Magic Item Crafting Rules: Difference between revisions
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{| class="ep-default" style="text-align:center" width="95%" | {| class="ep-default" style="text-align:center" width="95%" | ||
|- style="background:#E0CEF2; border:#B1A3BF" | |- style="background:#E0CEF2; border:#B1A3BF" | ||
! Slot | | ! Slot || Ability Scores || Alt Move Types || Alt Senses || Armor Enhance Bonus || Maneuver Offense || Maneuver Defense || Damage Resist || Dweomer- metals || Energy Resist || Incr'd Move || Armor Magic Prop's || Shield Magic Prop's || Melee Magic Prop's || Natural AC || Saving Throws || Shield Enhance Bonus || Skill Bonuses || Spell Effects || Spell Resist || Weapon Enhance Bonus | ||
|- | |- | ||
! align="left" | ! align="left" | Weapon | ||
| || || || || || || || || Y || || || || || Y || || || || || || || Y | | || || || || || || || || Y || || || || || Y || || || || || || || Y | ||
|- | |- | ||
! align="left" | ! align="left" | Shield | ||
| || || || || || || || || Y || || || || Y || || || || Y || || || || | | || || || || || || || || Y || || || || Y || || || || Y || || || || | ||
|- | |- | ||
! align="left" | ! align="left" | Rod | ||
| Y || || || || Y || Y || || || Y || || || || || Y || || Y || || Y || Y || || Y | | Y || || || || Y || Y || || || Y || || || || || Y || || Y || || Y || Y || || Y | ||
|- | |- | ||
! align="left" | ! align="left" | Staff | ||
| || || || || || || || || Y || || || || || Y || || || || || Y || || Y | | || || || || || || || || Y || || || || || Y || || || || || Y || || Y | ||
|- | |- | ||
! align="left" | ! align="left" | Wand | ||
| || || || || || || || || || || || || || || || || || || Y || || | | || || || || || || || || || || || || || || || || || || Y || || | ||
|- | |- | ||
! align="left" | | ! align="left" | Armor | ||
| || || || Y || || || || || Y || || || Y || || || || || || || || || | | || || || Y || || || || || Y || || || Y || || || || || || || || || | ||
|- | |- | ||
! align="left" | ! align="left" | Belt | ||
| Y || Y || || || Y || Y || || || || || || || || || || Y || || Y || Y || Y || | | Y || Y || || || Y || Y || || || || || || || || || || Y || || Y || Y || Y || | ||
|- | |- | ||
! align="left" | | ! align="left" | Body | ||
| Y || || || Y || || Y || Y || Y || || || || || || || || Y || || || Y || Y || | | Y || || || Y || || Y || Y || Y || || || || || || || || Y || || || Y || Y || | ||
|- | |- | ||
! align="left" | | ! align="left" | Chest | ||
| || || || || || || || Y || || || || || || || Y || Y || || || Y || || | | || || || || || || || Y || || || || || || || Y || Y || || || Y || || | ||
|- | |- | ||
! align="left" | ! align="left" | Eyes | ||
| Y || || Y || || || Y || || || || || || || || || || Y || || Y || Y || Y || | | Y || || Y || || || Y || || || || || || || || || || Y || || Y || Y || Y || | ||
|- | |- | ||
! align="left" | | ! align="left" | Feet | ||
| Y || Y || || || Y || Y || || || || || Y || || || || || Y || || Y || Y || || | | Y || Y || || || Y || Y || || || || || Y || || || || || Y || || Y || Y || || | ||
|- | |- | ||
! align="left" | | ! align="left" | Hands | ||
| Y || || || || Y || Y || || || || || || || || || || || || Y || Y || || | | Y || || || || Y || Y || || || || || || || || || || || || Y || Y || || | ||
|- | |- | ||
! align="left" | | ! align="left" | Head | ||
| || || Y || Y || || || || Y || || Y || || || || || || Y || || Y || Y || Y || | | || || Y || Y || || || || Y || || Y || || || || || || Y || || Y || Y || Y || | ||
|- | |- | ||
! align="left" | ! align="left" | Headband | ||
| Y || || || || || || || || || || || || || || || || || || Y || || | | Y || || || || || || || || || || || || || || || || || || Y || || | ||
|- | |- | ||
! align="left" | | ! align="left" | Neck | ||
| || || Y || || || || || || || || || || || || Y || || || || Y || || | | || || Y || || || || || || || || || || || || Y || || || || Y || || | ||
|- | |- | ||
! align="left" | ! align="left" | Ring | ||
| Y || Y || Y || || || || || Y || || || Y || || || || Y || Y || || Y || Y || Y || | | Y || Y || Y || || || || || Y || || || Y || || || || Y || Y || || Y || Y || Y || | ||
|- | |- | ||
! align="left" | ! align="left" | Shoulders | ||
