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<blockquote data-quote="Jack Simth" data-source="post: 4176146" data-attributes="member: 29252"><p>So, you're looking for something more along the lines of...</p><p></p><p>For each required spell ignored, select one drawback from the following list; if you have a magical writing of the required spell (such as a scroll of the spell, or a copy of the spell in a Wizard's spellbook), the drawback has reduced severity (in parenthesis in most cases). Utilizing a magical writing in this manner does not use up the magical writing like crafting normally would, and the same magical writing can be used on each day of crafting. Not all options are available for all types of items, and you cannot select any one drawback more than once for a given item:</p><p></p><p>1) Increase material and XP cost by 20% (10%).</p><p>2) Increase Crafting time by 100% (50%)</p><p>3) When the item is activated, there is a 10% (5%) chance that nothing happens; this is only available for items that have to be specifically triggered by the user (such as Boots of Teleportation, or a Ring of Invisibility; you may not select this drawback for automatic items such as a Cloak of Resistance or a +1 Bane(Dragon) sword).</p><p>4) The item is temporary, and will run out in a year (two years); this is not available for items that get used up (such as Potions or a Brooch of Shielding), but only for normally permanent items (such as a Cloak of Resistance or a Helm of Teleportation).</p><p>5) The item requires a second item to be of any use; the second item takes up an item slot of the Crafter's choice and has no other benefit (so that Ring of Telekinesis might require you be wearing a particular shirt that uses up your Vest slot, or the Goggles of Night might require you wear a particular helmet). If you have a magical writing with the required spell, you can enchant the useless item with a property normally associated with that type of item with a 50% increase in cost (as though it were a secondary ability).</p><p>6) The item has half of the normal hardness and hit points (75%); this is only available for swords and shields.</p><p>7) The item only has 50% of the normal charges for the item (75%), round down; this is only available for items that either have a finite number of uses but can be used more than once (such as a Ring of the Ram or a Scarab of Protection, but not a Potion of Cure Light) or a limit on use per day that's above single-use (such as Boots of Teleportation or Boots of Speed, but not a Cape of the Monteback or a Circlet of Blasting).</p><p>8) The item has a 2% (1%) chance per use of exploding for 1d6 untyped damage per caster level of the item in a 20-foot radius spread every time it is invoked; this explosion destroys the item in the process. This is only available for normally permanent items that are specifically activated (such as a Cape of the Monteback or a Chime of Interruption, but not for a +3 Sword or a Feather Token).</p><p></p><p>Each drawback other than 1 or 2 applied to an item reduces it's sale price by 20% (10%, for the reduced severity ones), but does not alter the cost of creation (so a Helm of Telepathy that has a 1% chance of exploding each time it is used would cost 13,500 gp and 1,080 xp to make in this manner, but would be worth only 24,300 gp, rather than the normal 27,000 gp, when determining how much you can sell it for later on).</p><p></p><p>Do note that this type of thing does weaken the feat, though (as many of the better items require multiple spells - which means multiple drawbacks); as you are in no way claiming that the feat as it stood is unbalanced, I'll make it easier to get to compensate. Editing in a moment....</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4176146, member: 29252"] So, you're looking for something more along the lines of... For each required spell ignored, select one drawback from the following list; if you have a magical writing of the required spell (such as a scroll of the spell, or a copy of the spell in a Wizard's spellbook), the drawback has reduced severity (in parenthesis in most cases). Utilizing a magical writing in this manner does not use up the magical writing like crafting normally would, and the same magical writing can be used on each day of crafting. Not all options are available for all types of items, and you cannot select any one drawback more than once for a given item: 1) Increase material and XP cost by 20% (10%). 2) Increase Crafting time by 100% (50%) 3) When the item is activated, there is a 10% (5%) chance that nothing happens; this is only available for items that have to be specifically triggered by the user (such as Boots of Teleportation, or a Ring of Invisibility; you may not select this drawback for automatic items such as a Cloak of Resistance or a +1 Bane(Dragon) sword). 4) The item is temporary, and will run out in a year (two years); this is not available for items that get used up (such as Potions or a Brooch of Shielding), but only for normally permanent items (such as a Cloak of Resistance or a Helm of Teleportation). 5) The item requires a second item to be of any use; the second item takes up an item slot of the Crafter's choice and has no other benefit (so that Ring of Telekinesis might require you be wearing a particular shirt that uses up your Vest slot, or the Goggles of Night might require you wear a particular helmet). If you have a magical writing with the required spell, you can enchant the useless item with a property normally associated with that type of item with a 50% increase in cost (as though it were a secondary ability). 6) The item has half of the normal hardness and hit points (75%); this is only available for swords and shields. 7) The item only has 50% of the normal charges for the item (75%), round down; this is only available for items that either have a finite number of uses but can be used more than once (such as a Ring of the Ram or a Scarab of Protection, but not a Potion of Cure Light) or a limit on use per day that's above single-use (such as Boots of Teleportation or Boots of Speed, but not a Cape of the Monteback or a Circlet of Blasting). 8) The item has a 2% (1%) chance per use of exploding for 1d6 untyped damage per caster level of the item in a 20-foot radius spread every time it is invoked; this explosion destroys the item in the process. This is only available for normally permanent items that are specifically activated (such as a Cape of the Monteback or a Chime of Interruption, but not for a +3 Sword or a Feather Token). Each drawback other than 1 or 2 applied to an item reduces it's sale price by 20% (10%, for the reduced severity ones), but does not alter the cost of creation (so a Helm of Telepathy that has a 1% chance of exploding each time it is used would cost 13,500 gp and 1,080 xp to make in this manner, but would be worth only 24,300 gp, rather than the normal 27,000 gp, when determining how much you can sell it for later on). Do note that this type of thing does weaken the feat, though (as many of the better items require multiple spells - which means multiple drawbacks); as you are in no way claiming that the feat as it stood is unbalanced, I'll make it easier to get to compensate. Editing in a moment.... [/QUOTE]
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