Magic Items: Difference between revisions
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[[Category:Magic Items]] | [[Category:Magic Items]] | ||
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A magic item is a piece of adventuring equipment that has been enchanted to be better than a mundane version of that item. It is quite common for an adventurer to start their career without any magic items at all, because they are VERY expensive. Indeed, one powerful reason to go and slay monsters is to get their loot, turn it into money, and then buy better stuff (so you can slay monsters, get their loot, etc.). | |||
Like all equipment and tools, magic items give your character more powers and abilities, making them more dangerous, tougher, and faster. While you don't precisely NEED magic items, the game is balanced with the assumption that you will get the proper amount of treasure, and then spend it to maintain your gear at the 'cutting edge'. If you neglect to buy better magic items, you will find that the game gets very, very difficult, quickly! | |||
== Pre-Made Vs. Custom-Made == | |||
It is possible for characters to gain the [[Creator (Feat)]], allowing them to make their own magic items, usually saving quite a bit of money in the process. However, most adventurers are too busy to spend the weeks and months it takes to make their own items. As a result, most characters will buy their magic items from vendors or makers, who specialize in the creation of these wondrous wares. | |||
Some items will not be immediately available in a given city or town. Indeed, smaller settlements rarely have a diverse stock of the many magic items adventurers may find themselves wanting. The percentage chance that a settlement has a shop containing any given magic item is listed on the [[Money and Merchants]] page. | |||
If an item is not available, that simply means that there isn't one in town. It doesn't mean that one couldn't be made by one of the skilled creators and makers in the town, or imported from another town for the character's convenience. The character could also just go somewhere else with a better stock of magical equipment, but again, an adventurer's time is precious — they need to get back to the killin' and lootin' as soon as possible! | |||
The | The time required to craft a magic item is detailed on the [[Creator (Feat)]] page, but has a base time of 2 days + 1 day per creator level (CL) of the item. Makers will always demand payment up front for an item, and the player character won't get it until it's finished, often a week or more from the day the payment is made to have it built. | ||
Some of the more upscale vendors of magic items offer loaner equipment during this waiting period, to ensure the adventurer doesn't have to walk around completely unprotected while that new suit of armor is made. Such loaner equipment usually requires a sizable deposit, only returned when the loaner is returned in good condition. | |||
==Magic Item Slots== | ==Magic Item Slots== | ||
As listed below, there are no less than twenty different 'kinds' of magic items. The first thirteen of these are 'worn' items, meaning that they are like pieces of clothing. You can only wear so many different pieces of clothing, and so it is that you can only have one magic item in each of these thirteen slots. (Except for rings, of which you can wear two. There's always an exception....) As your character advances, you should strive to have at least some sort of a useful magic item in as many slots as you can. But don't worry if you don't manage this for a while! It is perfectly valid to concentrate on a few 'good' or 'essential' items for a while, or even for your entire adventuring career. Spending a LOT of money on a few powerful items can be just as effective as keeping every single magic item slot filled with a 'decent' item. | As listed below, there are no less than twenty different 'kinds' of magic items. The first thirteen of these are 'worn' items, meaning that they are like pieces of clothing. You can only wear so many different pieces of clothing, and so it is that you can only have one magic item in each of these thirteen slots. (Except for rings, of which you can wear two. There's always an exception....) As your character advances, you should strive to have at least some sort of a useful magic item in as many slots as you can. But don't worry if you don't manage this for a while! It is perfectly valid to concentrate on a few 'good' or 'essential' items for a while, or even for your entire adventuring career. Spending a LOT of money on a few powerful items can be just as effective as keeping every single magic item slot filled with a 'decent' item. | ||