| || Y || || || || || || || || Y || Y || || || || || Y || || || Y || Y || | | || Y || || || || || || || || Y || Y || || || || || Y || || || Y || Y || | ||
|- | |- | ||
! align="left" | ! align="left" | Wrists | ||
| Y || || || Y || || || || || || || || Y || || || || || || || Y || || | | Y || || || Y || || || || || || || || Y || || || || || || || Y || || | ||
|- | |- | ||
! align="left" | | ! align="left" | Slotless | ||
| Y || Y || Y || || || || || Y || || || Y || || || || Y || Y || || Y || Y || Y || | | Y || Y || Y || || || || || Y || || || Y || || || || Y || Y || || Y || Y || Y || | ||
|- | |- | ||
! align="left" | ! align="left" | Consumables | ||
| || || || || || || || || || || || || || || || || || || Y || || | | || || || || || || || || || || || || || || || || || || Y || || | ||
|} | |} | ||
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* It should be stated clearly that the prerequisites are NOT set in stone. Substitutions are allowed and encouraged. Instead of a scroll of fireball to empower an item with magic, a barbarian might go and get breathed on by a red dragon while holding it. Instead of a Jump spell, a Monk might leap off a cliff while wearing the item to be empowered. Creativity is allowed and encouraged. In only the most prosaic of cases should hiring an NPC to cast a spell be the preferred method. How boring such a solution is. | * It should be stated clearly that the prerequisites are NOT set in stone. Substitutions are allowed and encouraged. Instead of a scroll of fireball to empower an item with magic, a barbarian might go and get breathed on by a red dragon while holding it. Instead of a Jump spell, a Monk might leap off a cliff while wearing the item to be empowered. Creativity is allowed and encouraged. In only the most prosaic of cases should hiring an NPC to cast a spell be the preferred method. How boring such a solution is. | ||
* Using the metamagic feat | * Using the metamagic feat Heighten Spell (or the metamagic rod, if you have one), it is also possible to place spells in items at a higher level than normal. The primary reason to do this is to make the saving throw DC higher, though this is only really applicable to offensive spells. Note that this obviously increases the item's caster level. | ||
== Magic Item Creation Cost == | == Magic Item Creation Cost == | ||
* The cost to make an item yourself with the Creator feat is half of the cost to purchase the same item on the market. This cost represents the material costs of building the item. Whether the magic item creation check succeeds or fails, these materials are always used up in the creation process and cannot be recovered. The cost of a workshop and its tools are not part of the cost of item creation. | * The cost to make an item yourself with the Creator feat is half of the cost to purchase the same item on the market. This cost represents the material costs of building the item. Whether the magic item creation check succeeds or fails, these materials are always used up in the creation process and cannot be recovered. The cost of a workshop and its tools are not part of the cost of item creation. | ||
* Some items cast or replicate spells with costly material components. The cost of the spell components must be factored into the overall cost of the enchantment, as described in the | * Some items cast or replicate spells with costly material components. The cost of the spell components must be factored into the overall cost of the enchantment, as described in the Spell Effects page. (Spoiler: The spell component cost varies depending on how many times per day the spell effect can be used.) | ||
== Making the Creation Check == | == Making the Creation Check == | ||
