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<blockquote data-quote="genshou" data-source="post: 2500348" data-attributes="member: 13164"><p><strong>Another Elements of Magic item ^.^</strong></p><p></p><p>This weapon represents one very distant possibility for Evendur once he begins enchanting his rapier, Sylph (which he has not yet acquired at the point I’m writing at in the Story Hour).</p><p></p><p><strong>Sylph</strong></p><p>Steel Rapier</p><p></p><p>Acquired by Evendur Greycastle slightly prior to the start of his adventuring career, this blade of legendary craftsmanship was carried by him throughout his long career in Faerûn and onto other worlds beyond, through the many paths of Shadow.</p><p></p><p>The pale white hilt of this sword is in the likeness of a feather. The cross-guard is sculpted in the shape of an exquisitely beautiful fair-skinned, red-haired, and brightly colored butterfly-winged fey clothed in a cyan, tight silk dress. The entire length of the blade is perfectly straight and smooth, without a dent or blemish ever to be seen. Sylph is carried in a leather scabbard of the quality one would expect of a friend of the Ravenlocke family, masters of leather craftsmanship. When used in combat, Sylph reflects light brightly and emits a glorious ring when it strikes metal, a true testament to the skill invested in its forging. Most intelligent evil outsiders across the breadth of the planes recognize the weapon’s handle and know to steer clear of its wielder.</p><p></p><p>In addition to the extraordinary nonmagical craftsmanship abilities of the weapon (which aren’t important to this thread), it has the abilities listed below. In core D&D, these abilities function whenever the blade is carried or worn. In Elements of Magic, it only grants the abilities if Sylph is being counted against the 12-item limit at the time it is carried or worn. The sword’s enhancement bonus always applies, however, since it affects the sword and not the wielder.</p><p></p><p>• Sylph strikes true and hard, and inherently shifts to damage foes more effectively. It has a +5 enhancement bonus and its threat range is doubled, from an Infuse Force 5/Space 2.</p><p>• Sylph grants its wielder a +8 “haste” bonus to AC (technically it’s an enhancement bonus, but described as haste for flavor) against all attacks from an Abjure Nature 11. Because this is an enhancement bonus, it does not stack with other enhancement bonuses. However, because it applies directly to the wielder, it applies even against touch attacks.</p><p>• The weapon’s user gets two separate full turns each round (for a total of four actions), both taken at the same initiative count, from an Infuse Time 19.</p><p></p><p>The cost depends on whether the item is priced using Elements of Magic or Core pricing rules. I’ve listed both below.</p><p>Base Weapon Cost: 1,000gp</p><p></p><p>Cost (Elements of Magic):</p><p>Infuse Force 5/Space 2/Gen 1 (+5 enhancement bonus, improved critical): 8 * 8 * 1,000gp = 64,000gp</p><p>Abjure Nature 11/Gen 1 (+8 haste bonus): 12 * 12 * 1,000gp = 144,000gp</p><p>Infuse Time 19/Gen 1 (extra full round/round): 20 * 20 * 1,000gp = 400,000gp</p><p>Total Market Value: 609,000gp</p><p><em>Note:</em> This item counts as 3 separate magic items against the 12-item maximum limit.</p><p>Slot-improved Cost (Elements of Magic):</p><p>Abjure Nature 11/Infuse Force 5/Space 2/Time 19/Gen 1: 38 * 38 * 1,000gp + 1,000gp = 1,445,000gp</p><p><em>Note:</em> This item counts as only one magic item against the 12-item maximum limit.</p><p></p><p>Cost: (Core 3.0):</p><p>+5 keen weapon enhancement: 6 * 6 * 2,000gp = 72,000gp</p><p>Extra full round action (formulaic equivalent of a Core level 10 spell, caster level 19, doesn’t take up an item slot) 10 * 19 * 2 * 2,000gp = 760,000gp</p><p>+8 AC enhancement (doesn’t take up an item slot) : 128,000gp</p><p>Total Market Value: 961,000gp</p><p></p><p>Cost for Core 3.5 may vary; I don’t know and I don’t really care. That’s the beauty of being a 3rd Edition Cultist <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="genshou, post: 2500348, member: 13164"] [b]Another Elements of Magic item ^.