Artificer's Handbook - anyone got it?

Because a Rose that lasts 7 days is a bit outside the scope of prestidation. If you wanted it to last for a few minutes, sure. But, this is much more along the lines of the Major Creation spell, or Fabricate.

A bit expensive, yes. But, that gives you are real Rose.

Alternately, you could stat it as an illusion, probably with Major Image, or otherwise change it so that it isn't a real Rose.

:)
 

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DonAdam said:
For the bag of roses... it's just a freaking rose. Why not prestidigitation?

Don, you could use that spell.
But... "Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. .... Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour."

Would you want to hand the beautiful lady a "crude and artificial" rose that only lasted 1 hour?

If you do, then here you go:
Jaron's Everful sack of roses based on prestidigitation:
duration 1 hour spell, level 0, caster level 1. spell slot cost 11 -2 for time-frame limitation.
10gp(0 + 1 - 1) * 9^2 = 810gp.

Well, you get what you pay for, I suppose. :)
 




Anabstercorian said:
And, I want a Fireball Generator, which can fire a 10d6 fireball DC 15 to resist at caster level 10 once a round with no limit on charges.

unlimited-use, fireball generator, 19 spell slots (3rd level), caster level 10.
10gp(3 + 10 - 1) * 19^2 = 43,320gp

And I want a Pearl of Power that can be activated as a free action!

What is this, Christmas? I'm not sure such an item can be created. I wouldn't even know how to approach that. I'll have to think on that one.

And I want to know the price of an artifact that can produce 3d4 Meteor Swarm spells as a full round action with no upper limit on charges.

Artifacts don't have a cost. And, according to our rules, can't really even be created intentionally. About the best thing you can do, is create a stupid-powerful item, and hope that it ends up becoming an artifact. And ... 3d4 meteor swarm??
 


Well, I have no item for you to create, die_kludge, but I'm going to go get the book now. Happy? :D

And if there's no XP cost, is there something else that substitutes? And more importantly, is there some failure mechanism, so there's a reason for a cursed item?

PS
 

Storminator said:
Well, I have no item for you to create, die_kludge, but I'm going to go get the book now. Happy? :D

And if there's no XP cost, is there something else that substitutes? And more importantly, is there some failure mechanism, so there's a reason for a cursed item?

PS

Absolutely, Storm, more than one thing.

There is the "Time and Money" limitation. This is essentially "no limit". It's the default. If you've got the time and money, you can do whatever you want.

The second is the "Component" limitation. This is the one I use. If you've got the right components, then you can make it. I can control whatever it is they want to create by controlling the availability of components. There's an enourmous chapter on components that Kithmaker calls "Brilliant". :)

Then there is the "Experience" limitation. This is the DMG system. *blech*

The "Inner Strength" limitation. This essentially means that there's only so much that someone can make before the items become unstable. There are three types "Escalation" where you calculate the power of the item made and add it to all the power levels of all the other items you made that level, and if it exceeds some base, then it exceeds a safe zone, and incurs instability. The second method is similar, but utilizes the XP method. The third is similar to the "escalation" method but is unique per individual, not the world itself.

The fourth is "power level" limitation. The first method here is just discrete levels which just controls the number of things that can be made per level. The second method reduces the Con of the creator (suitable for low-magic campaigns), the third is a stairway effect, wherein the creator must have made an item of each lower spell level before creating new and more powerful items.


There's a whole chapter on item instability. And every world has a "Safe zone" limit, so if an item exceeds that limit, it could incur instability. There's a gradually worsening effect the more over the safe zone it occurs. The safe zone is modifiable based on your own world, so you can tailor it however you desire. Low magic worlds have a low safe zone, whereas a world like FR would have a very high safe zone.

It's all tailorable to your specific campaign, and the level of magic in your world.
 

Well I think you've sold another copy. I don't necessarily mind spending XP on magic items and think that the feat based system of DMG was preferable to earlier editions. But I'm a magic item creating fiend and this system sounds preferable to the list of guidelines the DMG has.

And as a curiousity. I've always had a beef with the cost of Daern's Instant Fortress in the DMG since it's only a scant 5000 gp more expensive then a regular tower of the same size. What would the cost of one of these be in your book?

Thanks.

Werner
 

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