RolePlay onLine RPoL Logo

, welcome to Campaign Library

03:12, 24th April 2024 (GMT+0)

Neo Europa - Magic Items.

Posted by ArchivistFor group 0
Archivist
GM, 31 posts
Sun 20 May 2012
at 17:07
  • msg #1

Neo Europa - Magic Items

Magic Items - General Crafting Notes

Core Rule Notes
Normal magical crafting is available from the Core rules, though character level limitations will obvioiusly affect what may be crafted..

Core Rules Crafting Note:
Items considered 'magical', because of the rarity of material such as Mithral and Adamantite are NOT considered magical for the purposes of determining if the item may be Enchanted.  Such items however are considered 'magical', due to the rarity of the material and may not be 'bought' unless it is listed in Magic Shoppe.

Crafting magical items is limited to the week of downtime between adventures and is considered a potential downtime activity.

Campaign Crafting notes:
The Campaign makes extensive use of the concept of taking Masterwork equipment to Imbue a magical spell into the item.  The item has been designed to draw mana from the ambiant environment (over the course of a day) to discharge it for a specific magical effect.

To determine the highest level spell a character may imbue, subtract one from the highest level spell the character may cast.
(ie.  A 3rd level Wizard may imbue 1st level spells, a 5th level Wizard may imbue 2nd level spells, and a 7th level Wizard may imbue 3rd level spells.)

Such items are designed to work
On Command, requiring a swift action from the user to intiate the effects (most spells)
(Base Cost = Spell Level x Character Level x 380gp)
or
Work on use, requiring no extra effort on the user's part to intiate the effects (usually defensive/protective spells)
(Base Cost = Spell Level x Character Level x 400gp)

Cantrips and Orisons are considered Level 1/2 for calculations of Cost.
Items being Enchanted are considered Masterwork, and have a minimum cost of 20gp.

For crafting purposes, appropiate professions are considered to have 1/2 the Crafting effectiveness.
(ie.  A character with fletcher would be able to count the ranks at half the effectiveness as Craft Bow.)

Imbued Items are not limited to the 'standard' items listed.  Non-standard Imbues, should receive game master approval before crafting starts.




Magic Items - Slotting

Characters are limited to how much magic they may use and own in the campaign.

(1) Armor or Robe
(1) Shield
(1) Weapon, Staves, Rod, or Wand
(1) Neck ~ Amuelet, Brooches, Meddallion, Necklaces, Periapts, and Scarabs
(2) Rings
(1) Head ~ Circlets, Crowns, Hats, Helms, Masks, Headbands, and hylacteries
(1) Eyes ~ Glasses and Goggles
(1) Shoulders ~ Capes, Cloaks
(1) Chest ~ Mantles, Shirts, and Vest
(1) Belt ~ Belts and Girdles
(1) Wrist ~ Bracelets and Bracers
(1) Hands ~ Gauntlets and Gloves
(1) Feet ~ Boots, Shoes, and Slippers
(Character level) of Potions, Scrolls (two spells=one scroll), or Ammunitions (five ammo equal one expendable)

Characters may own one additional item every odd character level.
This message was last edited by the GM at 23:09, Mon 21 May 2012.
Archivist
GM, 32 posts
Sun 20 May 2012
at 18:07
  • msg #2

Expendables

Magic Items - Expendables

Ammunitions - Use Magic Weapon Rules.
Arrows, Bolts, Bullets, and Shuriken are considered Ammunition and are subject to the Ammunition adjustment on cost of enchantments (divide by 50).

Hit or miss, mundane Ammunition is always considered broken/lost.
Masterwork and Magical Ammunition are only lost on a 'hit'.  Ammunition that 'miss' may be recovered after combat.

Imbued Ammunition is always considered, 'on use' for cost calculation.




Potions
Core Rule Notes
Potions may duplicate the effect of a spell up to 2nd level that has a casting time of less than 1 minute and targets one or more creatures.

Core Rules Crafting Note:
CL (per p478 of Core Rules) Cost Spell Level x Caster Level x 50gp

Brewing Potions is done during the week of downtime.
The base amount of Brewing is equal to the character Craft Alchemy Rank x 100gp
The base is modified by ranks in Spellcraft x 50gp
No other adjustments are allowed for Brewing potions.
It takes a minimum of One day to craft a potion.

Campaign Crafting Notes:
Brew Potions is available with (2) Caster Level, and is required to make magic potions.

