Problem with that if it is not printed, so not OGC--check with Doug.reddist said:Well then Phil, if you want the unabridged version of the socket/talisman chapter as well, let me know. Might be closer to what you're looking for.
jmucchiello said:No, what Phil is looking for is someone to have already done some legwork on a "power-up" system involving gems "inserted" into magic items. A jewel of charm added to a magic sword would grant the sword a charm person effect 1/day. But if added to a suit of armor it would work as SR 18 versus charm person for the wearer. And a jewel of fire would add the flaming weapon ability to the sword. but in armor it would grant 5 points of fire resistance.
The question for the developer is how much does either of those jewels cost? What happens if you "insert" it into a non-weapon/armor magic item? What preperation does it take allow the item to gain a "socket" (for insertion).
Now I just have to stop this from sidetracking me from the book.....
die_kluge said:
All of that stuff is covered in the Artificer's Handbook. We didn't cover "opposites" as much as what you describe, but we did list out all the DMG special abilities (keen, ghost touch, etc) and describe what a gem empowered with such a thing would do in a weapon versus armor.
A talisman (a gem) can be empowered like any other magic item, with a charm effect, but it would have to be up to individual GMs to determine what effect it might have in a weapon versus in armor. You can put sockets in other things, too, like rings or helmets, or whatever you want.*
We (I'm speaking for Doug here) would be happy to send you the OGC for socketed items. The core of the rules are based around a completely different magic item creation system, so when you start reading about spell slots, you might get confused by it, but we tried to include legacy rules for use in the core creation system.
*certain restrictions apply, see book** for details
** Coming soon to an FLGS near you
I don't have your book but it sounds close to what phil asked for. But since he "didn't get it" perhaps it isn't. My way of doing this would be to create a single item creation feat for sockets (with craft wondrous item as a prerequisite as well as the craft feat for the item to be socketed). This feat would allow you to socket existing items for a set cost (say 5,000 gp per socket squared list, 2,500 gp + 200 xp to make). Then any existing magic jewel could be placed in the socket. Spit out a 101 such jewels and list their effects in "armor, shields, melee weapons, ranged weapons, and other". And you have a Philip Reed 101 book of jewels. (Email me if you want help writing it, Phil.die_kluge said:All of that stuff is covered in the Artificer's Handbook. We didn't cover "opposites" as much as what you describe, but we did list out all the DMG special abilities (keen, ghost touch, etc) and describe what a gem empowered with such a thing would do in a weapon versus armor.
A talisman (a gem) can be empowered like any other magic item, with a charm effect, but it would have to be up to individual GMs to determine what effect it might have in a weapon versus in armor. You can put sockets in other things, too, like rings or helmets, or whatever you want.
jmucchiello said:I don't have your book but it sounds close to what phil asked for. But since he "didn't get it" perhaps it isn't. My way of doing this would be to create a single item creation feat for sockets (with craft wondrous item as a prerequisite as well as the craft feat for the item to be socketed). This feat would allow you to socket existing items for a set cost (say 5,000 gp per socket squared list, 2,500 gp + 200 xp to make). Then any existing magic jewel could be placed in the socket. Spit out a 101 such jewels and list their effects in "armor, shields, melee weapons, ranged weapons, and other". And you have a Philip Reed 101 book of jewels. (Email me if you want help writing it, Phil.)
I'm very good at spotting patterns.philreed said:You've pretty much described what I was thinking.