Thanee
I'll allow the spells you requested with the following modifications on these two spells.
Conviction: Change the duration to 1 minute per level.
Superior Resistance: Change the duration to 1 minute per level and the bonus to saves to +5.
You are aware that the 1st level spell is then effectively
better than the 6th level spell, right?
I can certainly understand
Conviction (was a bit surprised by the duration there myself; at least for a 1st level spell... maybe bumping it up to 2nd level and keep the useful duration would be another option?), and at least the Mass variant is definitely still a good spell even with a low duration like that (if it's only good for a combat - rounds or minutes really make little difference there, usually - it better be worth the action spent on casting it, so the Mass version sounds a lot more appealing), but
Superior Resistance really is no more than a below average 2nd level spell with such a short duration (compare it with
Nightshield, for example, which is 1st level). Even with 10 minutes/level it isn't worth a 6th level spell (about 3rd or maybe 4th).
Another comparison would be a
Cloak of Resistance vs.
Pearl of Power (of appropriate level; i.e. a 6th level spell slot and spell known isn't a neglectible cost at all for a similar effect).
Also, what about the
Greater Resistance then?
With duration in minutes, I will look for new spells, since the duration is really the primary reason to take them (might still end up with
Conviction, though, as it is still a useful spell that way, and it's just 1st level... but from a 6th level spell I expect a 6th level spell effect... don't have enough of those, both known and per day, to not be a bit picky there

).
Here is the rest of the list (including
Mass Conviction and
Greater Resistance for completeness sake, and also three non-PHB/SC spells and some 7th level spells for later, but it would be good to know at this point already, whether those are generally acceptable choices):
[SBLOCK=Spells to consider]1st -
Resurgence [SC]
2nd -
Divine Insight [SC],
Ghost Touch Armor [SC],
Benediction [CC];
3rd -
Blindsight [SC],
Mass Conviction [SC],
Mass Lesser Vigor [SC],
Channeled Divine Shield [PHB2];
4th -
Greater Resistance [SC],
Panacea [SC];
5th -
Revivify [SC],
Surge of Fortune [CC];
6th -
Energy Immunity [SC],
Planar Exchange [SC];
7th -
Greater Plane Shift [SC],
Mass Spell Resistance [SC],
Renewal Pact [SC].[/SBLOCK]
Magic Item Creation: I'm still not allowing the MIC rules from page 233 for character creation. You still have to use a cloak if you want charisma, you still have to use a ring if you want deflection, etc. However, you may spend time (using Knowledge (arcana) and gold) during the campaign to research unique magical items in which case the rules on 233 will apply.
Ok. That's unfortunately too late for the cloak then, though, as starting out without the attribute enhancers makes as little sense as does making them again entirely from scratch. Will be useful for other stuff, of course.
Another crafting/item question in this context... since MIC items are ok now, we
can get the
vest of resistance now, right? It's only limited to be part of the 12 levels for now, obviously, but could be enhanced later.
That would at least make one of the major item slot (and spell) issues a bit easier.
Armor/Weapon Enhancements: Use the caster level of the enhancement as the magic item level and treat each enhancement as an individual magic item for the purpose of magic item selection.
Looks like (see Vertexx post above) they actually are on the list (havn't seen them myself, but will take a closer look later

).
Should we go by that (i.e. 4th level for +1 equivalent; 8th level for +2 equivalent; etc.) or by caster level then?
Your Magic Items: Most of the items and enhancements you selected are fine (although you must decide which ones you want since you only get 12 levels worth of items).
Yeah, of course.
The artificer's monocle is only usable by artificers from the ECS so it will not be used in this campaign.
Since that makes it effectively useless for us, that's one item off the list.
What about the
Monocle of Perusal for a similar item (also allows to use identify; we don't really have much options there apart from buying scrolls/wands for the Warlock, maybe

)?
Wouldn't get that now (it's 10th level), but maybe for later.
I would allow you to add the effect of an anklet of translocation to boots of speed at +50% but only if you somehow had access to the dimension door spell, which you do not. Adding magic item effects is only allowed for those capable of crafting said items.
That's the opposite of what you said last time, though, when I asked about having others help (with appropriate payment) with the spellcasting (especially of non-cleric spells) during item creation (which is definitely possible according to the DMG).
Right now, I would probably go with the following...
Anklet of Translocation (5th; merged with boots, paying someone to cast
Dimension Door, which pretty much negates the cost savings, but since I have to craft the item, in order to get the two merged in the first place, that is fine; and it's not
that expensive, really)
Vest of Resistance +1 (4th; to be improved later) -or-
Death Ward armor property (4th; if it is that level)
Healing Belt (3rd) -or-
Wand of Lesser Vigor (3rd)
Bye
Thanee