In addition to the base slots, there are seven other types of magic items. These | In addition to the base slots, there are seven other types of magic items. These are: weapons, armor, rods, staves, wands, slotless items, and consumable items. Don't be fooled into thinking that these items are any less important, though! Magic weapons and slotless magical bags are among two of the very most important items the well-equipped adventurer should get first! | ||
There are many, many versions of all these items, because most items come in 'families'. This means that there is a low-level, relatively inexpensive item that does 'something'. As you level up and grow mighty, | There are many, many versions of all these items, because most items come in 'families'. This means that there is a low-level, relatively inexpensive item that does 'something'. As you level up and grow mighty, better versions of that item that become available, usually for a LOT more money, which serves as a built-in 'upgrade path' for you to follow, if you want to. | ||
Upgrading to a higher-quality item in the same family as an item you already possess only costs the difference between the item you have and you want to upgrade into. Normally, when you sell something back, you only get half its value from the merchant; upgrading within a family of items lets you get the full value you paid for the item applied toward the cost of the upgrade. So efficient! | |||
The high epic items are very, very expensive. But don't worry! If you keep playing and having fun with your friends, you can eventually reach the point where even those incredible items become available to you. | |||
== | ==Base Magic Item Slots== | ||
Here is a list of the thirteen basic slots where every character can wear magic items. Except for Rings, you can only wear one item in each slot, barring the effects of feats, magic items, racial abilities, and the like. You can always wear two Rings. As a result, a 'fully equipped' character has space for fourteen Base Magic Items, and the various effects can add up to a tremendous level of power...which is as awesome as it is expensive. | Here is a list of the thirteen basic slots where every character can wear magic items. Except for Rings, you can only wear one item in each slot, barring the effects of feats, magic items, racial abilities, and the like. You can always wear two Rings. As a result, a 'fully equipped' character has space for fourteen Base Magic Items, and the various effects can add up to a tremendous level of power...which is as awesome as it is expensive. | ||
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| width="10%" | [[Magic Weapons|Weapons]] || width="10%" | [[Magic Rods|Rods]] || width="10%" | [[Magic Staves|Staves]] || width="10%" | [[Magic Wands|Wands]] || width="10%" | [[Magic Shields|Shields]] || width="10%" | [[Slotless Magic Items|Slotless]] || width="10%" | [[Consumable Magic Items|Consumable]] | | width="10%" | [[Magic Weapons|Weapons]] || width="10%" | [[Magic Rods|Rods]] || width="10%" | [[Magic Staves|Staves]] || width="10%" | [[Magic Wands|Wands]] || width="10%" | [[Magic Shields|Shields]] || width="10%" | [[Slotless Magic Items|Slotless]] || width="10%" | [[Consumable Magic Items|Consumable]] | ||
|} | |} | ||
==Legacy Magic Item Pricing== | ==Legacy Magic Item Pricing== | ||
In general, you cannot buy an item that isn't listed within the Epic Path rules. While Pathfinder and Dungeons and Dragons have a huge variety of magic items, most of them are priced for a game that goes no higher than 20th level, and aren't scaled appropriately for Epic Path. Allowing magic items from other games into your campaign is STRONGLY discouraged. | |||
If you must do this, the GM must approve the item first, and then the cost of the item should be doubled, tripled, or even quadrupled, to account for the fact that the game it came from likely didn't scale to level 35, and also likely provided less gold per level than Epic Path. The multiplied price is also meant to discourage this sort of behavior, since the imported item will almost certainly wreck your game. There's a reason your player is begging for this item so adamantly, even if that reason isn't immediately apparent to you. You should really just tell your player "no", and stick to the items from this game. There's over a thousand of them, after all. | |||
===Templates For New Items=== | ===Templates For New Items=== |
Revision as of 19:49, 29 August 2019
A magic item is a piece of adventuring equipment that has been enchanted to be better than a mundane version of that item. It is quite common for an adventurer to start their career without any magic items at all, because they are VERY expensive. Indeed, one powerful reason to go and slay monsters is to get their loot, turn it into money, and then buy better stuff (so you can slay monsters, get their loot, etc.).
