pulled 3 squares in the same direction above. Any creature can forego being pushed by this effect by taking a penalty to their next(or current) move action equal to the amount of squares they do not want to be pushed. This wall lasts until the end of the item's wielder's next turn.Sustain Minor: the wall persists.


Peach me please! i think the first item is somewhat well-rounded, maybe could use a change on the daily ability though.


The second one could definitely use better language, and better scaling to tone it down a little.


EDIT: Added description to Theologian's Sword and altered its Daily Power, Retranslated second item, added any missing information.  

#5

Qube

Oct 24, 2009 0:11:06

Property: When a Light Blade is drawn as a minor action for the first time during an encounter, the item's wielder conjures a wall 5 starting in an adjacent square to the wielder. If the wall enters an enemies' square when created, the enemy is pulled 2 squares following the wall's direction. The wall is difficult terrain, and any enemy trying to cross the wall makes an athletics check vs. the wall's creator's opposing wisdom check+2. if the check fails the creatuer is pulled 2 squares following the squares direction. the wall lasts until the end of the creator's next turn.  Lvl 11: wall 10, pulled 4, wisdom check +4, pulled 4. Lvl 21: wall 15, pulled 6, wisdom check +6, pulled 6. 

Sustain Minor: the wall persists.


IMHO overpowered. (draw light blade and drop it means there is no real cost except sustain minor). to what existing item was this item balanced to?
#6

Xeadin

Oct 24, 2009 13:01:54


Name: Theologian's Sword
Description: ???
Item level: +2/lvl8 +3/lvl13 +4/lvl18 +5/lvl23 +6/lvl28
Item Price: 3,400 gp/lvl8 17,000 gp/lvl13 85,000 gp/lvl18 425,000 gp/lvl23 2,125,000 gp/lvl28
Weapon: Heavy Blades
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 Necrotic and Radiant Damage per plus
Property: If the wielder of Theologian's Sword is trained in Religion, they can use the following powers of the sword.
Power- (At-Will*Necrotic, Radiant): Free Action. All damage dealt by this weapon is necrotic and radiant damage. Another free action returns it to normal.
Power- (Daily): Free Action. When you are attacking a creature with the immortal origin, In addition to dealing damage, the target is dazed (save ends).                                    





You also forgot the weapon's description... Foot in mouth
#7

drewswizard

Oct 24, 2009 15:03:04

yeah the second item was a bit of a rough draft, and i haven't thought of anything for the first item's description. i'll edit it when i do.


EDIT: editing done!


Thoughts: i think that the daily power on the theologian's sword is too narrow to be overpowered. I think that the restriction of both items to either paragon or epic tier makes them a bit balanced flavor and mechanic wise. for the sources of comparison for the mouth of anduin, i used a druid wall power, a level 27 waist slot item, and an armor out of the CB.  Here's another concept i had. i think it would be valued among Liches, but that wasn't its original intention. Yay for scaling.


Name: Agent of Repair Level: 15


Description: The epitome of artifice, this weapon is adorned with a magic Wrench head that can fix all, or end all forged things. Item level: lvl 15 +3, 25,000 gp lvl 20 +4, 125,000 gp lvl 25 +5, 625,000 gp lvl 30 +6, 3,125,000 gp


Weapon: Hammers, Maces
Enhancement: +3 to attack rolls and damage rolls


Critical: (1d6 per plus, 1d12 per plus on attacks against objects and constructs Property: Artificers can use this weapon as an implement for artificer powers and artificer paragon path powers. When using this weapon to attack an object or construct with a melee basic attack, instead of dealing damage, the target regains hit points equal to your healing surge value.           


Power- Daily: Free action. trigger: When you attack an object or construct using this weapon. Effect: you can reroll your attack die and use either result. Lvl 25 or Lvl 30: score a critical hit.

#8

Azuridin_the_aged

Oct 25, 2009 0:13:58


Name: Tzar'Naresh's Visage Level: 15
Description: This golden mask warps to fit over the face of the User. Appearing as a Raven esqued beak it's gemmed eyes stare blankly out at the wielders enemies. Bearing deeply into their very existance.
Item Price: 24,000 go
Item Slot: Head
Property: The wielder is trained in Arcana. If Arcana is already trained they receive a +2 item enhancement.
Power- At-Will: Standard Action; The wielder may immediattly read the current hit points, vulnerabilities, and resistances of the target of this abilitiy.


Power - Daily: Minor Action. The wielder may make a succesful Arcana check (DC 20) to deal maximum damage with their next Arcane Spell or Attack.


