D&D 4E Converting Farland Magic Items to 4E

Farland

Explorer
Hey all, I am looking to convert the material on my 3E website to 4E.

Right now, I'd like to work on converting the magic items.

The idea is to keep the same flavor and concept, as far as possible, but make balanced items appropriate to 4E. Any help would be appreciated. Any one want to take a stab at some of the items?
 

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You haven't listed any examples you want us to work on, and I'd prefer not to have to go off-site, but I can say that in general, I think you will be much more satisfied if you adjust your expectations from "converting" to "repurposing" items.

That is, flavor and concept, yes. But mechanics no.

:)
 

You haven't listed any examples you want us to work on, and I'd prefer not to have to go off-site, but I can say that in general, I think you will be much more satisfied if you adjust your expectations from "converting" to "repurposing" items.

That is, flavor and concept, yes. But mechanics no.

:)

Oh, didn't imagine going off site would be a problem. For those for whom it is, I have listed some examples below. Sure, repurposing would be fine, as long as general flavor and concept is maintained. :)


Armor of Zestor

This +3 silver-chased splintmail acts as +5 when its wearer is attacked by or is attacking a winged creature. It belonged to Zestor Half-Elven, also known as Zestor Wyvernslayer. Zestor was an ancient King of the lands of Kelerak.

Moderate abjuration; CL 10th; Craft Magic Arms and Armor, Flight Suppression Field; Price 45,300 gp* (Human item).

Blacksword

This +3 black longsword is unbreakable in normal use. Once drawn it cannot be put away until it draws blood. If the wielder attempts to sheathe it he takes 1d12 hp profane damage (Fort save DC 15 for half. If he makes the save he can sheathe the sword, otherwise he physically cannot due so, although he can try again in one round, taking damage all over again. The wielder instinctively knows this fact). Once per day the wielder can cast cure critical wounds on himself or inflict critical wounds on another at the 10th level. Once a month the wielder must make a Will save DC 18 or shift one alignment step toward evil.

Strong necromancy, moderate conjuration; CL 15 (Evil minor artifact).

Crossbow of Wawmar

Crafted under the hammers of the most expert metalsmiths in the world, the dwarves of Wawmar, this steel +3 heavy crossbow cannot be broken in battle or under normal use, although it is not indestructible (it can be destroyed in a normal forge). If the total number rolled to hit is 4 above the target's AC, then the opponent must save vs. will at DC 15 or be held as per a hold person spell cast by a 12th level caster. This power functions three times per day.

Moderate enchantment; CL 10th; Craft Magic Arms and Armor, hold person; Price 32,000* (Dwarven item).

Crown of Elven Kings, Elebtale, the "Browstar"

This beautiful crown is formed by a circlet of mithril set with a luminous diamond carved to look like a star. The diamond emits a faint light when the user wills it, in a 10' radius. Elebtale protects the user's head like a great helm. Elebtale also allows the user to cast 9 extra spell-levels per day. For example, the user can cast one extra ninth level spell, four extra second level spells and one first level, etc. The circlet also functions as a rod of metamagic,enlarge and metamagic, extend, but only in relation to any illusion spells or abjuration spells with a target of personal cast by its wearer, and causes opponents to save at -2 vs. any illusions cast by the wearer. The Browstar can only be touched by good-aligned characters. All others take 2d6 HP holy damage. The user suffers a -2 on saves versus necromancy spells. Finally the wearer never wants to be parted from the crown until he feels he is dying or leaving for Faerie. This circlet serves as the crown of Elvenkings (Elven artifact). [/B]
 

Okay, so I'll start easy...

Blacksword: It seems to have three properties, besides "+3 magic weapon".
1) "cannot be put away until it draws blood"
The first one I'm not sure should affect pricing. Because it seems rather easy to avoid, having this as flavor only might be okay. The actual damage would of course be rewritten as "if you try to sheathe the weapon before it has drawn blood, it makes a attack +19 vs Fort against you for 1d12+3 damage. If the attack hits you fail to sheathe it and you will have to try again."
Its attack bonus needs to be set: considering the sword to be a "monster", the Soldier Role has an attack of Level + 5 vs non-AC defenses. The base level for a +3 weapon would be 11, though the healing powers ups this considerably. The damage (your 1d12 plus +3) isn't out of line for such a monster either (it falls into the "low" category of the DMGs suggestions).
Damage should, I think, feature its enchantment bonus. I have added that in above.
2) "cast cure critical wounds"
As I understand it, a very desirable power for a 4E item to have. Let's say you have a Daily that returns hp equal to what a Healing Surge would have given you plus three (for the +3 enchantment). That would make it at least a level 14 weapon.
3) "save or shift one alignment step"
As long as you don't reduce the price for this curse, I guess there's not much to add. I'd make it an attack vs Will rather than a 4E save though. I'd lower +19, though, to perhaps +15.

If you retain CSW or the alignment shifts the weapon really needs to become a minor artefact, and thus pricing becomes irrelevant (it can't be made). In that case only a suggested level range remains to be set, and that's easy: "mid-paragon tier".

If you skip 3) and reduce 2) to something along the lines of a "free Healing Surge", it could work as a level 14 weapon (and indeed, this is how I arrived at the +19 attack bonus).

Generally you'll see that items (even artifacts) have subdued powers. This is in line with 4E, because it makes adventurers less reliant on items. At first, you'll be disappointed because your items won't (and shouldn't) be as cool, but hopefully you'll come to see this nerfing as an advantage. :)
 
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Crossbow of Wawmar

Crossbow of Wawmar, Level 5+
Weapon: Crossbow
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power(Encounter): Free Action, use this power when you hit with this weapon. The target is slowed (save ends). First Failed Save: The target is immobilized. Second Failed Save: The target is restrained. You can do this a number of times per day equal to the enhancement bonus.
 


As for the crossbow, my first thought was to make it a Daily (one use per day). And even so it probably should be upped in level (unless it's artefact material).

But there is one alternative - powering it via Healing Surges. And because healing surges and daily item uses are (to my impression) not entirely unequal, you could do:

Power (Encounter): Free Action, use this power when... <snippety> Each time you use this power, you need to spend one daily item use.

or, I guess, more formally:

Power (Encounter): Free Action, use this power when... <snippety> Each time you use this power, it counts as one use of a magic item daily power.
 

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