Like all equipment and tools, magic items give your character more powers and abilities, making them more dangerous, tougher, and faster. While you don't precisely NEED magic items, the game is balanced with the assumption that you will get the proper amount of treasure, and then spend it to maintain your gear at the 'cutting edge'. If you neglect to buy better magic items, you will find that the game gets very, very difficult, quickly!
Pre-Made Vs. Custom-Made
It is possible for characters to gain the Creator (Feat), allowing them to make their own magic items, usually saving quite a bit of money in the process. However, most adventurers are too busy to spend the weeks and months it takes to make their own items. As a result, most characters will buy their magic items from vendors or makers, who specialize in the creation of these wondrous wares.
Some items will not be immediately available in a given city or town. Indeed, smaller settlements rarely have a diverse stock of the many magic items adventurers may find themselves wanting. The percentage chance that a settlement has a shop containing any given magic item is listed on the Money and Merchants page.
If an item is not available, that simply means that there isn't one in town. It doesn't mean that one couldn't be made by one of the skilled creators and makers in the town, or imported from another town for the character's convenience. The character could also just go somewhere else with a better stock of magical equipment, but again, an adventurer's time is precious — they need to get back to the killin' and lootin' as soon as possible!
The time required to craft a magic item is detailed on the Creator (Feat) page, but has a base time of 2 days + 1 day per creator level (CL) of the item. Makers will always demand payment up front for an item, and the player character won't get it until it's finished, often a week or more from the day the payment is made to have it built.
Some of the more upscale vendors of magic items offer loaner equipment during this waiting period, to ensure the adventurer doesn't have to walk around completely unprotected while that new suit of armor is made. Such loaner equipment usually requires a sizable deposit, only returned when the loaner is returned in good condition.
Magic Item Slots
As listed below, there are no less than twenty different 'kinds' of magic items. The first thirteen of these are 'worn' items, meaning that they are like pieces of clothing. You can only wear so many different pieces of clothing, and so it is that you can only have one magic item in each of these thirteen slots. (Except for rings, of which you can wear two. There's always an exception....) As your character advances, you should strive to have at least some sort of a useful magic item in as many slots as you can. But don't worry if you don't manage this for a while! It is perfectly valid to concentrate on a few 'good' or 'essential' items for a while, or even for your entire adventuring career. Spending a LOT of money on a few powerful items can be just as effective as keeping every single magic item slot filled with a 'decent' item.
In addition to the base slots, there are seven other types of magic items. These are: weapons, armor, rods, staves, wands, slotless items, and consumable items. Don't be fooled into thinking that these items are any less important, though! Magic weapons and slotless magical bags are among two of the very most important items the well-equipped adventurer should get first!
There are many, many versions of all these items, because most items come in 'families'. This means that there is a low-level, relatively inexpensive item that does 'something'. As you level up and grow mighty, better versions of that item that become available, usually for a LOT more money, which serves as a built-in 'upgrade path' for you to follow, if you want to.
Upgrading to a higher-quality item in the same family as an item you already possess only costs the difference between the item you have and you want to upgrade into. Normally, when you sell something back, you only get half its value from the merchant; upgrading within a family of items lets you get the full value you paid for the item applied toward the cost of the upgrade. So efficient!
The high epic items are very, very expensive. But don't worry! If you keep playing and having fun with your friends, you can eventually reach the point where even those incredible items become available to you.
Base Magic Item Slots
Here is a list of the thirteen basic slots where every character can wear magic items. Except for Rings, you can only wear one item in each slot, barring the effects of feats, magic items, racial abilities, and the like. You can always wear two Rings. As a result, a 'fully equipped' character has space for fourteen Base Magic Items, and the various effects can add up to a tremendous level of power...which is as awesome as it is expensive.
Armor | Belt | Body | Chest | Eyes | Feet | Hands |
Head | Headband | Neck | Rings | Shoulders | Wrists |
List of the Seven Slotless and Hand-held Slots for Magic Items
Listed below are all of the various magic items which you hold in or manipulate with your hands. You will immediately notice that while you only have two hands, you have access to seven types of items you have to use your hands to use. This makes the Combat rules for switching things around in your hands quite important.