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; Wielded: This is the slot used for wielded melee weapons, ranged weapons, thrown weapons, rods, staves, wands or holy symbols. Depending on the item, it is possible to wield more than one of these items, assuming you have enough hands free to do so. Some of these items require two hands (such as magic bows). The bonuses provided by these items nearly always require an attack to activate. If a weapon or item is wielded in the same hand that a shield is being worn, the shield's bonus is lost on any round in which the wielded weapon or item is used. | ; Wielded: This is the slot used for wielded melee weapons, ranged weapons, thrown weapons, rods, staves, wands or holy symbols. Depending on the item, it is possible to wield more than one of these items, assuming you have enough hands free to do so. Some of these items require two hands (such as magic bows). The bonuses provided by these items nearly always require an attack to activate. If a weapon or item is wielded in the same hand that a shield is being worn, the shield's bonus is lost on any round in which the wielded weapon or item is used. | ||
:* | :* Rules for crafting Magic Weapons | ||
:* | :* Pre-Built Magic Weapons | ||
:* | :* Rules for crafting Magic Rods, Staves, Wands | ||
:* | :* Pre-Built Rods | ||
:* | :* Pre-Built Staves | ||
:* | :* Pre-Built Wands | ||
; Armor: This slot is used for suits of armor that are worn. It is worn over top of any chest-slot item, but underneath any body-slot item. | ; Armor: This slot is used for suits of armor that are worn. It is worn over top of any chest-slot item, but underneath any body-slot item. | ||
:* | :* Rules for crafting Magic Armor | ||
:* | :* Pre-Built Magic Armor | ||
; Belts: This slot consists of belts and other items that can be worn around the waist. | ; Belts: This slot consists of belts and other items that can be worn around the waist. | ||
:* | :* Rules for creating Magic Belts | ||
:* | :* Pre-Built Magic Belts | ||
; Body: This slot consists of cassocks, coats/overcoats, harnesses, robes, vestments and any other article of clothing that can over the top of armor and/or chest-slot item. | ; Body: This slot consists of cassocks, coats/overcoats, harnesses, robes, vestments and any other article of clothing that can over the top of armor and/or chest-slot item. | ||
:* | :* Rules for creating Magic Body-slot items | ||
:* | :* Pre-Built Body Slot Items | ||
; Chest: This slot consists of shirts, corsets, body wraps, bandages, and other items that can be worn tightly against the torso or chest, under armor and/or body-slot item. | ; Chest: This slot consists of shirts, corsets, body wraps, bandages, and other items that can be worn tightly against the torso or chest, under armor and/or body-slot item. | ||
:* | :* Rules for creating Magic Chest-slot items | ||
:* | :* Pre-Built Chest Slot Items | ||
; Eyes: This slot consists of goggles, lenses, monocles, spectacles, masks and other items that can be worn over the eyes. | ; Eyes: This slot consists of goggles, lenses, monocles, spectacles, masks and other items that can be worn over the eyes. | ||
:* | :* Rules for creating Magic Eye-slot items | ||
:* | :* Pre-Built Eye Slot Items | ||
; Feet: This slot consists of boots, footwraps, sandals, shoes, slippers, and other items that can be worn on the feet. | ; Feet: This slot consists of boots, footwraps, sandals, shoes, slippers, and other items that can be worn on the feet. | ||
:* | :* Rules for creating Magic Feet-slot items | ||
:* | :* Pre-Built Feet Slot Items | ||
; Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands. | ; Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands. | ||
:* | :* Rules for creating Magic Hands-slot items | ||
:* | :* Pre-Built Hands Slot Items | ||
; Head: This slot consists of circlets, crowns, hats, helms, hoods and other items that can be worn on the head. | ; Head: This slot consists of circlets, crowns, hats, helms, hoods and other items that can be worn on the head. | ||
:* | :* Rules for creating Magic Head-slot items | ||
:* | :* Pre-Built Head Slot Items | ||
; Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. | ; Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. | ||
:* | :* Rules for creating Magic Headband-slot items | ||
:* | :* Pre-Built Headband Slot Items | ||
; Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak. | ; Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak. | ||
:* | :* Rules for creating Magic Neck-slot items | ||
:* | :* Pre-Built Neck Slot Items | ||
