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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="KDLadage" data-source="post: 1033170" data-attributes="member: 88"><p><strong>Part 5</strong></p><p></p><p><span style="font-size: 15px"><strong>Acquiring Magic Items by defeating Monsters (must have)</strong></span></p><p>Note: again this table provides a perfect balance of when players should acquire magical items. This is a must have, specially for beginner DMs who too often award magic items too early in the game rather than by actual accomplishments of the characters. The list below states the level of the monster required to be defeated to acquire a magical item of said bonus.</p><p></p><p><strong>Max. Magic Bonus</strong> ... <strong>Level of Monster</strong></p><p>........... +1 .......... HD 3 or higher</p><p>........... +2 .......... HD 6 or higher</p><p>........... +3 .......... HD 9 or higher</p><p>........... +4 .......... HD 12 or higher</p><p>........... +5 .......... HD 15 or higher</p><p>........... +6 .......... HD 18 or higher</p><p>........... +7 .......... HD 21 or higher</p><p>........... +8 .......... HD 24 or higher</p><p>........... +9 .......... HD 27 or higher</p><p>.......... +10 .......... HD 30 or higher</p><p>.......... +11 .......... HD 33 or higher</p><p>.......... +12 .......... HD 36 or higher</p><p>.......... +13 .......... HD 39 or higher</p><p>.......... +14 .......... HD 42 or higher</p><p>..... Above 14 .......... add +3 HD per +1 magic item bonus above +14</p><p></p><p></p><p><em>Worth of Magic bonuses in Gold terms</em>: each +1 magic bonus that a weapon possesses is believed to be worth 1,000gp in the open market. Meaning if you were to purchase a magic item with a +1 it would cost you 1,000gp over its main cost. As opposed to creating magic items which is 220gp per +1. See, the <em>creating magic items</em> chapter.</p><p></p><p><strong>Creating Magic Items</strong> Players are of course able to create their own magic items or items of great quality. To create nonmagical items of quality an armor smithing, weapon smithing or item crafting skill check must be made. Meaning you must roll 1d20 and add your skill level for the particular skill and any modifiers that apply. The difference between Magic items and Quality items is that the bonus to Quality items applies to only one thing. Either attack skill, damage, armor class, damage reduction or other. Allowing you to create an item uniquely to your imagination. Such as if you want to create a specific weapon that looks a particular way and does specific things. This will allow you to do so, and indeed such Quality items may be enchanted with magic bonuses increasing their overall bonus even further.</p><p></p><p>Magic items on the other hand increase two things. Such as weapons increase both Attack Skill and Damage. And armors increases both AC and damage reduction. And can hit creatures that require certain magical weapons to be wounded or hit. They are also far more expensive to create, require special items, require the Spellcraft skill and are somewhat more difficult to create. The list below will help to guide you.</p><p></p><p><strong>Nonmagical Items</strong></p><p></p><p><strong>Item + bonus</strong> ... <strong>Skill Check</strong> ... <strong>Cost</strong></p><p>.......... +1 ..... 22 ..... +20 gp</p><p>.......... +2 ..... 34 ..... +40 gp</p><p>.......... +3 ..... 46 ..... +60 gp</p><p>.......... +4 ..... 56 ..... +80 gp</p><p>.......... +5 ..... 68 ..... +100 gp</p><p>.......... +6 ..... 80 ..... +120gp</p><p>.... Above +6 ..... Add +12 to Skill Check per +1 above +6 bonus; Add +20 gp per +1 above +6 bonus</p><p></p><p></p><p><strong>Using Random Numbers Rather Than Fixed</strong></p><p>Note that the cost (gp) is doubled.</p><p></p><p><strong>Item Random bonus</strong> ... <strong>Skill Check</strong></p><p>.......... +1d2 .......... 28</p><p>.......... +1d3 .......... 34</p><p>.......... +1d4 .......... 40</p><p>.......... +1d6 .......... 46</p><p>.......... +1d8 .......... 56</p><p>.......... +1d10 .......... 68</p><p>.......... +1d12 .......... 80</p><p>+1d2 above 1d12 .......... +12</p><p></p><p>Note that Random bonuses must be converted into normal dice merging the + with the weapons original dice. For example, say you are forging a Longsword which normally deals 1d8 damage. But you want to craft a Longsword with a +1d12 bonus. Thus your finally crafted Longsword would be be a 1d20 damage weapon In the cases where this cannot be done add +4 to the Skill Check penalty for each dice beyond 1 the item rolls. Note that since these bonuses are pseudo-magical, the items created using this method do not confer the penalty stated in Weapon Balance.</p><p></p><p><strong>Magical items</strong></p><p>To create magical items the character must also make possesses the Spellcraft skill. Any player may take as there is no class restriction to it. He must then make a successful Spellcraft check in addition to the Skill check. But before that the item must be sprinkled with diamond dust while being forged and must then only be tempered in blessed water.