What would you charge a player to make these MG items?

Beholder Bob

First Post
I have made 2 magic items, but am not sure of the pricing for 3.5. Please let me know what $ you think it should be (note: my wife is the GM and a fellow player thinks I'm taking advantage of her w/my $ quote) - so if the majority opinion is I'm undercutting the price, I want to fix it! :cool:

The Hell Raiser Mantle
The Hell Raiser Mantle is a black leather belt with a medium chain wrapped around the waist. Hanging from this belt are dozens of smaller chains that end in wicked hooks and blade tips, spreading about the waist much like a kilt. From the middle of the front of this belt is a metal hoop with a medium chain that reaches up to the neck of the wearer. This neckpiece attaches to a second section, a leather collar with 3 metal loops and dozens of smaller chains with barbed blades hang from this neckpiece. The belt chain attaches to the middle loop, and from the 2 other loops come medium chains that reach to the final 2 pieces of the Hell Raiser Mantle, 2 leather upper arm bands with loops for the chains to connect to.
This item occupies the belt position for magic items and so can be worn with magic amulets and bracers. The black leather is made from a slaughtered bull whose throat was cut with an obsidian blade on a new moon. The chains have ogre tendons and dragon muscle woven between the change links, although they are absorbed into the chains once the enchantment process is completed. The barbed tips at the end of chains are steel, and were soaked in sea water mixed with powdered dragon claws and teeth. After the water evaporates, the chains are placed in a cauldron of bull and squid blood and boiled so as to leave only the chains by midnight on the full moon.

The wearer is able to “levitate” off the ground so long as there are solid anchor points for the chains to reach out to within 20’ (you may not levitate off the ground, but you could levitate by anchoring to a ceiling within range. Unlike normal levitation, you may move horizontally as well as vertically, so long as you remain within 20’ of an anchor point other then the ground.
1/day, the wearer can invoke the mantle to trigger an explosion of thick chains from the belt, acting as the spell Evard’s Tentacles (except using the form of chains), as cast by a 7th level caster. The wearer is not at risk and is never harmed by these chains, but the wearer is unable to move out of the area of effect of this spell (being literally chained to the spell effect).
3/day, the wearer can trigger an attack as per the spell Chain’s of Vengence, as if cast by 5th level caster. The wearer may not move further then the spell range from target(s) of this spell while it is active.
The mantle weighs 10 pounds and the wearer suffers a –4 move silent penalty from their clanking.

The Ouroboros Loop
The Orebius Loop is a silver coated snake skeleton formed into a circle, with the tail ending in the mouth. There are 6 fine quartz prisms embeded into the spine & onto the skull, equidistant over the snake’s skeleton. After its construction, the Orebius Loop is left to soak in an alchemical mixture that includes poppy seeds and horse sweat. The following day the eye sockets are dusted with psychotropic mushroom spoors, then the loop is placed in a dimensional pocket for 6 hours, with the loop being pulled through it as the field collapses.
1/day, when spun clockwise while parallel to the ground, it forms a spinning field of light, the image of the snake racing along the edge of the field. This field functions like a Tenser’s Floating Disk spell cast at 4th level.
1/day, when spun clockwise while perpendicular to the ground, it makes a sucking sound as it pulls in air and dust, creating an invisible pocket dimensional space that sits at the height it was spun at and with the skeletal snake tail in the hand of the person who spun it. The tail is longer once this pocket space is created then prior, and acts as a rope to allow people to climb into the pocket space. This function conforms to the effects of the spell Rope Trick cast at 4th level, except the tail, instead of rope, hangs down.
1/day, when spun vertically, rather then horizontally, it spins faster and faster, forming into an orb of light of large size. After a full round of spinning, the orb of light stabilizes, and may be stepped into by the wielder. It functions as the spell, Phantom Steed cast at 5th level, except the user stands in the disk as it moves, rather then riding a horse, and the sphere emits light.
 

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Unfortunalty I still have questions on 3.5 magic items.
What do they mean multiply higher item cost by 2 if there are multiple abilities? Does that mean the highest or all but the lowest?

But the second item would cost 15600 GP using 3.0 creation rules. And either 16800 or 20000 gp using 3.5 rules.

What is the Chain’s of Vengence spell?