Background: Tzar'Naresh gifts his most trusted sages with this implement. allowing them to peer into the very soul and existance of their enemies to better find a weakness to exploit.

#9

Xeadin

Oct 27, 2009 17:35:48

Wand of Brilliance (Lv. 14- 29)
This wand is bejewelled with crimson opals and golden diamonds and carries a hefty payload within a twig with twisted silver metal.
Lv. 14  +3   21,000 gp
Lv. 19  +4   105,000 gp
Lv. 24  +5   525,000 gp
Lv. 29  +6   2,625,000  gp
Implement (Wand)
Property: This wand has 6 charges, expended after each use of one of the 3 attacks below.
- Golden Ribbon (1 charge) Ranged 10- Cha vs. Fort (2d6 + Charisma modifier Radiant damage, and the target is slowed until the end of your next turn)
- Sonic Burst (2 charges) Close Burst 4- Cha +2 vs. Fort (1d10 + Charisma modifier Thunder damage, and targets are pushed 3 squares and knocked prone)
- Crimson Fire (2 charges) Area burst 3- Cha +2 vs. Fort (2d6 +charisma modifier Fire damage, and targets are marked until the end of your next turn)
Power (Daily): Standard Action. You can expend 4 charges worth of attacks on this turn as a standard action. On your next turn, you can expend the remaining 2 charges worth of attacks as a minor action.

#10

nachtsieger

Oct 28, 2009 3:57:20

Why am I even positng in this topic I have no idea


Name: Tome of the Vermillion King Level: 18/23/28
Description: A dark orange tome. It seems unassuming at first, but its pages hold fragments of a world-breaking spell created by a God-King of Magic. It is said a part of his goodwil is encapsulated into these books, and someone who collects all two hundred forty-six are granted a favor.
Item level: Implement Item Price: As items of level 18/23/28
Weapon: Implement
Enhancement: +4/5/6
Critical: +1d10 lightning and thunder damage per plus
Property: When you use an arcane daily power with the thunder and lightning keywords, you gain a +2 bonus to the attack roll and score a critical hit on a natural roll of 18-20.
Power- Daily: Free action. You expend an unused wizard daily attack power of level 15/19/25 or higher and gain the use of the Lord of Vermillion power (see below). The power is lost if you don't use it before the end of the encounter.


Lord of Vermillion Tome of the Vermillion King Item Attack 18
You summon forth an ancient spell, battering the earth with huge pillars of thunder and lightning.
Daily ✦ Arcane, Thunder, Lightning, Zone, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 3d10 + Intelligence modifier lightning and thunder damage.
Miss: Half damage
Effect: The burst creates a zone of thunder and lightning until the end of your next turn. An enemy that starts its turn in the zone takes 15 lightning and thunder damage. As a move action, you can move the zone two squares.
Sustain Minor: The zone lasts until the end of your next turn, but its burst shrinks by 1 square (to a minimum of burst 1).
Sustain Standard: The zone lasts until the end of your next turn, and its radius increases by 1 square. Repeat the attack.


Lord of Vermillion Tome of the Vermillion King Item Attack 23
You summon forth an ancient spell, battering the earth with huge pillars of thunder and lightning.
Daily ✦ Arcane, Thunder, Lightning, Zone, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 5d10 + Intelligence modifier lightning and thunder damage.
Miss: Half damage
Effect: The burst creates a zone of thunder and lightning until the end of your next turn. An enemy that starts its turn in the zone takes 25 lightning and thunder damage. As a move action, you can move the zone two squares.
Sustain Minor: The zone lasts until the end of your next turn, but its burst shrinks by 1 square (to a minimum of burst 1).
Sustain Standard: The zone lasts until the end of your next turn, and its radius increases by 1 square. Repeat the attack.


Lord of Vermillion Tome of the Vermillion King Item Attack 28
You summon forth an ancient spell, battering the earth with huge pillars of thunder and lightning.
Daily ✦ Arcane, Thunder, Lightning, Zone, Implement
Standard Action Area burst 2 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 7d10 + Intelligence modifier lightning and thunder damage.
Miss: Half damage
Effect: The burst creates a zone of thunder and lightning until the end of your next turn. An enemy that starts its turn in the zone takes 35 lightning and thunder damage. As a move action, you can move the zone two squares.
Sustain Minor: The zone lasts until the end of your next turn, but its burst shrinks by 1 square (to a minimum of burst 1).
Sustain Standard: The zone lasts until the end of your next turn, and its radius increases by 1 square. Repeat the attack.