^[/b] This weapon represents one very distant possibility for Evendur once he begins enchanting his rapier, Sylph (which he has not yet acquired at the point I’m writing at in the Story Hour). [B]Sylph[/B] Steel Rapier Acquired by Evendur Greycastle slightly prior to the start of his adventuring career, this blade of legendary craftsmanship was carried by him throughout his long career in Faerûn and onto other worlds beyond, through the many paths of Shadow. The pale white hilt of this sword is in the likeness of a feather. The cross-guard is sculpted in the shape of an exquisitely beautiful fair-skinned, red-haired, and brightly colored butterfly-winged fey clothed in a cyan, tight silk dress. The entire length of the blade is perfectly straight and smooth, without a dent or blemish ever to be seen. Sylph is carried in a leather scabbard of the quality one would expect of a friend of the Ravenlocke family, masters of leather craftsmanship. When used in combat, Sylph reflects light brightly and emits a glorious ring when it strikes metal, a true testament to the skill invested in its forging. Most intelligent evil outsiders across the breadth of the planes recognize the weapon’s handle and know to steer clear of its wielder. In addition to the extraordinary nonmagical craftsmanship abilities of the weapon (which aren’t important to this thread), it has the abilities listed below. In core D&D, these abilities function whenever the blade is carried or worn. In Elements of Magic, it only grants the abilities if Sylph is being counted against the 12-item limit at the time it is carried or worn. The sword’s enhancement bonus always applies, however, since it affects the sword and not the wielder. • Sylph strikes true and hard, and inherently shifts to damage foes more effectively. It has a +5 enhancement bonus and its threat range is doubled, from an Infuse Force 5/Space 2. • Sylph grants its wielder a +8 “haste” bonus to AC (technically it’s an enhancement bonus, but described as haste for flavor) against all attacks from an Abjure Nature 11. Because this is an enhancement bonus, it does not stack with other enhancement bonuses. However, because it applies directly to the wielder, it applies even against touch attacks. • The weapon’s user gets two separate full turns each round (for a total of four actions), both taken at the same initiative count, from an Infuse Time 19. The cost depends on whether the item is priced using Elements of Magic or Core pricing rules. I’ve listed both below. Base Weapon Cost: 1,000gp Cost (Elements of Magic): Infuse Force 5/Space 2/Gen 1 (+5 enhancement bonus, improved critical): 8 * 8 * 1,000gp = 64,000gp Abjure Nature 11/Gen 1 (+8 haste bonus): 12 * 12 * 1,000gp = 144,000gp Infuse Time 19/Gen 1 (extra full round/round): 20 * 20 * 1,000gp = 400,000gp Total Market Value: 609,000gp [I]Note:[/I] This item counts as 3 separate magic items against the 12-item maximum limit. Slot-improved Cost (Elements of Magic): Abjure Nature 11/Infuse Force 5/Space 2/Time 19/Gen 1: 38 * 38 * 1,000gp + 1,000gp = 1,445,000gp [I]Note:[/I] This item counts as only one magic item against the 12-item maximum limit. Cost: (Core 3.0): +5 keen weapon enhancement: 6 * 6 * 2,000gp = 72,000gp Extra full round action (formulaic equivalent of a Core level 10 spell, caster level 19, doesn’t take up an item slot) 10 * 19 * 2 * 2,000gp = 760,000gp +8 AC enhancement (doesn’t take up an item slot) : 128,000gp Total Market Value: 961,000gp Cost for Core 3.5 may vary; I don’t know and I don’t really care. That’s the beauty of being a 3rd Edition Cultist :D [/QUOTE]
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