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Magic Item Construction - Spell effect vs. Item Description
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<blockquote data-quote="Centaur" data-source="post: 884236" data-attributes="member: 11822"><p>The magic item construction rules provide for some interesting variations on how similar magical items could be constructed. In such cases, I am wondering how other DMs approach these questions when their players go to have an item commissioned or want to make them themselves.</p><p></p><p>One example is the difference between making a pair of <strong>Bracers of Armor</strong> vs. making a pair of pracers with a constant <strong>Mage Armor Spell</strong> placed on them.</p><p></p><p>Directly by the book there would be a huge cost difference between the two. Granted the spell produces a +4 and the bracers could be from +1 to +8 so for arguments, my example will use the +4 for both.</p><p></p><p>A) 2,000gp Bracers with Mage Armor Spell "use-activated"</p><p>B) 16,000gp Bracers of Armor +4.</p><p></p><p>1) Should <strong>A</strong> be allowed or should <strong>B</strong> be the only way to enchant this effect into a magical item.</p><p></p><p>C) True Stike grants a +20 to your next ranged attack roll and eliminates concealment miss chance. It would seem to me that by the regular rules, it could be enchanted into a crossbow or bow with the use-activated trigger and would have a retail value of 2000gp + Bow Cost. This would give it's effect every round.</p><p></p><p>2) Should <strong>C</strong> be allowed as an enchanted item and if so, how would it function. </p><p></p><p>3) If the answer to 1 and 2 above are not to allow the spell to be enchanted as writen, then should any spell be allowed to be enchanted as a permanent always on effect into a magical item as it is writen or should they be used only as the foundation for a desired effect.</p><p></p><p>I suspect it would have to be on a case by case basis. There probably isn't any clear cut rule to judge them all by.</p><p></p><p>4) How much higher level than the minmum to cast a spell should an enchanter be before being able to create a permanent non-charged item based on that spell. </p><p></p><p>Looking at example magic items there seems to be no clear cut answer to this. I've considered using: Must be able to cast the next higher level of spell (eg. to enchant a 1st level spell, you must be able to cast 2nd level spells).</p><p></p><p>What do others think of this and how would you run it in your campaign.</p></blockquote><p></p>
[QUOTE="Centaur, post: 884236, member: 11822"] The magic item construction rules provide for some interesting variations on how similar magical items could be constructed. In such cases, I am wondering how other DMs approach these questions when their players go to have an item commissioned or want to make them themselves. One example is the difference between making a pair of [b]Bracers of Armor[/b] vs. making a pair of pracers with a constant [b]Mage Armor Spell[/b] placed on them. Directly by the book there would be a huge cost difference between the two. Granted the spell produces a +4 and the bracers could be from +1 to +8 so for arguments, my example will use the +4 for both. A) 2,000gp Bracers with Mage Armor Spell "use-activated" B) 16,000gp Bracers of Armor +4. 1) Should [b]A[/b] be allowed or should [b]B[/b] be the only way to enchant this effect into a magical item. C) True Stike grants a +20 to your next ranged attack roll and eliminates concealment miss chance. It would seem to me that by the regular rules, it could be enchanted into a crossbow or bow with the use-activated trigger and would have a retail value of 2000gp + Bow Cost. This would give it's effect every round. 2) Should [b]C[/b] be allowed as an enchanted item and if so, how would it function. 3) If the answer to 1 and 2 above are not to allow the spell to be enchanted as writen, then should any spell be allowed to be enchanted as a permanent always on effect into a magical item as it is writen or should they be used only as the foundation for a desired effect. I suspect it would have to be on a case by case basis. There probably isn't any clear cut rule to judge them all by. 4) How much higher level than the minmum to cast a spell should an enchanter be before being able to create a permanent non-charged item based on that spell. Looking at example magic items there seems to be no clear cut answer to this. I've considered using: Must be able to cast the next higher level of spell (eg. to enchant a 1st level spell, you must be able to cast 2nd level spells). What do others think of this and how would you run it in your campaign. [/QUOTE]
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