The Character may only Brew no more than (1) potion per character level for each week of downtime.




Scrolls
Core Rule Notes
A scroll is a spell that has been stored in written form, once cast, the writing vanishes.  Activating a spell is similiar in function to casting the spell.

Core Rules Crafting Note:
CL (per p491 of Core Rules) Cost Spell Level x Caster Level x 25gp

Scribing Scrolls is done during the week of downtime.
The base amount of crafting is equal to the character Craft Calligraphy Rank x 100gp
The base is modified by ranks in Profession (Scribe) Rank x 75gp
The base is modified by ranks in Spellcraft x 50gp
No other adjustments are allowed for magical crafting.
It takes a minimum of One day to scribe a single spell.

Campaign Crafting Notes:
Scribe Scroll is available with (1) Caster Level, and is required to make magic scrolls.

For the sake of convenience, characters may scribe spells into a spell book for the convenience of carrying and casting spells from the book as opposed to a conventional 'scroll'.

The Character may only Scribe no more than (2) spells per character level for each week of downtime.




Wands

Core Rule Notes
A wand is a thin baton that contains a single spell of 3rd level or lower.

Core Rules Crafting Note:
CL (per p496 of Core Rules) Cost Spell Level x Caster Level x Charges x 25gp

Crafting wands is done during the week of downtime.
The base amount of crafting is equal to the character Spellcraft Rank x 100gp
The base is modified by ranks in Craft (Jewelry)    Rank x 50gp
The base is modified by ranks in Craft (Sculptures) Rank x 50gp
The base is modified by ranks in Profession (Goldsmith ) Rank x 25gp
The base is modified by ranks in Profession (Woodcutter) Rank x 25gp
No other adjustments are allowed for magical crafting.

Campaign Crafting Notes:
Craft Wands is available is available to 3rd Level Casters, and is required to make magic wands.

A wand may have 50 (Major),25 (Greater), or 10 (Lesser) charges when created.
This message was last edited by the GM at 17:56, Wed 07 Nov 2012.
Archivist
GM, 33 posts
Sun 20 May 2012
at 18:30
  • msg #3

Armor and Shields

Magic Items - Armor and Shields

Core Rule Notes
+2 is the highest level Core Rule Magic Armor that may be found.

Core Rules Crafting Note:
The crafter's level must be at least three times the level of the enhancement bonus.  +2 Magic items are the highest, a character may craft since character levels are capped at 7th level.

Crafting magic armor and shields are done during the week of downtime.
The base amount of crafting is equal to the character Spellcraft Rank x 100gp
The base is modified by ranks in Craft: Armor x 50gp
The base is modified by ranks in Profession Blacksmith x 25gp
The base is modified by Int Mod. Adjustment x 25gp
No other adjustments are allowed for magical crafting.
This crafting time is for magical enchnating only and does NOT include the time required to craft Masterwork Armor.

Campaign Imbueing notes:
Craft Magical Armor  is available to 3rd Level Casters, and is required to create Magical Armor and Shields.  'Robes' are considered Armor, for the purpose of magical item crafting and slot limits.

A character must possess the Craft Magical Armor feat and have Shield of Faith or Shield to imbue masterwork armor and shields.

Imbued armor or shields are activated with a standard action, expending a charge from the armor or shield.  Shield or Shield of Faith (duration 1 minute).  The imbued weapon draws mana from the environment recovering the expended charge in 24 hours.

3rd Level Spell Caster, Craft Magical Armor and Shield of Faith or Shield (cost 350 gp per imbue)
(1) Imbue = Caster Level 1
(2) Imbue = Caster level 2

Armor of the Faithful
Once per day, the armor will provide a +2 deflection bonus to AC (Duration one minute).
CL 1st: Craft Magic Arms and Armor, Shield of Faith, Price 350gp

Armor of Protection
Upon command, once per day, the armor will provide a +4 shield (does not stack with shields) bonus to AC (Duration one minute)
CL 1st: Craft Magic Arms and Armor, Shield, Price 350gp

Armor of Resistance
Once per day, the armor will provide a +1 to one save throw.  Duration 1 minute.  (Free action)
CL 1st: Craft Magic Arms and Armor, Resistance, Price 175gp  (Counts as 1/2 Imbue)

Armor of Virtue
Once per day, the armor will provide (1) Temp Hit point.  Duration 1 minute.  (Free action)
CL 1st: Craft Magic Arms and Armor, Virtue, Price 175gp  (Counts as 1/2 Imbue)

Masterwork armor may be enchanted with up to (2) Imbues.  When it receives the third imbue, it is considered effectively +1 Magical Armor/Shield (and the Imbues are lost).

