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<blockquote data-quote="Dog Moon" data-source="post: 2855669" data-attributes="member: 23023"><p><strong>Magical Item Creation</strong></p><p></p><p>[SBLOCK]</p><p>1. Specific magical weapons and armor are not limited to that type. A mace of terror, for example, could just as easily be a sword of terror. If an item does not logically fit into another category, it cannot be that type of weapon. For example, a Javelin of Lightning cannot be made into a sword.</p><p></p><p>2. Specific weapons and armor can have bonuses added to them. The specific items are the basic items and one specific item cannot be added to another. If a weapon costs 7,000gp, it is an equivalent to a +2 weapon (7k rounds up to 8k) and +8 worth of weapon bonuses can be applied to it. Often, prices include the price of the weapon. This is not included in the rounding.</p><p></p><p>3. Just as magical energies can be added to a weapon or armor, they can be stripped from it. Bonuses can be removed from weapons at 10% the cost it takes to add them. They can also be transferred to other weapons. This costs 10% of what it that ability cost to add it to the weapon [the enhancement is always considered as the last ability placed on the weapon] as well as 50% the cost of what it would normally be to add the enhancement to the second weapon. For example, a person decided to remove the flaming ability from a +1 keen, flaming speed Long Sword and add it to a +2 Long Bow. The Long Sword is considered a +7 weapon and removing the flaming property brings it to a +6 weapon. The cost to turn a +6 weapon into a +7 weapon is 26,000gp so the cost to remove the property would cost 2,600gp. To add it to the Long Bow increases it from a +2 to a +3 weapon, which costs 10,000gp normally. Thus, at 50% cost, would only cost a total of 5,000gp. The total cost to remove the flaming weapon from the first weapon to the second is 7,600gp.</p><p></p><p>Note: Removing an enhancement from a weapon does not incur the chance to lose hp, but adding it does, as normal.</p><p></p><p>Note: Removing a property does not give the caster any Craft Points back, but nor does it cost any. Adding the property to the second weapon still incurs Craft Points, though only half the amount are used.</p><p></p><p>4. There is no 'cost to create' on specific weapons and armor. The cost is based off the price like everything else.</p><p></p><p>5. You can upgrade items with bonuses by paying the difference between the two. Thus items like cloak of resistance are similar to bonuses of a weapon or armor.</p><p></p><p>6. Magical Items have a chance of being flawed. The chance isn't great, but it is still there. Only I know the chance of this occurring. [Flaws are not necessarily bad; mainly, it adds a little extra interest to an item and makes some of them a little more unique.]</p><p></p><p>7. Items which grant bonuses to a stat do not exist (Periapt of Wisdom, Amulet of Health, etc). Books and Tomes DO exist, but they are more rare.</p><p></p><p>8. Magical items no longer cost XP to create. Instead, Craft Points are used. Consider them similar except that instead of spending an amount of XP equal to 1/25th the cost, you spend a number of Craft Points equal to 1/10th the cost. Thus a 100gp item instead of costing 4 XP now costs 10 Craft Points. If you do not have enough Craft Points, for obvious reasons, you cannot create the item.</p><p></p><p>[CODE]Craft Points Gained by Level</p><p>[U]Character Craft Points Total Craft</p><p>Level Gained Points*[/U]</p><p>1st 100 100</p><p>2nd 200 300</p><p>3rd 300 600</p><p>4th 400 1,000</p><p>5th 500 1,500</p><p>6th 600 2,100</p><p>7th 700 2,800</p><p>8th 800 3,600</p><p>9th 900 4,500</p><p>10th 1,000 5,500</p><p>11th 1,100 6,600</p><p>12th 1,200 7,800</p><p>13th 1,300 9,100</p><p>14th 1,400 10,500</p><p>15th 1,500 12,000</p><p>16th 1,600 13,600</p><p>17th 1,700 15,300</p><p>18th 1,800 17,100</p><p>19th 1,900 19,000</p><p>20th 2,000 21,000</p><p></p><p>Item Creation Feats</p><p> Craft Points</p><p>Feat Gained</p><p>Brew Potion 1,500 </p><p>Craft Construct 3,000 </p><p>Craft Magic Arms and Armor 2,500 </p><p>Craft Rod 4,500 </p><p>Craft Rune Circle 2,000</p><p>Craft Staff 6,000 </p><p>Craft Wand 2,500 </p><p>Craft Wonderous Item 1,500 </p><p>Forge Ring 6,000 </p><p>Graft Flesh 3,000</p><p>Manufacture Magical Poison 1,500</p><p>Scribe Scroll 500 </p><p>Magical Artisan 500[/CODE]</p><p></p><p>9. When creating magical items, a caster has a 20% chance to lose 1 hp/100 XP which would normally be spent. If the XP is less than 200, then no roll is made. If the item costs 800XP normally, the caster has a 20% chance to suffer the permanent loss of 8hp. This represents a cost in creating magical items [Instead of XP]. Lesser magical items are fairly common while more powerful items are less common because of the chance to permanently weaken the caster. Note: These hp are permanent and cannot be restored through any means. Increasing Con and gaining a level affect hp normally, though those lost through item creation are gone for good.