If it is 3 (i assume due to the caster level) the cost of the first item would be:
30,400 in 3.0
125,200 or 143,200 in 3.5
 
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Hell Raiser Mantle:
Movement similar to levitate, so 2nd x 3rd x 2000 x 0.7 (excessive weight 10 lb, penalty to move silent, unable to travel beyond nearby structure, may not lift from ground only (need 2nd anchor point), can be brought down by attacking chains on ground or structure (str 20 large object))...or 8400 GP

Evards, so 4th x 7th x 2000 x 0.2 (1/day) x 0.7 (stuck in area of effect, no range)...7840 GP

Chain Veng, so 3rd x 5th x 2000 x 0.6 (3/day) x 0.8 (must stay within short range - if foe moved (ie tk), I am moved)...14400 GP

Now, only 1 power can be in effect at once (if 'levitating' when trigger another power, bound by area or range of spell for movement), all share the chain motife, I treated these as related powers... 14.4*1.0 + 8.4*0.9+7.84*.8 = 28,232 GP. Is that kosher? ;)

Oh, and chains of vengence is (if I remember, I'm at work) a 3rd level spell that wraps the foe in a burning chain - they may break out, others may attack it, and it does some damage.
 


Bump.

No, really. I'm going home from work soon - I need to know if I'll be safe or if I'm a dead man. You know the woman/DM vengence scorned/thinks I tricked her on xp/gp cost. Please, I'm too large to fit in the dog house and it may rain today! Did I do it right or do I buy flowers?
 

Your cost on the Mantle is really low.

Levitate- 2 x 3 x 2000 x 2 (normal 1 min/level) = 24000
Evards- 4 x 7 x 2000 x 0.2 = 11200
Chain o' V- 3 x 5 x 2000 x 0.6 = 18000

Levitate is doubled as it is the most expensive(thanks NotSean) 48000+11200+18000 = 77200

you get -1600 for the MS penalty (4^2 x 100). And perhaps a 10% discount for other drawbacks.

So I'd say around 68,000.

Your cost of 28000 was like getting levitate with 2 other powers for free.
 
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Hmmm. Not the answer I hoped for (oh well). Now, the chain of vengence and the evard may not be used at the same time - and the levitate is sort-o screwed during this time, so I was basing my pricing on items that can manifest a power at a time, not like a staff firing a charge every round - is that still the case for pricing?

Levitate limits: Can be pulled down (and, I guess, climbed up - call it DC 18)
Can not levitate off ground (need 2nd surface w/in 20')
Excessive encumb (10 lb) and move silent.

The above (I thought) was worse then 10%.
What is the penalty for requiring spellcraft 10 ranks (of course I have it)
Race elf and CN alignment. Not to be munchkin - but If the limits I gave it do not have value in the game, I'll load it with limits like these to make up the %.

The same with the Evards having 0' range and not allowing me out of the area of effect w/out ending the effect.

The chain of vengence is definatly the lightest penalty (stay w/in [change to] 20' of target, if foe moves, I am dragged behind).

Not familiar w/the 3.5 - the highest price item doubles!! Yikes! I will soon face the wrath of my spouse! :eek:
 


Shallown said:
I think chains of vengeance is a 4th level spell.
grapples does 2d6 fire damage each round

Could be. There is a spell in eldritch might and book o' evil, both with a chain that wraps foe & harms them. I think one of them is 3rd, the other 4th.
 

Chains of Vengeance is a ridiculously overpowered 4th level spell published in The Book of Eldritch Might. It basically combines the effects of (3E) Hold Monster with a fire damage based spell. I had to rewrite it for my campaign after a player took it when I wasn't paying too much attention to make it even remotely balanced:

Chains of Retribution (toned-down Chains of Vengeance)
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Medium
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: Yes

Chains of fire wrap around the target, dealing 2d6 points of fire damage (no save). If the target?s size is equal to or lesser than the maximum size affected (see below), chains bind the target, rendering her helpless (Reflex negates).

Caster Level / Maximum Size
7-11 / Medium
12-16 / Large
17+ / Huge

Helpless targets have an effective Dexterity score of 0 (-5 to AC), and all melee attacks against helpless targets have a +4 bonus on the attack roll (as if the target were prone). Helpless targets are subject to sneak attack and coup de grace.
The chains deal 2d6 points of fire damage per round to the bound creature.
The subject can attempt to free herself with a successful Strength check (DC 20) or Escape Artist check (DC 25). Each attempt automatically inflicts an additional 2d6 points of fire damage upon the subject, and she receives a penalty to her escape check equal to 1/2 of the damage taken (round down). Others may attempt to help, but they suffer 1d6 points of fire damage if they try.
Creatures attacking the subject with natural weapons (including unarmed strike) can take a -4 penalty to their attack rolls to avoid taking 1d3 points of fire damage per successful strike.
Creatures that are immune to fire can still be bound by the chains, although they suffer no damage and find it easier to free themselves (no penalties to the escape check).
Arcane focus: a miniature golden chain (worth 2 gp).
 
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