#11

andoril

Oct 28, 2009 15:47:04

Name: Invisible helmet Level: 3
Description: Why, yes, it IS a very nice helmet. Indeed.
Item level: 3 Item Price: 600 
Item Slot: Head
Enhancement: +1
Property: Increases will defense and intimidate skill by 1
Power- Daily: Invincible - increase AC by 2 until the start of your next round and gain 5 temporary hitpoints.


PEACH. This was created with my orc warlord in mind, giving him that 'insane' bit that would suit him perfectly.

#12

Xeadin

Oct 30, 2009 9:21:18

I may have failed to mention this, but single level magic items don't have any enhancement bonuses- they only have properties and/ or Daily powers. When dealing with enchancements, the magic item should never have modifiers- the modifiers are predetermined by the item level. Enhancement bonuses should be followed up with something like:


Enhancement: Attack rolls & Damage rolls; Fortitude, Reflex, and Will; AC


That's all that is needed when filling out the Enhanceent space- either one of those underlined items which depends on which item you are using.


The basic principle to Enhancements is here.
Weapons and Implements: Enhancement (Attack rolls & Damage rolls)
Armor: Enhancement (AC)
Neck Slot Items: Enhancement (Fortitude, Reflex, and Will)


On the Enhancements, never put any numeric values on that space. The only place is where the Item levels are (If it's a multi tier item).


(Maybe if I copy and paste the table over to here, that should help clear things up...)


Periapt of Health (Lv. 3- 28)
This golden amulet with a heart-shaped crimson jewel faceted on this necklace can be activated to protect yorself from diseases/ poisons and other debilitating effects.
Lv. 3  +1   680 gp
Lv. 8  +2   3,400 gp
Lv. 13  +3   17,000 gp
Lv. 18  +4   85,000 gp
Lv. 23  +5   425,000 gp
Lv. 28  +6   2,125,000 gp
Item Slot: Necklace
Enhancement: Fortitude, Reflex, and Will
Property: When you wear this amulet you gain a +2 bonus to saving throws against diseases.
Power (Daily): You gain a bonus to saving throws equal to the item's ehancement bonus + your charisma modifier against all effects that a save can end until the end of the encounter.

#13

Xeadin

Oct 30, 2009 9:32:26

Here are the tables as a reference to Item price and enhancement bonuses, in case you're wondering...


Market Prices for Magic Items by Level
Item Level
| Item Price
1          360
2          520
3          680
4          840
5          1,000
6          1,800
7          2,600
8          3,400
9          4,200
10         5,000
11         9,000
12         13,000
13         17,000
14         21,000
15         25,000
16         45,000
17         65,000
18         85,000
19         105,000
20         125,000
21         225,000
22         325,000
23         425,000
24         525,000
25         625,000
26         1,125,000
27         1,625,000
28         2,125,000
29         2,625,000
30         3,125,000


Enhancement Bonus by Level
Item Level
| Enhancement Bonus
1-5        +1
6-10       +2
11-15      +3
16-20      +4
21-25      +5
26-30      +6

#14

oseroc

Nov 02, 2009 16:18:17

Actually one I came up with last session that our Artificer got.


Name: Mirror Armor Level: 11
Description: A fine Gleam radiates from this armor
Item level: 11 Item Price: norm
Armor: Any
Enhancement: +3
Property: You Gain Reflect 1.
Power- Daily: Gain Reflect 5 for the remainder of the encounter

#15

Xeadin

Nov 05, 2009 19:22:57

Greaves of Power | Level 15
This enchanted leg armor enhances the effectiveness of your attacks.
Item Slot: Feet    25,000 gp
Property: Gain a +1 enhancement bonus to attack rolls
Power (Daily): Free action. On your next attack, you deal additional bonus damage equal to your Intelligence modifier until the end of your next turn.


Cloak of Undead | Level 10+
This dull gray cloak bends undead creatures to your will for a short while and protects yourself from other undead creatures.
Lv. 10  +2   5,000 gp
Lv. 15  +3   25,000 gp
Lv. 20  +4   125,000 gp
Lv. 25  +5   625,000 gp
Lv. 30  +6   3,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, Will
Property: Gain a +1 bonus to AC against Undead creatures
Power (Daily): Minor action. Make a normal attack roll against the creature's Will defense. If it hits, the creature is controlled for a number of rounds equal to your Charisma modifier. You can dismiss this effect as a free action.