</p><p></p><p><strong>Item Magic Bonus</strong> ... <strong>Skill Check</strong> ... <strong>Spellcraft Check</strong> ... <strong>Cost</strong></p><p>........ +1 ........ 26 ........ 24 ........ 220 gp</p><p>........ +2 ........ 42 ........ 36 ........ 440 gp</p><p>........ +3 ........ 68 ........ 48 ........ 660 gp</p><p>Higher than +3 ... +24 per +1 bonus higher than +3 ... +12 per +1 bonus higher than +3 ... +220 gp per +1 higher than +3</p><p></p><p><strong>Special Magical Abilities</strong></p><p>Magic items with special qualities such as elements of ice, fire, lightning, energy, plasma, netheral or special magic abilities also require additional items to be added into them. Such as dragons blood, trolls blood, wyvern scales, griffon feathers, branded on a Fire Elemental and so on. The requirements should be equal to the ability of the item. The items cost an additional +1,000 gp per +1d6 dmg it deals. +1,000 gp per number of rounds the ability lasts. +5,000 gp per level of spell the item mimics or casts (it it applies). The item required a +10 Skill Check & +12 Spellcraft Check per +1d6 dmg it deals. +10 Skill Check & +12 Spellcraft Check per number of rounds the ability last. +15 Skill Check & +20 Spellcraft Check per level of spell item mimics or casts (if it applies).</p><p></p><p></p><p>Reducing the Cost</p><p>If the item can only be used a number of times per day then reduce the cost and skill check penalty by the following <strong>Cost Reduction</strong></p><p></p><p><strong>Times Usable per day ... <strong>Cost reduction</strong> ... <strong>Skill & Spellcraft Checks Reduction</strong></strong></p><p><strong></strong></p><p><strong>.......... 10/day ......... -1,000 gp .......... -2</strong></p><p><strong>.......... 9/day .......... -2,000 gp .......... -4</strong></p><p><strong>.......... 8/day .......... -3,000 gp .......... -6</strong></p><p><strong>.......... 7/day .......... -4,000 gp .......... -8</strong></p><p><strong>.......... 6/day .......... -5,000 gp .......... -10</strong></p><p><strong>.......... 5/day .......... -6,000 gp .......... -12</strong></p><p><strong>.......... 4/day .......... -7,000 gp .......... -14</strong></p><p><strong>.......... 3/day .......... -8,000 gp .......... -16</strong></p><p><strong>.......... 2/day ......... - 9,000 gp .......... -18</strong></p><p><strong>.......... 1/day ........ - 10,000 gp .......... -20</strong></p><p><strong>.......... 1/week ........ -16,000 gp .......... -26</strong></p><p><strong>.......... 1/month ....... -34,000 gp .......... -44</strong></p><p><strong></strong></p><p><strong>However, the cost can never be less than consider the cost of the item once for both cost and Skill & Spellcraft checks. So, in other words an item that deals +1d6 damage, lasts 1 round and uses a 0 level spell can never lower the cost less than +7,000 gp. And can never lower the Skill & Spellcraft checks to less than +35/+44. This is in additional to any magical + bonus enchantments the weapon possesses. The + bonus can never be reduced in this manner. The Cost Reduction is only meant to be used for the Special Magical Abilities the item may possesses.</strong></p></blockquote><p></p>
[QUOTE="KDLadage, post: 1033170, member: 88"] [b]Part 5[/b] [size=4][b]Acquiring Magic Items by defeating Monsters (must have)[/b][/size] Note: again this table provides a perfect balance of when players should acquire magical items. This is a must have, specially for beginner DMs who too often award magic items too early in the game rather than by actual accomplishments of the characters. The list below states the level of the monster required to be defeated to acquire a magical item of said bonus. [b]Max. Magic Bonus[/b] ... [b]Level of Monster[/b] ........... +1 .......... HD 3 or higher ........... +2 .......... HD 6 or higher ........... +3 .......... HD 9 or higher ........... +4 .......... HD 12 or higher ........... +5 .......... HD 15 or higher ........... +6 .......... HD 18 or higher ........... +7 .......... HD 21 or higher ........... +8 .......... HD 24 or higher ........... +9 .......... HD 27 or higher .......... +10 .......... HD 30 or higher .......... +11 .......... HD 33 or higher .......... +12 .......... HD 36 or higher .......... +13 .......... HD 39 or higher .......... +14 .......... HD 42 or higher ..... Above 14 .......... add +3 HD per +1 magic item bonus above +14 [i]Worth of Magic bonuses in Gold terms[/i]: each +1 magic bonus that a weapon possesses is believed to be worth 1,000gp in the open market. Meaning if you were to purchase a magic item with a +1 it would cost you 1,000gp over its main cost. As opposed to creating magic items which is 220gp per +1. See, the [i]creating magic items[/i] chapter. [b]Creating Magic Items[/b] Players are of course able to create their own magic items or items of great quality. To create nonmagical items of quality an armor smithing, weapon smithing or item crafting skill check must be made. Meaning you must roll 1d20 and add your skill level for the particular skill and any modifiers that apply. The difference between Magic items and Quality items is that the bonus to Quality items applies to only one thing. Either attack