Nail said:
...there's a reason it's expensive.......
To make an item that casts Enlarge Person 3x a day on command would be 1,080 gp. 1x a day is a piddling 380 gp. To make an item that Enlarges the wearer continually would be 4,000 gp.
To make an item that casts Righteous Might 1x a day on command would be 16,200 gp.
Let's compare the spells here:
Enlarge Person (1st level, duration 1 min/lvl)
Total Bonuses: Size increase, +2 size to strength, -2 size to dexterity.
Righteous Might (5th level, personal, duration 1 rd/lvl)
Total Bonuses: Size increase, +4 size to str, +2 size to con, +2 enhancement to natural armor, DR 3/evil (or 3/good) which goes up with level (6 at 12, 9 at 15)
Sure, righteous might is better. But Enlarge Person grants you a net -2 to AC, a net +0 to attack rolls, and an additional +1 on damage due to strength in exchange for an increased size. RM on the other hand gets you a net +1 to attack, +2 to damage, +1 modifier on con, and a net +1 armor plus minimal DR (although any DR is helpful if you have none).
Let's look at Animal Growth real quick and total up the bonuses (to multiple creatures): +8 size to str, +4 size to con, -2 size to dex +2 enhancement to natural armor, DR 10/magic, and +4 resistance on saves.
Given how not really great Enlarge Person and Righteous Might really are, I find it kind of amazing that RM is personal. Again, all I want is a spell (one that frankly isn't any more powerful than Enlarge Person) that will affect the Warforged in our party and increase his size for combat purposes, but paying 16,500 for one use a day (at those limited bonuses) is most certainly not worth it - at that cost you could purchase a +2 equivalent weapon, +2 armor, and a +2 shield.
There's a magic item in MIC that enlarges the wearer, but it's as enlarge person and so useless for this situation. It's really kind of frustrating because usually, I can say, "Okay, I need to do XX" and I can figure out a way to get it done; in this case, however, I have been thoroughly stymied.
It appears that a researched spell ("Enlarge Warforged") is the only way to go but I've been kind of a pain in the ass to my DM lately, what with the Glyph Seal thing and then him having to invoke Rule Zero on Shield Other. So I figured I'd come here for suggestions on balancing a spell so I can have it nice and shiny before I present it to him.
So let's start off:
Enlarge Warforged
Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One warforged (maybe 'Living Construct'?)
Duration: 1 round/level (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Uttering a brief prayer to the Book, the cleric releases his magic. The enemy's eyes widen as the warforged glowers impassively, dwarfing them with his new height. A hollow voice rings out, "The only thing better than a Shaft is a bigger Shaft" as the warforged strikes without mercy.
The target grows, doubling its height and multiplying its weight by 8, changing the creatures size category to the next larger one. The target gains a +4 size bonus to Strength, a +2 size bonus to Constitution, a -2 size penalty to Dexterity, and a -1 penalty on AC and attack rolls due to size.
In addition, the target gains a +2 enhancement bonus to natural armor and damage reduction 3/adamantine. If the target already has damage reduction from the Adamantine Body feat, this damage reduction improves by 3 instead.
All equipment worn or carried by the creature is similarily enlarged by this spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Thoughts?