Weapons | Rods | Staves | Wands | Shields | Slotless | Consumable |
Legacy Magic Item Pricing
In general, you cannot buy an item that isn't listed within the Epic Path rules. While Pathfinder and Dungeons and Dragons have a huge variety of magic items, most of them are priced for a game that goes no higher than 20th level, and aren't scaled appropriately for Epic Path. Allowing magic items from other games into your campaign is STRONGLY discouraged.
If you must do this, the GM must approve the item first, and then the cost of the item should be doubled, tripled, or even quadrupled, to account for the fact that the game it came from likely didn't scale to level 35, and also likely provided less gold per level than Epic Path. The multiplied price is also meant to discourage this sort of behavior, since the imported item will almost certainly wreck your game. There's a reason your player is begging for this item so adamantly, even if that reason isn't immediately apparent to you. You should really just tell your player "no", and stick to the items from this game. There's over a thousand of them, after all.
Templates For New Items
- First item in a clade and the family description
- Each item after first
- Aggregated Family Page
- Table Row Per Item - use on tables listing items by slot (e.g. Magic Rods page)
- Table Row Per Family - use on main magic items table page (i.e. Magic Items page)
- Solo items not in a clade (e.g. rods)
- Weapon Base Prices - used as base price for all items unless price-nudge field is left blank
List of Magic Item Families
Descriptions on this page do not provide all the details of the items described -- they are just summaries, and are often incomplete. Click on the item's link for complete details. In any case where the summary contradicts an item's full description, the full description should be considered correct (barring GM exception).
Magic Item Name | Slot | Description |
---|---|---|
Amulet of Natural Armor | Neck | Adds Enhancement Bonus to Natural Armor. |
Amulet of Mighty Fists | Neck | Adds Melee Magic Weapon Enhancement bonuses and Magic Properties to your unarmed attacks. |
Armatura Protectica | Hands | Grants the wearer a Shield Bonus to AC. |
Arsenal Gloves | Hands | Store and sort an arsenal of handheld items quickly and easily. |
Auric Enhancer | Armor | Grants +1 additional target to spells or True Dweomers that are either rays or have a limited number of targets greater than one. |
Bag of Holding | Slotless | Humble bags that hold much more than they appear to. |
Bandeau of Grace | Belt | Grants the wearer a bonus to their Dexterity score. |
Belt of Physical Perfection | Belt | Grants the wearer a bonus to their Constitution, Dexterity, and Strength scores. |
Belt of the Powerful Form | Belt | Grants an enhancement bonus to two of the wearer's physical stats (STR, DEX, or CON) |
Boots of Bounding | Feet | Sleek footwear that grants a Hover move. |
Boots of Speed | Feet | Aggressively styled boots that add to your movement speed. |
Boots of the Daredevil | Feet | Adds bonuses to reckless movement. |
Bracelets of Resistance | Wrists | A Bracelet of Resistance adds a Resistance bonus to all saving throws made by an attuned wearer. |
Bracers of Armor | Wrists | Grant an Armor Enhancement Bonus to the attuned wearer's Armor Class. |
Chronicler's Coronet | Headband | Grants wearer an enhancement bonus to their Charisma score. |
Cloak of Displacement | Shoulders | Causes the wearer to fade and blur, granting them defenses and movement powers. |
Cloak of Resistance | Shoulders | A Cloak of Resistance adds a Resistance bonus to all saving throws made by an attuned wearer. |
Component Pouch | Slotless | A small leather pouch that can magically produce any spell component worth 1 gp or less in value. |
Crown of Swords | Head | Strike at foes who attack you. |
Deathwatch Monocle | Eyes | Grants the wearer an intuitive knowledge of the health of nearby creatures. |
