Erekose13
Explorer
Here are a couple of abilities that I thought might come in handy. Inspired by this article - Save My Game: Upgrading Magic Items I thought I'd add to a spellcaster's ability to make use of items that the party comes across but has a hard time making use of.
[sblock=Steal Enchantment - tabled for further development]
Steal Enchantment
Transmutation
Level: Sor/Wiz 4, Clr 4
Components: V, S, M/DF, XP
Casting Time: 1 standard action or see text
Range: Touch
Target: One magical object of up to 100 cu. ft./level
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
With this spell you are able to move an enchantment from one magic item to another. The enchantment must be follow all rules on acceptable item use in the crafting magic items section of the SRD. The first item, the giver, and the second item, the receiver must of similar type. If the giver is a weapon than the reciever must be a weapon. If the giver is a wonderous item than the reciever must be a wonderous item. If a magic item has multiple enhancements you can choose to steal one, some, or all with one casting of this spell.
Any increase in XP or monetary costs must be paid in addition to the casting of this spell. If you move an enchantment from a slotted item (like an amulet) to a non-slotted item (like an ioun stone) then you must pay the additional cost (+50%). If you move a +1 weapon enhancement (flaming) from a weapon with a total of only +2 (a +1 flaming weapon) to one that already has a +2 value (a +1 keen weapon) then you must pay the cost (+5,000gp) of increasing the weapon to a +3 value (yielding a +1 keen flaming weapon).
The XP paid is 1/25th of the increase in market price for the item (400xp for the flaming enhancement example). The monetary costs equal half of the increase to overall market price of the item (+5000gp in the example above) as per the standard rules for creating items. If you have to pay an XP and gp amount for this spell increase the casting time to 1 day per 1000gp spent.
This spell does not require you to have the appropriate feats or spell prerequisites to create a similar item from scratch. Instead you must provide the item from which the enchantment will be removed. Once cast, the giver will loose any powers stolen permanently.
Intelligent items gain the saving throw listed above to resist having powers taken away. Intelligent Item Powers cannot be stolen, but base powers of an item can be. Artifacts are immune to this spell.
Material Component: any material costs that are required as above.
XP: any XP costs that are required as above.
[/sblock]
Recharging Magic Items
A staff, wand, or other charged item (like a ring of wishes) may be recharged by paying a fraction of the cost of creating the item equal to the ratio of cost per charge. The person recharging the item must meet all requirements for creating the item in question (including any feats, spells, or other requirements). You must devote time equal to 1 day per 1000gp involved. When recharging an item, you must pay an additional up front cost of 10% of the creation cost (in gp only).
For example if a Wand of Cure Light Wounds needed recharging. The wand has an initial market price of 750gp for 50 charges. Each charge then costs 7.5gp, with an up front cost of 37.5gp. If a caster were trying to recharge this wand 40 of its 50 charges, the caster would have to pay 337.5gp, 24XP, and 1 day. The caster must have Craft Wand and Cure Light Wounds available.
Another example, if a Ring of Three Wishes needed recharging. The ring has an initial market price of 97,950gp for 3 charges. Each charge costs 3825gp and 5306xp. If a caster were trying to recharge this ring 2 of its charges, the caster would have to pay 8797.5gp and 10,612xp, and 66 days. The caster must have Forge Ring and Wish or Miracle available.
Notes: Both items above mention 'Days' in LEW we use Craft Points. Substitute the appropriate number of craft points based on associated costs as per the rules.
Here are the two examples listed in recharging
Wand of Cure Light Wounds
Max Charges: 50
Base Cost: 750gp
Creation Cost: 375gp + 30xp + 1 day (or some craft points)
Creation Cost per charge: 7.5gp + 0.6xp + 1 day (or some craft points)
Up Front Cost: 37.5gp
Current Charges: 10
Desired Charges: 40
Creation Cost for 40 charges: 337.5gp + 24xp + 1 day (or some craft points)
Ring of Wishes
Max Charges: 3
Base Cost: 97,950gp
Creation Cost: 11,475 gp + 15,918 XP + 98 days (or some craft points)
Creation Cost per charge: 3825gp + 5306xp + 33 days (or some craft points)
Up Front Cost: 1147.5gp
Current Charges: 1
Desired Charges: 2
Creation Cost for 2 charges: 8797.5gp + 10,612xp + 66 days (or some craft points) - I had made a mistake on days to craft in the example above.