; Ring (up to two): rings. | ; Ring (up to two): rings. | ||
:* | :* Rules for creating Magic Rings | ||
:* | :* Pre-Built Rings | ||
; Shield: This slot is for carried shields. Note that a carried shield uses the same slot as a wielded weapon, and while it is possible to 'stack' these items, there are penalties for doing so, including the loss of all bonuses provided by the shield in any round that the wielded weapon sharing the shield's hand is used to attack. This also occurs if the shield is used as a weapon, using shield bash. | ; Shield: This slot is for carried shields. Note that a carried shield uses the same slot as a wielded weapon, and while it is possible to 'stack' these items, there are penalties for doing so, including the loss of all bonuses provided by the shield in any round that the wielded weapon sharing the shield's hand is used to attack. This also occurs if the shield is used as a weapon, using shield bash. | ||
:* | :* Rules for crafting Magic Shields | ||
:* | :* Pre-Built Shields | ||
; Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders. | ; Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders. | ||
:* | :* Rules for creating Magic Shoulder-slot items | ||
:* | :* Pre-Built Shoulder Slot Items | ||
; Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists. | ; Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists. | ||
:* | :* Rules for creating Magic Wrist-slot items | ||
:* | :* Pre-Built Wrist Slot Items | ||
:* | :* Rules for creating Magic Slotless items | ||
:* | :* Pre-Built Slotless Items | ||
; Consumables: Consumable magic items are slotless, but have no effect until consumed. These items include potions, scrolls, alchemical creations and ammunition. | ; Consumables: Consumable magic items are slotless, but have no effect until consumed. These items include potions, scrolls, alchemical creations and ammunition. | ||
:* | :* Consumable Magic Items (Potions, Scrolls, Ammo) | ||
:* | :* Pre-Built Consumable and Expendable Items (potions, alchemical items, ammunition, scrolls and limited-use items) | ||
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This list is a comprehensive overview of what is possible with magic item creation. Refer to the page for the specific body slot to determine which of these enchantments are available for that particular item type. | This list is a comprehensive overview of what is possible with magic item creation. Refer to the page for the specific body slot to determine which of these enchantments are available for that particular item type. | ||
; | ; Ability Scores: Magic items can be enchanted to provide a permanent bonus to one or more ability scores. It is also possible to enchant an item to provide a bonus to one or more ability scores only under specific circumstances (such as 'while underwater', or 'when Raging'), or when using the ability score for specific actions (such as "when calculating encumbrance" or "when performing a disarm action"). | ||
; | ; Alternate Movement Types: An item can be enchanted to grant one or more additional movement types, such as flying, burrowing or climbing. | ||
; | ; Alternate Senses: An item can be enchanted to grant one or more additional types of senses, or enhance an existing sense to greater efficacy. | ||
; | ; Armor Enhancement Bonus: Armor can be enchanted with an enhancement bonus that improves your Armor bonus to AC. This enhancement bonus stacks with the armor's existing armor bonus to AC. | ||
; | ; Maneuver Offense: A magic item can be enchanted to provide an enhancement bonus to Maneuver Offense rolls for all maneuvers. It is also possible to enchant an item to provide a bonus to Maneuver Offense rolls for one or more specific maneuvers (such as [[Reposition]] or [[Bull Rush]]). It is also possible to limit the use of the Maneuver Offense bonus to specific circumstances (for example, the first round of combat, surprise rounds, etc.) | ||
