Creating Continuous Effect magic items?

MaxKaladin

First Post
I can't seem to find rules for this in my DMG/PHB or the errata. I'm trying to figure out the costs for making an item that has a continuously operating spell effect like an amulet of proof against detection and location. The book lists cost multipliers for charges, use activated, uses per day and so on, but not for "always on" items.

Are there any rules for this anywhere?

Thanks!
 

log in or register to remove this ad

There are guidelines for "use-activated" items like Ring of Invisibility and Lantern of [see invisibility].

Look for these on table DMG 8-40.

Also, don't forget that continuous effect items are pretty bad for using formulas. How sick would a continuous Helm of True Striking be in comparison to Hat of Disguise (that's change self, lev1, right?).
 

If I dont remember wrong, the table for determining the cost doesn't take into consideration that normal duration of the affected spell, which is very important... as the below-mentioned example dictates :)
 

I'll use "use activated" then.

Don't worry, I'll be adjusting prices if needed. I won't say what I'm doing since there is a chance a PC might see this, but
I won't be making any helms of truestrike or anything like that.


Thanks!
 

MaxKaladin said:
The book lists cost multipliers for charges, use activated, uses per day and so on, but not for "always on" items.

Are there any rules for this anywhere?

As others have stated, always on is use-activated. However, one of the designers (I think Andy or Sean) suggested that you use the original duration of the effect as a guide to the price.

Here are my suggestions along that line. An effect whose duration is normally so many hours per level should just have its cost calculated as use-activated, perhaps a little less. Any effect whose duration is normally so many minutes per level should have its cost calculated as use-activated, perhaps a little more. Any effect whose duration is normally so many rounds per level should have its cost damn near go through the roof, i.e. instead of multiplying by 2,000 (use-activated), consider using anything as low as 2,500 or as high as 4,000.

That guideline seems to work well for me.
 

You'd probably want to think about a serious hike (if you even allow it) for target: self spells.

This covers things like True Strike, Shield, Tenser's Transformation

(Can you imagine a fighter with these effects 'always on'? Ouch!)
 

The best solution for True Strike is, first off, to simply not allow a continuous effect. Limited charges per day, a smaller number of charges is a good start. Always require at least a standard action to activate it, and if you also include charges per day or a small number of charges (say 5 to 10), you shouldn't run into any serious problems.

For example, a player in one of my games has a heavy pick of true strike. It allows him to use true strike, activated as a command word (standard action), once per day. I haven't had a problem with this as the player's character uses that function sparingly. Even in a standard combat scenario, one that isn't terribly life threatening, he won't waste the one charge he has for the day.
 

I solve the "Always on True-Strike" effect like this: If you put it on a weapon, its almost as good as a +20 weapon, except that it doesn't get through DR. So I'm nice and price it like a +10 weapon.

See the Epic Level Handbook for pricing...
 


MaxKaladin said:
I can't seem to find rules for this in my DMG/PHB or the errata. I'm trying to figure out the costs for making an item that has a continuously operating spell effect like an amulet of proof against detection and location. The book lists cost multipliers for charges, use activated, uses per day and so on, but not for "always on" items.

Are there any rules for this anywhere?

Thanks!
If you're the DM: Find an item of similar power and price it where you think it should be relitive to that.

If you're a player: Submit it to the DM and wait.
 

Pets & Sidekicks

Remove ads

Top