Item creation - merging charges and uses per day


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Hate to sound like a salesman, but the Artificer's Handbook has rules for crafting rechargable items.

Generally, it is my belief that if everyone just bought this book, we'd have no more questions about magic items in these forums, and... well, the world would be a slightly better place, now wouldn't it? :)
 

I was just using the 50 charges, recharge 10 a day as an example....practically, the 10 charges, recharge 1 a day is defintiely more feasible.

The idea was not to limit the uses per day (that is already limited by the charges), but rather have a charged item that recovered its charges over time.

For example - take the cube of force. it has 36 charges...all of which recover each day (sorta like 36 uses per day, but different abilities use different number of charged). Well, what if you want a lesser powered cube of force that has its 36 charges, but only recovers 2 charges per day.

Likewise, you could theoretically make a stick of fireballs (wonderous item instead of wand?) that has a flat 3 uses per day, versus a wands 50 charges. Why can you not make a stick/wand of fireballs that has 10 charges, recovering 1 of those charges each day, and how would you price it.
 
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Mirage_Patrick said:
Likewise, you could theoretically make a stick of fireballs (wonderous item instead of wand?) that has a flat 3 uses per day, versus a wands 50 charges. Why can you not make a stick/wand of fireballs that has 10 charges, recovering 1 of those charges each day, and how would you price it.

You can, it's just not in the RAW. So a custom item. How would I price it. I've thought about this a lot, because I really hate charged items on princible... the whole disposable item thing bothers me.

I think that the best way to price it by RAW is to do this:
1) Take the price of two items with 50 charges each. This is supposedly the price of an unlimited use "charged" item, if you look at those rules well enough. If you think that's too much (in some cases it is, and this isn't really an unlimited use item, there are some limits... ) I'd charge 75% of that, or to say 1.5 times the price of a single wand with 50charges.

2) Add on the price of an item with uses per day. I'd personally add an additional 50% of that item's base cost too, for the combination.

I would price the addition of qualities as a weapon (which a wand or staff IS), and not as a wonderous item...

In short, add the price of the uses per day cost and the charges cost, then add 50% to that price.

This would also, IMO, make a good staff idea.

I think that would lead you to a pretty fair and not overpowered price for such an item.
 

This thread made me recall a wand that could be recharged under specific circumstances, made by Sean K. Reynolds:

'Dalamar's Wand of Lightning: This wand has seven charges, and each can be used to cast a 10th-level lightning bolt spell as a spell trigger item. The item recharges one charge if left overnight in a natural thunderstorm. If reduced to zero charges, the item becomes inert but can be recharged with the above method.
Caster Level: 10th; Prerequisites: Craft Rod, control weather, lightning bolt; Market Price: 40,000'

You can find it about half way down on this page.
 

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