Magical cart of goodness

Post/Author/DateTimePost
#1

white_daemon

Mar 16, 2008 19:48:17
I'm thinking about having my next character, a Wizard/Maester, have a cart where she sells her magical and alchemical stuff. Said cart would be made by her (she has the Craft Wondrous Item feat) and would move without anyone pushing it, have a cute lights show pop up (I'm thinking some kind of permanent prestidigitation) and, most likely the most expensive feature, have a doorway into an extradimensional area that has her item creation lab.
So, can anyone help me figure out how I would make it, and help me size up an XP/gp cost?
#2

moosh_nailo

Mar 16, 2008 21:51:56
Magical cart of goodness

That is exactly what I would have called it :D

Ok, lets set up a list of spells you'll be using.
1-Lightshow: Prestidigitation, which also helps for cleaning and other general little uses.
2-Movement: I see two options. Either A) Animate Objects, which is an expensive Cleric 6 spell or B) Something lower-level like Mount that summons a creature(s) to pull it around for you.
3-Extradimensional Lab: The portable hole idea?
4-Defense?: Resist Energy (fire)? Ironwood? Color Spray? Summon Monster? Mordenkainen's Faithful Hound?

1-Continuous prestidigitation spell effect; 0.5x1x2000=1000gp 40xp
2-Unless you are high level and very rich, a permanent animate objects is not really an option. My suggestion would be a 1/day command word mount spell, at CL 4 for 8 hours of travel; (1x4x1800)/5=1440gp 58xp
3-I remember reading a thread somewhere in which a portable hole was used as a movable laboratory. Other than that, I'm really not sure. An adaptation of Leomund's Tiny Hut? Mordenkainen's Magnificent Mansion?
4-Tons of other nifty stuff you can add on that would help this thingy out.

Maybe up the daily uses of mount, in case of destruction of the summon, or a dispel, or what have you.

What level are you? What spells/equipment/material do you have access to? What other kind of party resources do you have? (such as other spell lists through other characters)

Also, you may be interested in this: Ironwood Carriage
#3

sakaki22

Mar 16, 2008 22:07:13
Magical Mobile Warehouse

This wooden wagon is lavishly designed with knick knacks of a magical design, incorporating magical items and patterns into it's exterior. The lead of the wagon has no harnesses for a mount, and is capable of moving of it's own power at a speed of 30ft as a move action. The magical designs wow and fascinate it's viewers, including a command word to use the patterns to actually fascinate up to eight hit dice of viewers (Will DC 15 Negate). The rear of the wagon can hold up to six medium sized riders, or (with another command word) can be used to enter an extradimensional location. It's spaciously designed to incorporate any purpose a buyer could need it for, from a workplace for magic item creation, to a portable classroom for teaching apprentices. The wooden surfaces are magically treated to triple it's hardness and hit points].

Faint Illusion and strong Conjuration; CL 13; Craft Wonderous Item, Hypnotic Pattern, Phantom Steed, and Mage's Magnificent Mansion; Price 222,830gp, cost 111,415gp + 8,913xp.
#4

Nathreet

Mar 16, 2008 22:35:51
You can move it around with a permanent floating disc effect. The value per the creation guidelines is 1 (spell level) x caster level x 2000gp x 1 (1 hour/level spell). The floating cart holds 100lbs. of gear per caster level (including the weight of the cart). It follows you around unless otherwise directed, and it drops to the ground if it ever gets more than 25' + 5'/(2 caster levels) away from you.

To buy the cart from someone else, you pay the value. To make it yourself, pay 1/2 the gp value plus 1/25 the gp value in xp. So for the basic 100lb. capacity cart that would be 2000gp to buy, or 1000gp + 40xp + 2 days (1 day per 1000gp of value) to make it.

For additional magical effects, you pay for each seperately. Prestidigitation would add 1000gp to the value, since level 0 spells count as level 1/2 spells when making items.

For the lab I'd get a portable hole (20,000gp) and a bottle of air (7,250gp). If you leave the door/hatch open you don't need the bottle of air. The lab is kinda cramped, though. It's only a 5' square. Still, it's enough for a table, storage cabinets underneath, and an alchemical apparatus on top. A standard alchemist lab costs 500gp and weighs 40lbs, so this seems reasonable. It provides a +2 circumstance bonus to craft (alchemy) checks. I'd also include a few tools for making wonderous items (probably negligible cost) and maybe a spare spellbook. Maybe a ladder too if you enter it via a hatch in the cart, but that's dirt cheap.

Let's say you have a sparkly 300lb. capacity cart + lab with it's own air supply. Total value and cost to buy: 34,750gp. Cost to make is 17375gp + 1390xp + 35 days (1 day per 1,000 gp of value).

Oh yeah, never bring a bag of holding or handy haversack into the lab, nor craft one there. Both it and the lab will be sucked into the astral plane and lost forever.