</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2855669, member: 23023"] [b]Magical Item Creation[/b] [SBLOCK] 1. Specific magical weapons and armor are not limited to that type. A mace of terror, for example, could just as easily be a sword of terror. If an item does not logically fit into another category, it cannot be that type of weapon. For example, a Javelin of Lightning cannot be made into a sword. 2. Specific weapons and armor can have bonuses added to them. The specific items are the basic items and one specific item cannot be added to another. If a weapon costs 7,000gp, it is an equivalent to a +2 weapon (7k rounds up to 8k) and +8 worth of weapon bonuses can be applied to it. Often, prices include the price of the weapon. This is not included in the rounding. 3. Just as magical energies can be added to a weapon or armor, they can be stripped from it. Bonuses can be removed from weapons at 10% the cost it takes to add them. They can also be transferred to other weapons. This costs 10% of what it that ability cost to add it to the weapon [the enhancement is always considered as the last ability placed on the weapon] as well as 50% the cost of what it would normally be to add the enhancement to the second weapon. For example, a person decided to remove the flaming ability from a +1 keen, flaming speed Long Sword and add it to a +2 Long Bow. The Long Sword is considered a +7 weapon and removing the flaming property brings it to a +6 weapon. The cost to turn a +6 weapon into a +7 weapon is 26,000gp so the cost to remove the property would cost 2,600gp. To add it to the Long Bow increases it from a +2 to a +3 weapon, which costs 10,000gp normally. Thus, at 50% cost, would only cost a total of 5,000gp. The total cost to remove the flaming weapon from the first weapon to the second is 7,600gp. Note: Removing an enhancement from a weapon does not incur the chance to lose hp, but adding it does, as normal. Note: Removing a property does not give the caster any Craft Points back, but nor does it cost any. Adding the property to the second weapon still incurs Craft Points, though only half the amount are used. 4. There is no 'cost to create' on specific weapons and armor. The cost is based off the price like everything else. 5. You can upgrade items with bonuses by paying the difference between the two. Thus items like cloak of resistance are similar to bonuses of a weapon or armor. 6. Magical Items have a chance of being flawed. The chance isn't great, but it is still there. Only I know the chance of this occurring. [Flaws are not necessarily bad; mainly, it adds a little extra interest to an item and makes some of them a little more unique.] 7. Items which grant bonuses to a stat do not exist (Periapt of Wisdom, Amulet of Health, etc). Books and Tomes DO exist, but they are more rare. 8. Magical items no longer cost XP to create. Instead, Craft Points are used. Consider them similar except that instead of spending an amount of XP equal to 1/25th the cost, you spend a number of Craft Points equal to 1/10th the cost. Thus a 100gp item instead of costing 4 XP now costs 10 Craft Points. If you do not have enough Craft Points, for obvious reasons, you cannot create the item. [CODE]Craft Points Gained by Level [U]Character Craft Points Total Craft Level Gained Points*[/U] 1st 100 100 2nd 200 300 3rd 300 600 4th 400 1,000 5th 500 1,500 6th 600 2,100 7th 700 2,800 8th 800 3,600 9th 900 4,500 10th 1,000 5,500 11th 1,100 6,600 12th 1,200 7,800 13th 1,300 9,100 14th 1,400 10,500 15th 1,500 12,000 16th 1,600 13,600 17th 1,700 15,300 18th 1,800 17,100 19th 1,900 19,000 20th 2,000 21,000 Item Creation Feats Craft Points Feat Gained Brew Potion 1,500 Craft Construct 3,000 Craft Magic Arms and Armor 2,500 Craft Rod 4,500 Craft Rune Circle 2,000 Craft Staff 6,000 Craft Wand 2,500 Craft Wonderous Item 1,500 Forge Ring 6,000 Graft Flesh 3,000 Manufacture Magical Poison 1,500 Scribe Scroll 500 Magical Artisan 500[/CODE] 9. When creating magical items, a caster has a 20% chance to lose 1 hp/100 XP which would normally be spent. If the XP is less than 200, then no roll is made. If the item costs 800XP normally, the caster has a 20% chance to suffer the permanent loss of 8hp. This represents a cost in creating magical items [Instead of XP]. Lesser magical items are fairly common while more powerful items are less common because of the chance to permanently weaken the caster. Note: These hp are permanent and cannot be restored through any means. Increasing Con and gaining a level affect hp normally, though those lost through item creation are gone for good. [/SBLOCK] [/QUOTE]
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