Diadem of Deep Design | Headband | Grants wearer an enhancement bonus to their Intelligence, Wisdom, and Charisma scores. |
Facade of Winsomeness | Head | Grants wearer an enhancement bonus to their Charisma score. |
Facade of Facility | Head | Grants wearer an enhancement bonus to their Intelligence, Wisdom, and Charisma scores. |
Facade of Perspicacity | Head | Grants an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma). |
Facade of Wisdom | Head | Grants an enhancement bonus to the Wisdom score. |
Facade of Wits | Head | Grants an enhancement bonus to the Intelligence score. |
Farstrike Bracers | Wrists | Adds reach and new damage types to melee attacks. |
Finemail Smallclothes | Armor | Grants wearer the effects of a dweomermetal, without the hassle of wearing armor. |
Fugue Potion | Consumable | Grants imbiber a full-night's rest in 1 minute |
Gloves of the Designer | Hands | Grants an enhancement bonus to five different skills. |
Gloves of the Maker | Hands | Grants an enhancement bonus to eight different skills. |
Gloves of the Tradesman | Hands | Grants an enhancement bonus to three different skills. |
Gloves of the Worker | Hands | Grants an enhancement bonus to a single skill. |
Glowing Gloves | Hands | Handgear with many marking, debuffing, and movement abilities. |
Goggles of Night | Eyes | Grants Darkvision. |
Hat of Disguise | Head | Allows the user to Disguise themselves very quickly and skillfully. |
Headband of Gracious Wit | Headband | Grants an enhancement bonus to two of the wearer's mental ability scores (Intelligence, Wisdom, or Charisma). |
Headband of the Logician | Headband | Grants an enhancement bonus to five different skills. |
Headband of the Philosopher | Headband | Grants an enhancement bonus to three different skills. |
Headband of the Savant | Headband | Grants an enhancement bonus to eight different skills. |
Headband of the Theorist | Headband | Grants an enhancement bonus to a single skill. |
Helm of Protection | Head | Grants the wearer a Shield Bonus to AC. |
Jaunt Boots | Feet | Allows the wearer to move more freely in battle. |
Limitless Quiver | Slotless | Creates an unending supply of non-magical ammunition. |
Magic Haversack | Slotless | A backpack which holds more than its size suggests, without increasing in weight. |
Mantle of Armoring | Body | Adds an Enhancement Bonus to Natural Armor. |
Manual of Bodily Health | Consumable | One-use magical books to increase Constitution. |
Manual of Gainful Exercise | Consumable | One-use magical books to increase Strength. |
Manual of Quickness of Action | Consumable | One-use magical books to increase Dexterity. |
Monkey Belt | Belt | Grants the wearer amazing powers to move and bounce. |
Mortal Coil | Belt | Grants wearer an enhancement bonus to Constitution. |
Necklace of Adaptation | Neck | Grants many benefits against environmental and gaseous effects. |
Necklace of Fire | Neck | Grants scaling fire powers to the attuned wearer. |
Pearl of Power | Neck | Adds one spell slot per spell level its level and below. |
[[{{:Pirates Eyepatch|transcludesection=Family-Name}}]] | {{:Pirates Eyepatch|transcludesection=Slot}} | {{:Pirates Eyepatch|transcludesection=Family-ShortDesc}} |
Portable Hole | Slotless | Pieces of cloth or small boxes, oddly weighty for their size, that open into large storage spaces. |
Quickrunner Surcoat | Chest | This elegant surcoat lends the wearer speed and the ability to escape obstacles. |
Reinforced Waistcoat | Chest | Adds an Enhancement Bonus to Natural Armor. |
Ring of Alacrity | Rings | Grants the attuned wearer bonus Action Points after a time interval has passed. |
Ring of Caring | Rings | Adds bonuses to all healing bestowed in any way by the attuned owner. |
Ring of Devotion | Rings | Doubles the number of Divine Spell Slots of a given level or levels. |
Ring of Expertise | Rings | Grants an enhancement bonus to eight skills. |
