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Phylacteries of Wisdom and Stat altering spells - Pricing a Magic item [HELP!]

Angelsboi

First Post
ok the Periphat needs Legend Lore and Create Wonderous Item correct? Its 4000 gp market.

Well according to the DMG, i can take the bonus and square it (2 squared is 4) and do the same thing.

Also, what about the Stat spell line that deals 1d4+1 (per hour of the caster) bonus? Can i do that? I mean it would be a use activated of course. And if i did use the 1d4+1 spells, how do i figure the bonus? roll 1d4 each time or just once when creating it?
 

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Angelsboi said:
ok the Periphat needs Legend Lore and Create Wonderous Item correct? Its 4000 gp market.
Periapt of Wisdom... Craft wondrous, legend lore or commune, but right.

Well according to the DMG, i can take the bonus and square it (2 squared is 4) and do the same thing.
+2 is 4000gp, +4 is 16000gp, and +6 is 36000gp.

Also, what about the Stat spell line that deals 1d4+1 (per hour of the caster) bonus? Can i do that? I mean it would be a use activated of course. And if i did use the 1d4+1 spells, how do i figure the bonus? roll 1d4 each time or just once when creating it?
Are you talking about the buff spells like cat's grace etc.? These do not allow increased spells per day, but would increase the DC's of certain spells and some of your saves etc.
 
Last edited:

Sorry your question is unclear.

The Periphat that costs 4000gp gives you a +2 enhancment mod to your wisdom.

If you later cast Owl's Wisdom (or what ever spell it is that gives 1d4+1 wis) they will not stack.
 

The cost of the item that does the Buff spell like Cat's Grace is

2000*caster level*2 (2nd level spell).

Assume min caster level, and you get 12,000 for cat's grace on command, twice that if you don't have it take an item slot. This means that could buff your whole party, given the time.
 

um no.

What i mean is ...

1) Which way would be cheaper?

and

2) If a character wore the headband all night (Use activated) would they get more spells?
 

Angelsboi said:
um no.

What i mean is ...

1) Which way would be cheaper?

and

2) If a character wore the headband all night (Use activated) would they get more spells?

1) Make the thing yourself instead of buying it at Magic "R" Us.

2) Buff spells... no matter where they come from, do not increase spells per day.
 


To answer one of the questions from your first post, if I allowed a use-activated item that cast bull's strength or the like, I'd make the PC reroll the bonus when the duration expired.

However, I wouldn't allow a use-activated item that cast one of the buffing spells. That function is what the stat-boosting magic items in the DMG are for, IMO.

I probably wouldn't even go for command-activated, because it would get old having everyone walking around with +5 to whatever ability all the time (it would be +5 because you'd just recast until you rolled a 5). Yeah, the PCs would have to stop for a couple of minutes every three hours to re-buff, but that's not that big of a deal.

That said:

1) Which of what choices? If you're asking, which is cheaper, the 12k gp use activated periapt of bull's strength (or whatever), or a periapt of strength +x, then the latter is cheaper when the bonus is +2. However, the former will always give at least a +2 bonus, will occasionally give a +5, and will average a +3.5. So the use-activated item is probably cheaper, on average.

2) No.
 

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