Leopold said:So is there no XP penalty for creating items? I would still like ot do this, are there rules in there for that??
die_kluge said:
So, you have a +1 shield, that's: 450gp creation cost. I'm not even gonna calculate that since there are numerous examples of +1 bonus items in the back.
And then you've added a 1 use-per day effect that lasts for 10 rounds that grants +1 to attack, +1 to AC, +1 to reflex, and an extra move action that doesn't include any movement. Curious.
So, why is it that you don't want me to refer to the Haste spell for this?
Thing is, the Spell Slot item creation system is based on *spells*. I need a spell to create this with. If you won't allow me to use Haste, you need to give me some other spell to base it off of. Right now, Haste is my best candidate.
So, some unnamed 3rd level spell, caster level 10 (10 rounds per level), 4 for command-word, 1 use-per day (+4). 8 spell slots, +1 for added effect.
10gp(3 + 10 - 1) * 9^2 = 9,720gp + 450gp = 10,170gp creation cost.
Could you say something more about this? Do you have specific components listed, plus what you can do with those components - similar to BOZ's "Critter Bits and Magic Recipes" thread?die_kluge said:There's an enourmous chapter on components that Kithmaker calls "Brilliant".
Conaill said:
Could you say something more about this? Do you have specific components listed, plus what you can do with those components - similar to BOZ's "Critter Bits and Magic Recipes" thread?
For example, what are some of the things you could do with dragon parts. My PC still happens to have a small cask of preserved dragon blood...
Technik4 said:The DMG 3.0 stated that some items had to be flubbed because they didnt quite fit with other items (and at all costs, try and approximate the price of your item with similarly powerd items).
So how about:
-Ring of Invisibility
-Ring of Improved Invisibility
-A Stone of Cure Minor Wounds (unlimited use, usable 1/round)
-A silver dagger that can Cast Cure Critical Wounds but only after it has hit a lycanthrope (hitting a lycanthrope creates a "charge" - it can only hold 5 charges)
-Special adamantine monk "gloves" that allow the monk to still use his unarmed damage but have 2 studs in each glove which act as rings of spell storing (minor).
-The first 3 present "pitfalls" the DMG spoke of, for instance despite Cure Minor Wounds being a 0-level spell, being able to use it 1/round, unlimitedly (is that a word?) is a lot more powerful than any system would assign it. If you need further proof, call it a Quickened Cure Minor Wounds - the cost should be close to a ring of regeneration, how does your system handle this? Perhaps you assign an opposite of what you gave the bag of roses, some positive spell slot modifier?
Thanks for your time.
Technik who just put this on his amazon wish list...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.