How do you create magica items

Jhyarelle

First Post
Which 4E D&D books have the rules for magical item creation and pricing? I'm running a Psionic/Artificer in game at collage. I'll be handling gear creation for the group as a side business. I'm still fairly new to the system and would like to learn how to do this. Thank in advance.
 

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Player's Handbook 1, in fact. Look under the Rituals section, specifically Enchant Magic Item.

You pay the cost of the item, so it's really no better than buying it (if available).
 

The Following could be found in D&D 4E Adventurer's Vault

Paired Weapon Level 3+
One weapon suddenly becomes two with startling speed.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Any one-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.

Hidden Weapon Level 3+
This slender weapon cunningly adopts the characteristics of your garb when stowed.
Lv13 +1 680gp
Lvi 8 +2 3,400 gp
Lvll3 +3 17,000gp
Weapon: Light blade, mace
Enhancement: Attack rolls and damage rolls
Critical: +1 d6 damage per plus
Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.
Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it.


Ok, if I'm reading this right. If I want to make a dagger that splits into two daggers and can be hidden when sheath, I should do the following. (Note: these items/abilities are found in Adventurer's vault.

Minimum Character Lv To make a +1 Dagger with Enchant Magic Item Ritual: Character Lv 4

360 GP (Lv 1 magical item cost PHB pg 223) + 1 GP (weapon cost PHB 218) to make a +1 dagger, Enchant with Paired Weapon (Adventurer's Vault) Lv 3 encahntment + 680 GP =

+1 Paired Dagger cost 1041 GP
Weapon: Any one-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.


Now I want to add a sceondary enchantment to the weapon so I do the following

Minimum Character Lv to enchant dagger with Hidden Weapon: Character Lv 13
Enchant +1 Paired Weapon Dagger with Hidden Weapon +680 GP

So now I should have a +1 Paired/Hidden Dagger with the following properties and have a total cost of 1721 GP


Twin Fang +1 Lv 13
Weapon: Any one-handed melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.
Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.
Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it.
 

Minimum Character Lv To make a +1 Dagger with Enchant Magic Item Ritual: Character Lv 4

The ritual says "your level or lower, so making a level 3 item means the minimum is to be level 3

360 GP (Lv 1 magical item cost PHB pg 223) + 1 GP (weapon cost PHB 218) to make a +1 dagger, Enchant with Paired Weapon (Adventurer's Vault) Lv 3 encahntment + 680 GP =
No, it's 680 GP for the cost of a +1 Paired weapon period, you don't need to have a separate cost for the level 1 +1 enchantment. I also thought the 1gp for the dagger itself was included in that, but I'm not seeing it in a quick scan so I could be wrong about that.

Now I want to add a sceondary enchantment to the weapon so I do the following
It doesn't work like that, you can only have one enchantment at at time. As a DM I'd be willing to consider something with traits from different enchantments as a higher level homebrewed item, though there aren't firm guidelines about how to determine that.
 

It doesn't work like that, you can only have one enchantment at at time. As a DM I'd be willing to consider something with traits from different enchantments as a higher level homebrewed item, though there aren't firm guidelines about how to determine that.

But that is exactly what I want rules for. If there are no rules fo it yet... what can you suggest I do? I mean our GM supports it and like the idea of multi enchanted gear.
 

But that is exactly what I want rules for. If there are no rules fo it yet... what can you suggest I do? I mean our GM supports it and like the idea of multi enchanted gear.

If you're asking, "Where are the rules for players and DMs to create custom magic items?" the answer is, "There are no such rules."

Should there be rules / guidelines for creating brand-new magic items? Yes. But unfortunately, we're left to our own devices.

However, looking at existing magic items can get you going on the right track. Basically, there are five "notches" of awesomeness. Notch 1 (a +1 item at level 1, a +2 item at level 6, a +3 item at level 11 and so on) is basically a plain vanilla magic item - no special abilities. Notch 2 adds something cool. Notch 3/4/5 gets progressively cooler. There are also artifacts, which are off the charts, and rare items, which tend to be a bit above the normal notch.

What you need to do is try to figure out how "cool" a particular item is in comparison to existing items. My guess is that most player-created items are going to be notch 5, and probably rare notch 5. This means that if you want it to be a +1 item, it's going to be a level 5 item (and a special one at that). If you want it at +2, it's going to be level 10, and so on.
 

Here's some handy advice:

The baseline cost at each is set for the vanilla +1 item. Then you add +n for each additional bit of coolness, to a maximum of +4n.

For Level 2-5, n is 160gp.

Level 1 vanilla +1 item: - 360gp
Level 2 item: +n - 520gp
Level 3 item: +2n - 680gp
Level 4 item: +3n - 840gp
Level 5 item: +4n - 1000gp

So if the coolness of an effect = +n (level 2), then adding another effect of coolness +2n (level 3) could give you a +3n or level 4 item, assuming there's no particular synergy between the 2 effects, eg they're not both at-wills that add damage.

Edit: Personally I wouldn't let players stack effects on one item, the whole item slot thing is designed to stop that. If I want PCs with multi-effect items, I give them artifacts.
 

Here's some handy advice:

The baseline cost at each is set for the vanilla +1 item. Then you add +n for each additional bit of coolness, to a maximum of +4n.

For Level 2-5, n is 160gp.

Level 1 vanilla +1 item: - 360gp
Level 2 item: +n - 520gp
Level 3 item: +2n - 680gp
Level 4 item: +3n - 840gp
Level 5 item: +4n - 1000gp

So if the coolness of an effect = +n (level 2), then adding another effect of coolness +2n (level 3) could give you a +3n or level 4 item, assuming there's no particular synergy between the 2 effects, eg they're not both at-wills that add damage.

Edit: Personally I wouldn't let players stack effects on one item, the whole item slot thing is designed to stop that. If I want PCs with multi-effect items, I give them artifacts.

This Makes sense. I'll run this by our GM and see what he thinks. Thanks.
 

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