; | ; Maneuver Defense: A magic item can be enchanted to provide an enhancement bonus to Maneuver Defense for all maneuvers. It is also possible to enchant an item to provide a bonus to Maneuver Defense to resist only one or a few specific maneuvers (such as "trip" or "disarm"). It is also possible to limit the use of the Maneuver Defense bonus to specific circumstances (for example, "while underwater" or "against giants"). | ||
; | ; Damage Resistance (DR): An item can be enchanted to provide an enhancement bonus to Damage Resistance. This can be DR against all physical damage types (DR x/-), or resistance which is vulnerable against a specific type of physical damage (for example, DR x/bludgeoning). | ||
; | ; Dweomermetals: Some items can be crafted from a magical dweomermetal or special material which grants the item certain benefits. Note that no item may ever be constructed of more than one dweomermetal or special material. | ||
; | ; Energy Resistance (ER): An item can be enchanted to provide an enhancement bonus to Energy Resistance. This can be ER against all energy damage types (ER x/-), or resistance against one or more specific energy types (for example, ER x/Fire). | ||
; | ; Increased Movement: An item can be enchanted to increase your speed with one of your movement types, though typically this will be your base walking speed. You can increase your speed with any movement type or several movement types. Adding speed to a movement type you don't already have does not grant you that movement type (but see "Alternate Movement Types"). | ||
; | ; Armor Magic Properties: Armor can be enchanted to include one or more magic armor properties. Magic properties increase the cost of the item as though its enhancement bonus were higher by the amount listed for the property. | ||
; | ; Shield Magic Properties: Shields can be enchanted to include one or more magic shield properties. Magic properties increase the cost of the item as though its enhancement bonus were higher by the amount listed for the property. | ||
; | ; Melee Magic Properties: Weapons can be enchanted to include one or more magic weapon properties. Magic properties increase the cost of the item as though its enhancement bonus were higher by the amount listed for the property. | ||
; | ; Natural AC: Magic items can be enchanted to provide an enhancement bonus to your Natural Armor. The classic example of this is the Amulet of Natural Armor. | ||
; | ; Saving Throws: Magic items can be enchanted to provide a permanent resistance bonus to one or more saving throws. It is also possible to enchant an item to provide a bonus to one or more saving throws only under specific circumstances (such as 'while already afflicted with a status condition'), or when making the saving throw against specific effects (such as "when saving against fear" or "when resisting illusions"). | ||
; | ; Shield Enhancement Bonus: Shields (and rarely, an item held in the off-hand which isn't a shield) can be enchanted to provide an enhancement bonus to Shield AC. This enhancement bonus stacks with a shield's existing bonus to AC. | ||
; | ; Skill Bonuses: Magic items can be enchanted to provide a competence bonus to one or more skills. Note that competence bonuses do not stack with other competence bonuses. It is also possible to enchant an item to provide a bonus to one or more skills only under specific circumstances (such as 'while underwater', or 'when Raging'), or when using the skill for specific actions (such as "when walking on a slippery surface" or "when speaking to someone of the opposite sex"). | ||
; | ; Spell Effects: Most item slots can be enchanted with the effects of one or more spells. | ||
; | ; Spell Resistance: An item can be enchanted to grant spell resistance. Note that spell resistance is always on unless you turn it off (which is a standard action, and another standard action to turn it back on), and while on, even beneficial spells, such as healing, must be resisted. Note that spell resistance can never be modified to occur only under certain circumstances or against a limited set of spells. | ||
; | ; Weapon Enhancement Bonus: Weapons can be enchanted to add a bonus to to-hit and damage rolls, via an enhancement bonus. | ||
==Restricted Enchantments For Magic Items== | ==Restricted Enchantments For Magic Items== |