Magic Item creation Q's

Gizzard

First Post
I'm trying to get a handle on making Magic Items and calculating their value as I have a player who wants to take Craft Wonderous Item. So:

On p242 of the DMG there is a table of different attributes an item might have. Can I combine them with any item or are there restrictions? For example, can I make:

1) Cape of Cure Light Wounds. 50 Charges, Spell Trigger. This cape would end up being usable only by divine spellcasters and would cost 750GP? (1x1x750)
2) Better Cape of CLW. 50 Charges, Command Word. Usable by anyone, cost is 900GP? (1x1x1800)/2
3) Cape of Mage Armor. Command word, twice a day. Usable by anyone, costs 720GP? (1x1x1800)/2.5

And, if any of these items are correct, how would you price them? Some of them seem very strong versus the suggested cost.
 

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Gizzard said:
On p242 of the DMG there is a table of different attributes an item might have. Can I combine them with any item or are there restrictions?

The main restriction is that these are just guidelines, and can easily cause horribly powerful and underpriced items if applied any which way. For example, using the guidelines as written, a belt that permanently provides True Strike to the wearer would cost 1 x 1 x 2000 (use-activated) = 2000 gp, but I'm pretty sure no DM would allow it. So use your own judgement and compare the new item's power level to existing ones to work out what is appropriate.

For example, can I make:

1) Cape of Cure Light Wounds. 50 Charges, Spell Trigger. This cape would end up being usable only by divine spellcasters and would cost 750GP? (1x1x750)
2) Better Cape of CLW. 50 Charges, Command Word. Usable by anyone, cost is 900GP? (1x1x1800)/2
3) Cape of Mage Armor. Command word, twice a day. Usable by anyone, costs 720GP? (1x1x1800)/2.5

And, if any of these items are correct, how would you price them? Some of them seem very strong versus the suggested cost.

(1) looks fine, since it's essentially the same as a wand of cure light wounds (750 gp), and even takes up an item slot.

(2) is about the same, but I'd price it higher. Consider it as equivalent to 50 potions of Cure Light Wounds, which would cost 2500 gp in total. The cloak is easier to use, since a potion has to be retrieved from wherever it is stored, and will not draw an AoO in combat. At the same time, it takes up a slot on the body. So I'd set it at about 1.5k gp.

(3) is fine too. All it provides is a Mage Armor spell lasting 1 hr, usable twice a day, and the spell can be dispelled. Bracers of Armor +4 (16k) provide the same benefit 24 hrs of the day and are not dispellable (unless the item is targeted).
 

(3) is fine too. All it provides is a Mage Armor spell lasting 1 hr, usable twice a day, and the spell can be dispelled. Bracers of Armor +4 (16k) provide the same benefit 24 hrs of the day and are not dispellable (unless the item is targeted).

At low levels (where my players currently are) I was worried about this one, just because it seemed to provide an effectively infinite stream of +4 armor for a lot less than the Bracers. Dispel isnt a problem at level 2, so I didn't really consider it. And because of the Command Word, I figured that the Mage Armor would always be available when needed.

My gut feeling was that if a 50 charge wand of Mage Armor is 750 then an infinite number of charges must be a lot more. I guessed that it would have to be between Bracers+2 (4000) and Bracers+3 (9000) in order to be balanced. (Would my Wizard trade Bracers of Mage Armor in for Bracers+2 if he later found them? I didn't think so, though your point about Dispel changes my thinking a bit.)

I didn't get into it in my first post, but your example about True Strike brings up what I was really worried about: the Cloak of Infinite Curing. Put Cure Light on a Cloak with a Command Word for (1x1x1800) 1800GP. Speak the Command Word as often as you like until healed. Hrm.
 


Of course, you could always take the cloak off and let another party member wear it until fully healed. Which is why allowing it is such a bad idea.
 

Gizzard said:

I didn't get into it in my first post, but your example about True Strike brings up what I was really worried about: the Cloak of Infinite Curing. Put Cure Light on a Cloak with a Command Word for (1x1x1800) 1800GP. Speak the Command Word as often as you like until healed. Hrm.

Hrm. I'll have to try that with my DM. I can just imagine the response. ;-) (Though, for better use, have it be Faith Healing for your deity...9 points/use, rather than d8+1/use)

Something that came up in a game in our group was a PC's Ring of Healing. Intelligent ring (so it could self-activate at need), that could cast Heal 5/day. By the book, that would be the same price as an infinite number, but the DM put his foot down, and, to be honest, if you need more than 5 Heal spells in a day, you need to get the heck out of dodge. That may work for some situations.

Brad
 


There was a set of Masochist's Armor in Dragon a few issues back.

Basicly, it takes up the Vest slot. Has 50 charges. Whenever the caster takes damage from an attack, it casts Cure LIght wounds. Realize this could be 1 point of damage he takes, he is still cured. And it only happens once a round.
 

Making a wand into a cloak seems very wrong. You don't see hats of jumping or boots of intellect do you?

I felt the same way. But I cant find anything in the DMG to back that feeling up. Did I miss something?
 

I don't feel that a Wondrous Item should be a Wand. Although, something like a Holy Symbol that does the properties of a Wand is sort've okay, I guess.

However, I *do* believe that different wondrous items should be able to fill the roll of other magical items.

For instance, Belts, Boots or Bracers of Dex, instead of Just gloves. That way every time you see a thief with gloves, you'll go 'Ooh, dex, gimmie!'.
 
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