+1 Magic Armor and Shields may also be imbued. Prequisites are,
5th Level Spell Caster, Craft Magical Armor
(1~2) Imbue = Caster Level 4
(3~4) Imbue = Caster Level 5

+1 Magic armor/shield may be imbued with Shield of Faith or Shield. (cost 600 gp per imbue).  The armor/shield may be enchanted by up to (4) imbues.  When it receives the fifth imbue, it is considered effectively, a +2 Magic Armor/Shield.

+1 Magic Armor may also be imbued with Glamered (Disguise Self/cost 540gp) or Shadow (Invisible and Silence/cost 750gp).  The armor may be enchanted by up to (4) imbues.  When it receives the fifth imbue, it is considered effectively to be 'Glamered'/'Shadow'.
This message was last edited by the GM at 17:09, Sat 23 Mar 2013.
Archivist
GM, 34 posts
Sun 20 May 2012
at 18:42
  • msg #4

Weapons

Magic Items - Weapons

Core Rule Notes
+2 is the highest level Core Rule Magic Weapon that may be found.

Core Rules Crafting Note:
The crafter's level must be at least three times the level of the enhancement bonus.  +2 Magic items are the highest, a character may craft since character levels are capped at 7th level.

Crafting magic weapons are done during the week of downtime.
The base amount of crafting is equal to the character Spellcraft Rank x 100gp
The base is modified by ranks in Craft: Weapon or Bow x 50gp
The base is modified by ranks in Profession Blacksmith or Fletcher x 25gp
The base is modified by Int Mod. Adjustment x 25gp
No other adjustments are allowed for magical crafting.
This crafting time is for magical enchanting only and does NOT include the time required to craft Masterwork Weapons.

Campaign Imbueing notes:
Craft Magical Arms is available to 3rd Level Casters, and is required to create Magical Weapons and Bows.  Imbued effects DO NOT stack with the Masterwork bonus.

To craft imbued weapons, a character must possess the Craft Magical Arms and Armor feat and have Magic Weapon , to imbue Masterwork Weapons and Bows.

An Imbued weapon is activated with a move action, expending a charge to enchant the weapon with either Magical Weapon (duration 1 minute).  The imbued weapon draws mana from the environment recovering the expended charge in 24 hours.

3rd Level Spell Caster, Craft Magical Arms and Magic Weapon or True Strike (cost 400 gp per imbue)
(1~2) Imbue = Caster Level 1
(3~4) Imbue = Caster level 2

A Masterwork weapon may be enchanted with up to (4) Imbues.  When it receives the fifth imbue, it is considered effectively +1 Magical Weapon (and the Imbues are lost).


A +1 Magic Weapon may also be imbued. Prequisites are,
5th Level Spell Caster, Craft Magical Arms, (and Spell) (cost 1200 gp per imbue)
(1~2) Imbue = Caster Level 4
(3~4) Imbue = Caster Level 5

A +1 Magic Weapon may be enchanted by a single type of Imbue, up to (4) times.  When it receives the fifth imbue, it is considered effectively, a +2 Magic Weapon.


+2 Magic   Duration  5 minutes ~ (requires Magic Weapon)
Bane       Duration  5 minutes ~ (requires Summon Monster I)
Defending  Duration  5 minutes ~ (requires Shield or Shield of Faith)
Flaming    Duration  5 minutes ~ (requires Fireball or Flame Blade)
Frost      Duration  5 minutes ~ (requires Chill Metal)
Shock      Duration  5 minutes ~ (requires Lightning Bolt or Call Lightning)
Keen       Duration 50 minutes ~ (requires Keen Blade)
Thundering Duration  5 minutes ~ (requires Blindness/Deafness)
Throwing   Duration  5 minutes ~ (requires Magic Stone)


Elvish Arrows ~ Elvish arrows have been enchanted to never miss thier targets.  Whispering the target they wish to hit (Move Action) the arrows will will strike with unerring accuracy.
CL1.  Craft Weapon, Truestrike.  Cost 50gp each
This message was last edited by the GM at 01:27, Sat 24 Nov 2012.
Archivist
GM, 35 posts
Mon 21 May 2012
at 01:43
  • msg #5

Staves

Magic Items - Staves

Core Rule Notes
Because of significant changes in crafting, the Staves listed in the Core Rules are not be use.

