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Item Creation XP Costs
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<blockquote data-quote="DanMcS" data-source="post: 1478393" data-attributes="member: 6530"><p>XP costs dissuade some players from making magical items. I'm working on alternate rules. Note that they could choose to spend xp normally in addition to using these rules, so there end up being lots of different types of magical items around. Detect magic, arcane sight, and high spellcraft rolls can identify unbound magical items as such, dc for spellcraft is probably 25 + the highest level spell effect.</p><p></p><p>Scrolls: no xp cost. GP cost as usual. To use, you have to make a caster level check versus 10 + the caster level of the scroll, or suffer a scroll mishap. The creator has imbued none of his life force into the scroll, so it isn't completely safe to use, it's unmitigated magic.</p><p></p><p>Potions: no xp cost. Double the gp cost, and the DM makes a secret craft- (alchemy) check for the brewer when he creates it to see if it is poison, DC 15 + spell level.</p><p></p><p>Charge or more permanent magical items are imbued with some of the creator's life force, in the form of xp. These items are referred to as "bound", and tend to detect as the alignment of their creator if examined carefully.</p><p></p><p>Magical items can also be created <em>unbound.</em> Unbound items have no life force in them, and the magic inside them is loosely connected to the item. Unbound items cost 10% more than their normal cost to create, since the item must be more carefully inlaid and constructed to keep the magic in it. This 10% is spent on a focus crystal or gem of some kind, which is relatively obvious when the item is in use- it glows brightly. If the focus is destroyed, the item loses all magic.</p><p></p><p>For a user to wield the item, he must attune himself to it. This involves carrying the item for at least 24 hours, and placing some of his own life force in it. The attunement cost is 1/2 the XP it would cost to create the item. Until an item is attuned to a user, it detects as magic, but the user gets no benefits from any of the magic. Once an unbound item is attuned to a user, it has an alignment similar to his own, and will only be unattuned from him if another user attunes it.</p><p></p><p>In addition to bound and unbound items, some wizards bind spirits of other sorts into their items rather than using their own life forces. These items are referred to as <em>spirited</em>; the most common types of spirits used are minor elementals. A spirited item costs no xp to create, but 50% more gp to create. It additionally requires the use of a planar ally or planar binding spell in the creation of the item. Items of value up to 20,000 gps require a lesser planar ally or binding spell; up to 50,000 take a normal planar ally or binding. Items of greater value require a greater planary ally or binding to conjure a spirit of sufficient power to harness the magics.</p><p></p><p>There is no need to bargain with the creature placed in the item, though a cleric using a "planar ally" spell should seek permission from his deity or an agent thereof before attempting to bind a spirit associated with the deity in this way. An evil god will typically provide a fiend of some sort to trap in the item and power it; a good god will provide a willing servant that will serve the faith by empowering a tool for good.</p><p></p><p>No matter the type of creature bound into the item, it is mostly bound into slumber inside the item, which detects as the alignment of the outsider bound to it. If the item is sundered or otherwise destroyed, it will typically leave for its home plane, though if it is really angry about being forced to serve in this way, the user will have a whole new enemy to confront.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1478393, member: 6530"] XP costs dissuade some players from making magical items. I'm working on alternate rules. Note that they could choose to spend xp normally in addition to using these rules, so there end up being lots of different types of magical items around. Detect magic, arcane sight, and high spellcraft rolls can identify unbound magical items as such, dc for spellcraft is probably 25 + the highest level spell effect. Scrolls: no xp cost. GP cost as usual. To use, you have to make a caster level check versus 10 + the caster level of the scroll, or suffer a scroll mishap. The creator has imbued none of his life force into the scroll, so it isn't completely safe to use, it's unmitigated magic. Potions: no xp cost. Double the gp cost, and the DM makes a secret craft- (alchemy) check for the brewer when he creates it to see if it is poison, DC 15 + spell level. Charge or more permanent magical items are imbued with some of the creator's life force, in the form of xp. These items are referred to as "bound", and tend to detect as the alignment of their creator if examined carefully. Magical items can also be created [i]unbound.[/i] Unbound items have no life force in them, and the magic inside them is loosely connected to the item. Unbound items cost 10% more than their normal cost to create, since the item must be more carefully inlaid and constructed to keep the magic in it. This 10% is spent on a focus crystal or gem of some kind, which is relatively obvious when the item is in use- it glows brightly. If the focus is destroyed, the item loses all magic. For a user to wield the item, he must attune himself to it. This involves carrying the item for at least 24 hours, and placing some of his own life force in it. The attunement cost is 1/2 the XP it would cost to create the item. Until an item is attuned to a user, it detects as magic, but the user gets no benefits from any of the magic. Once an unbound item is attuned to a user, it has an alignment similar to his own, and will only be unattuned from him if another user attunes it. In addition to bound and unbound items, some wizards bind spirits of other sorts into their items rather than using their own life forces. These items are referred to as [i]spirited[/i]; the most common types of spirits used are minor elementals. A spirited item costs no xp to create, but 50% more gp to create. It additionally requires the use of a planar ally or planar binding spell in the creation of the item. Items of value up to 20,000 gps require a lesser planar ally or binding spell; up to 50,000 take a normal planar ally or binding. Items of greater value require a greater planary ally or binding to conjure a spirit of sufficient power to harness the magics. There is no need to bargain with the creature placed in the item, though a cleric using a "planar ally" spell should seek permission from his deity or an agent thereof before attempting to bind a spirit associated with the deity in this way. An evil god will typically provide a fiend of some sort to trap in the item and power it; a good god will provide a willing servant that will serve the faith by empowering a tool for good. No matter the type of creature bound into the item, it is mostly bound into slumber inside the item, which detects as the alignment of the outsider bound to it. If the item is sundered or otherwise destroyed, it will typically leave for its home plane, though if it is really angry about being forced to serve in this way, the user will have a whole new enemy to confront. [/QUOTE]
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