skill, damage, armor class, damage reduction or other. Allowing you to create an item uniquely to your imagination. Such as if you want to create a specific weapon that looks a particular way and does specific things. This will allow you to do so, and indeed such Quality items may be enchanted with magic bonuses increasing their overall bonus even further. Magic items on the other hand increase two things. Such as weapons increase both Attack Skill and Damage. And armors increases both AC and damage reduction. And can hit creatures that require certain magical weapons to be wounded or hit. They are also far more expensive to create, require special items, require the Spellcraft skill and are somewhat more difficult to create. The list below will help to guide you. [b]Nonmagical Items[/b] [b]Item + bonus[/b] ... [b]Skill Check[/b] ... [b]Cost[/b] .......... +1 ..... 22 ..... +20 gp .......... +2 ..... 34 ..... +40 gp .......... +3 ..... 46 ..... +60 gp .......... +4 ..... 56 ..... +80 gp .......... +5 ..... 68 ..... +100 gp .......... +6 ..... 80 ..... +120gp .... Above +6 ..... Add +12 to Skill Check per +1 above +6 bonus; Add +20 gp per +1 above +6 bonus [b]Using Random Numbers Rather Than Fixed[/b] Note that the cost (gp) is doubled. [b]Item Random bonus[/b] ... [b]Skill Check[/b] .......... +1d2 .......... 28 .......... +1d3 .......... 34 .......... +1d4 .......... 40 .......... +1d6 .......... 46 .......... +1d8 .......... 56 .......... +1d10 .......... 68 .......... +1d12 .......... 80 +1d2 above 1d12 .......... +12 Note that Random bonuses must be converted into normal dice merging the + with the weapons original dice. For example, say you are forging a Longsword which normally deals 1d8 damage. But you want to craft a Longsword with a +1d12 bonus. Thus your finally crafted Longsword would be be a 1d20 damage weapon In the cases where this cannot be done add +4 to the Skill Check penalty for each dice beyond 1 the item rolls. Note that since these bonuses are pseudo-magical, the items created using this method do not confer the penalty stated in Weapon Balance. [b]Magical items[/b] To create magical items the character must also make possesses the Spellcraft skill. Any player may take as there is no class restriction to it. He must then make a successful Spellcraft check in addition to the Skill check. But before that the item must be sprinkled with diamond dust while being forged and must then only be tempered in blessed water. [b]Item Magic Bonus[/b] ... [b]Skill Check[/b] ... [b]Spellcraft Check[/b] ... [b]Cost[/b] ........ +1 ........ 26 ........ 24 ........ 220 gp ........ +2 ........ 42 ........ 36 ........ 440 gp ........ +3 ........ 68 ........ 48 ........ 660 gp Higher than +3 ... +24 per +1 bonus higher than +3 ... +12 per +1 bonus higher than +3 ... +220 gp per +1 higher than +3 [b]Special Magical Abilities[/b] Magic items with special qualities such as elements of ice, fire, lightning, energy, plasma, netheral or special magic abilities also require additional items to be added into them. Such as dragons blood, trolls blood, wyvern scales, griffon feathers, branded on a Fire Elemental and so on. The requirements should be equal to the ability of the item. The items cost an additional +1,000 gp per +1d6 dmg it deals. +1,000 gp per number of rounds the ability lasts. +5,000 gp per level of spell the item mimics or casts (it it applies). The item required a +10 Skill Check & +12 Spellcraft Check per +1d6 dmg it deals. +10 Skill Check & +12 Spellcraft Check per number of rounds the ability last. +15 Skill Check & +20 Spellcraft Check per level of spell item mimics or casts (if it applies). Reducing the Cost If the item can only be used a number of times per day then reduce the cost and skill check penalty by the following [b]Cost Reduction[/b] [b]Times Usable per day ... [b]Cost reduction[/b] ... [b]Skill & Spellcraft Checks Reduction[/b] .......... 10/day ......... -1,000 gp .......... -2 .......... 9/day .......... -2,000 gp .......... -4 .......... 8/day .......... -3,000 gp .......... -6 .......... 7/day .......... -4,000 gp .......... -8 .......... 6/day .......... -5,000 gp .......... -10 .......... 5/day .......... -6,000 gp .......... -12 .......... 4/day .......... -7,000 gp .......... -14 .......... 3/day .......... -8,000 gp .......... -16 .......... 2/day ......... - 9,000 gp .......... -18 .......... 1/day ........ - 10,000 gp .......... -20 .......... 1/week ........ -16,000 gp .......... -26 .......... 1/month ....... -34,000 gp .......... -44 However, the cost can never be less than consider the cost of the item once for both cost and Skill & Spellcraft checks. So, in other words an item that deals +1d6 damage, lasts 1 round and uses a 0 level spell can never lower the cost less than +7,000 gp. And can never lower the Skill & Spellcraft checks to less than +35/+44. This is in additional to any magical + bonus enchantments the weapon possesses. The + bonus can never be reduced in this manner. The Cost Reduction is only meant to be used for the Special Magical Abilities the item may possesses.[/b] [/QUOTE]
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