A staff may be recharged as outlined on p.491-492 of the Core Rules.

Core Rules Crafting Note:
Crafting staves is done during the week of downtime.
The base amount of crafting is equal to the character Spellcraft Rank x 100gp
The base is modified by ranks in Craft (Jewelry)    Rank x 50gp
The base is modified by ranks in Craft (Sculptures) Rank x 50gp
The base is modified by ranks in Profession (Goldsmith ) Rank x 25gp
The base is modified by ranks in Profession (Woodcutter) Rank x 25gp
No other adjustments are allowed for magical crafting.

Campaign Notes:
Craft Staves is available is available to 6th Level Casters, and is required to make magic staves.

Staves are considered a 'weapon' for item slots.
The minimum caster level of a staff is 5th.

The maximum charges for staves may be less than 10
Major   Staves have 6~10 charges / (7) Spells max
Greater Staves have 3~ 5 charges / (5) Spells max
Lesser  Staves have 1~ 2 charges / (3) Spells max

Cost for the staff is calculated
+40gp x max. charges x level of highest-level spell x level of caster (min. 5th)
+30gp x max. charges x level of 2nd highest-level spell x level of caster (min. 5th)
+20gp x max. charges x level of spell x level of caster (min. 5th) any other abilities

Characters may use the staff to channel.  Channeling is a full round action. Channeling will allow the character to cast a spell from a staff, sacrificing an spell of equal level from the character's spells available for the day, to avoid using any staff charges. (x1/Day)

Standard Staves:

Staff of Charming:
Aura  Strong
CL    7th
Slot  Weapon
4 ~ Max Charge
Price 2840gp
Craft requirement ~ Craft Staff, Charm Person, Charm Monster

(2) Charge ~ Charm Monster (40x4x4x7/2 = 2240gp)
(1) Charge ~ Charm Person  (30x4x1x5/1 =  600gp)


Staff of Defense:
Aura  Moderate
CL    5th
Slot  Weapon
4 ~ Max Charge
Price 2600gp
Craft requirement ~ Craft Staff, Charm Person, Charm Monster

(1) Charge ~ Shield Other   (40x4x2x5/1 = 1600gp)
(1) Charge ~ Shield of Faith(30x4x1x5/1 =  600gp)
(1) Charge ~ Shield         (20x4x1x5/1 =  400gp)



Staff of Fire:
Aura  Strong
CL    7th
Slot  Weapon
3 ~ Max Charge
Price 2095gp
Craft requirement ~ Craft Staff, Burning Hands, Fireball, Wall of Fire

(3) Charge ~ Wall of Fire   (40x3x4x7/3 = 1120gp)
(2) Charge ~ Fireball       (30x3x3x5/2 =  675gp)
(1) Charge ~ Burning Hands  (20x3x1x5/1 =  300gp)


Staff of Healing:
Aura  Strong
CL    7th
Slot  Weapon
4 ~ Max Charge
Price 3700gp
Craft requirement ~ Craft Staff, Burning Hands, Fireball, Wall of Fire

(3) Charge ~ Remove Disease (40x4x3x5/3 =  800gp)
(2) Charge ~ Remove Blindness/Deafness (30x4x3x5/2 =  900gp)
(1) Charge ~ Cure Serious Wound (20x4x3x5/1 = 1200gp)
(1) Charge ~ Lesser Restoration (20x4x2x5/1 =  800gp)

This message was last edited by the GM at 17:28, Tue 19 Mar 2013.
Archivist
GM, 36 posts
Mon 21 May 2012
at 02:16
  • msg #6

Rods

Magic Items - Rods

Core Rule Notes
Rods are scepter like devices that have unique magical powers and do not usually have charges.  Anyone can use a rod.   The user must possess the Meta Magic feat to use the Rod.

Core Rules Crafting Note:
Crafting a rod is done during the week of downtime.
The base amount of crafting is equal to the character Spellcraft Rank x 100gp
The base is modified by ranks in Craft (Jewelry)    Rank x 50gp
The base is modified by ranks in Craft (Sculptures) Rank x 50gp
The base is modified by ranks in Craft (Weapons)    Rank x 50gp
No other adjustments are allowed for magical crafting.

Campaign Notes:
Craft Rods is available is available to 5th Level Casters, and is required to make magic Rods.