EDIT: Adjusted recharging rules to include the 10% of creation price as an upfront cost.
[sblock=Steal Enchantment - tabled for further development]
Steal Enchantment
Transmutation
Level: Sor/Wiz 4, Clr 4
Components: V, S, M/DF, XP
Casting Time: 1 standard action or see text
Range: Touch
Target: One magical object of up to 100 cu. ft./level
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
With this spell you are able to move an enchantment from one magic item to another. The enchantment must be follow all rules on acceptable item use in the crafting magic items section of the SRD. The first item, the giver, and the second item, the receiver must of similar type. If the giver is a weapon than the reciever must be a weapon. If the giver is a wonderous item than the reciever must be a wonderous item. If a magic item has multiple enhancements you can choose to steal one, some, or all with one casting of this spell.
Any increase in XP or monetary costs must be paid in addition to the casting of this spell. If you move an enchantment from a slotted item (like an amulet) to a non-slotted item (like an ioun stone) then you must pay the additional cost (+50%). If you move a +1 weapon enhancement (flaming) from a weapon with a total of only +2 (a +1 flaming weapon) to one that already has a +2 value (a +1 keen weapon) then you must pay the cost (+5,000gp) of increasing the weapon to a +3 value (yielding a +1 keen flaming weapon).
The XP paid is 1/25th of the increase in market price for the item (400xp for the flaming enhancement example). The monetary costs equal half of the increase to overall market price of the item (+5000gp in the example above) as per the standard rules for creating items. If you have to pay an XP and gp amount for this spell increase the casting time to 1 day per 1000gp spent.
This spell does not require you to have the appropriate feats or spell prerequisites to create a similar item from scratch. Instead you must provide the item from which the enchantment will be removed. Once cast, the giver will loose any powers stolen permanently.
Intelligent items gain the saving throw listed above to resist having powers taken away. Intelligent Item Powers cannot be stolen, but base powers of an item can be. Artifacts are immune to this spell.
Material Component: any material costs that are required as above.
XP: any XP costs that are required as above.
[/sblock]
Recharging Magic Items
A staff, wand, or other charged item (like a ring of wishes) may be recharged by paying a fraction of the cost of creating the item equal to the ratio of cost per charge. The person recharging the item must meet all requirements for creating the item in question (including any feats, spells, or other requirements). You must devote time equal to 1 day per 1000gp involved. When recharging an item, you must pay an additional up front cost of 10% of the creation cost (in gp only).
For example if a Wand of Cure Light Wounds needed recharging. The wand has an initial market price of 750gp for 50 charges. Each charge then costs 7.5gp, with an up front cost of 37.5gp. If a caster were trying to recharge this wand 40 of its 50 charges, the caster would have to pay 337.5gp, 24XP, and 1 day. The caster must have Craft Wand and Cure Light Wounds available.
Another example, if a Ring of Three Wishes needed recharging. The ring has an initial market price of 97,950gp for 3 charges. Each charge costs 3825gp and 5306xp. If a caster were trying to recharge this ring 2 of its charges, the caster would have to pay 8797.5gp and 10,612xp, and 66 days. The caster must have Forge Ring and Wish or Miracle available.
Notes: Both items above mention 'Days' in LEW we use Craft Points. Substitute the appropriate number of craft points based on associated costs as per the rules.
Here are the two examples listed in recharging
Wand of Cure Light Wounds
Max Charges: 50
Base Cost: 750gp
Creation Cost: 375gp + 30xp + 1 day (or some craft points)
Creation Cost per charge: 7.5gp + 0.6xp + 1 day (or some craft points)
Up Front Cost: 37.5gp
Current Charges: 10
Desired Charges: 40
Creation Cost for 40 charges: 337.5gp + 24xp + 1 day (or some craft points)
Ring of Wishes
Max Charges: 3
Base Cost: 97,950gp
Creation Cost: 11,475 gp + 15,918 XP + 98 days (or some craft points)
Creation Cost per charge: 3825gp + 5306xp + 33 days (or some craft points)
Up Front Cost: 1147.5gp
Current Charges: 1
Desired Charges: 2
Creation Cost for 2 charges: 8797.5gp + 10,612xp + 66 days (or some craft points) - I had made a mistake on days to craft in the example above.
EDIT: Adjusted recharging rules to include the 10% of creation price as an upfront cost.
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