Ring of Ferocious Action | Rings | Grants many martial and teamwork bonuses to the wearer and their allies. |
Ring of Invisibility | Rings | Boring bands of metal that have nothing to distinguish them. |
Ring of Practice | Rings | Grants an enhancement bonus to a single skill. |
Ring of Protection | Rings | Grants the wearer a Shield Bonus to AC. |
Ring of Savvy | Rings | Grants an enhancement bonus to five skills. |
Ring of Talent | Rings | Grants an enhancement bonus to three skills. |
Ring of Wizardry | Rings | Doubles the number of Arcane spell slots the wearer gains of certain spell levels. |
Sage's Circlet | Headband | Grants the wearer an enhancement bonus to their Wisdom. |
Scholar's Laurel | Headband | Grants wearer an enhancement bonus to their Intelligence score. |
Shroud of the Unterwelt | Body | Grants many earthen powers of protection, concealment, and even movement. |
Sipping Jacket | Chest | Can store and apply the effects of magical potions. |
Spectacles of Winsomeness | Eyes | Grants wearer an enhancement bonus to their Charisma score. |
Spectacles of Facility | Eyes | Grants wearer an enhancement bonus to their Charisma, Intelligence, and Wisdom score. |
Spectacles of Perspicacity | Eyes | Grants an enhancement bonus to two of the wearer's mental ability scores (Intelligence, Wisdom, or Charisma). |
Spectacles of Wisdom | Eyes | Grants wearer an enhancement bonus to their Wisdom score. |
Spectacles of Wits | Eyes | Grants wearer an enhancement bonus to their Intelligence score. |
Stampede Stompers | Feet | Heavy footwear that provides many martial benefits. |
Stockings of Agility | Feet | Grants wearer an enhancement bonus to their Dexterity score. |
Stockings of Physicality | Feet | Grants the wearer a bonus to their Constitution, Dexterity, and Strength scores. |
Stockings of Robustness | Feet | Grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution). |
Stockings of Vigor | Feet | Grants wearer an enhancement bonus to their Constitution score. |
Stockings of Might | Feet | Grants wearer an enhancement bonus to their Strength score. |
Tome of Clear Thought | Consumable | One-use magical books to increase Intelligence. |
Tome of Leadership and Influence | Consumable | One-use magical books to increase Charisma. |
Tome of Understanding | Consumable | One-use magical books to increase Wisdom. |
Torques of Agility | Wrists | Grants wearer an enhancement bonus to their Dexterity score. |
Torques of Physicality | Wrists | Grants the wearer a bonus to their Constitution, Dexterity, and Strength scores. |
Torques of Robustness | Wrists | Grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution). |
Torques of Power | Wrists | Grants wearer an enhancement bonus to their Strength score. |
Torques of Vigor | Wrists | Grants wearer an enhancement bonus to their Constitution score. |
Truss of Might | Belt | Grants wearer an enhancement bonus to Strength. |
Tunic of Deadly Might | Chest | Add the results of a Might check to one or more attacks. |
Vest of Escape | Chest | Allows the wearer to teleport, both defensively and offensively. |
Victory Laurel | Headband | After defeating an enemy in open combat, grows blood-red berries which sustain and heal. |
Wand of Accessioning | Wand | Grants +1 additional target for spells or spell-like abilities with a limited number of targets. |
Wand of Maximization | Wand | Apply your Maximize Spell (Feat) to a spell without increasing its level. |
Wand of Reaching | Wand | Apply your Reach Spell (Feat) to a spell without increasing its level. |
Wand of Silence | Wand | Apply your Silent Spell (Feat) to a spell without increasing its level. |
Wand of Stillness | Wand | Apply your Still Spell (Feat) to a spell without increasing its level. |
Wand of Quickening | Wand | Apply your Quicken Spell (Feat) to a spell without increasing its level. |
Warrior Harness | Body | Reduces armor check penalty and dex penalty to AC of worn armor, and grants temporary hit points. |