A Rod is considered a 'Weapon' for maximum magical items allowed.

The character must know the Meta Magic Feat, to be able to craft a rod that uses the Meta Magic Feat.

A greater rod may be used for spells of 3rd level or lower.
A normal rod may be used for spells of 2nd level or lower.
A less rod may be used for spells of 1st level or lower.

A 'greater' rod uses 'lesser' rod's cost from the Core Rules.
A 'normal' rod uses 1/2 'lesser' rod's cost from the Core Rules.
A 'lesser' rod uses 1/4 'lesser' rod's cost from the Core Rules.

Core Rules Meta-Magic Rods
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Empower  (2 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Enlarge  (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Extend   (1 slot)
Lesser (3,500gp) ~ Normal (7,000gp) ~ Greater(14,000gp) ~ Maximize (3 slot)
Lesser (8,750gp) ~ Normal(17,500gp) ~ Greater(35,000gp) ~ Quicken  (4 slot)
Lesser (  375gp) ~ Normal (  750gp) ~ Greater (1,500gp) ~ Silent   (1 slot)


APG Meta-Magic Rods
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Bouncing   (2 slot)
Lesser (3,500gp) ~ Normal (7,000gp) ~ Greater(14,000gp) ~ Dazing     (3 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Disruptive (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Ectoplasmic(1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Elemental  (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Focused    (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Intensified(1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Lingering  (1 slot)
Lesser (  375gp) ~ Normal (  750gp) ~ Greater (1,500gp) ~ Merciful   (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Persistant (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Reach      (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Selective  (1 slot)
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Sickening  (2 slot)
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Thundering (2 slot)


UM Meta- Magic Rods
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Burning    (2 slot)
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Concussion (2 slot)
Lesser (3,500gp) ~ Normal (7,000gp) ~ Greater(14,000gp) ~ Echoing    (3 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Flaring    (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Piercing   (1 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Rime       (1 slot)
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Thanatopic (2 slot)
Lesser (2,250gp) ~ Normal (4,500gp) ~ Greater (9,000gp) ~ Threnodic  (2 slot)
Lesser (  750gp) ~ Normal (1,500gp) ~ Greater (3,000gp) ~ Toppling   (1 slot)

This message was last edited by the GM at 17:57, Wed 07 Nov 2012.
Archivist
GM, 37 posts
Mon 21 May 2012
at 13:47
  • msg #7

Rings and Necklaces

Magic Items - Rings and Necklaces

Rings and Necklaces

Core Rule Notes
Rings bestow magical powers upon their wearers.  Only a rare few have charges-most rings are permanent and potent magic items.  Anyone can use a ring.  A character can only wear two magic rings.

A rings ability is usually activated by a spoken command word (a standard action that does not provoke an attack of opportunity.) or it works continually.

Core Rules Crafting Note:

Forging a ring or necklace is done during the week of downtime.
The base amount of crafting is equal to the character Craft Jewelry Rank x 100gp
The base is modified by ranks in Profession (Goldsmith ) Rank x 75gp
The base is modified by ranks in Spellcraft Rank x 50gp
No other adjustments are allowed for magical crafting.

Campaign Crafting Notes:
Forge Rings is available to 4th Level Casters, and is required to make magic rings and necklaces.

Necklaces are considered 'rings' for crafting purposes, but are consided a separate slot item for maximum magical item limitations.

Necklaces and Rings may be imbued with any spell that does not attack a creature or deal damage.  The Necklace/Ring will require a standard action to activate the effects.

Cost Spell Level x Caster Level x Charges x 200gp


Imbued Ring of Climbing, of Jumping, or of Swimming.  +5 Competence  Duration 1 minute.  (1/Day).  CL3.  Forge ring and 5 ranks of Climbing, Acrobatics, or Swimming.  Cost 500gp

Imbued Ring of Protection.  Shield of Faith.  1 minute.  (Free)(1/Day).  CL3.  Forge Ring and Shield of Faith.  Cost 400gp per charge

(1~2) Imbue = CL1
(3~4) Imbue = CL2
3rd Imbue = +1 Ring of Protection CL3


Imbued Ring of Protection +1.  Shield of Faith. (Free)(1/Day).  CL6.  Forge Ring and Shield of Faith.  Cost 1200gp per charge

(1~2) Imbue = CL4
(3~4) Imbue = CL5
3rd Imbue = +2 Ring of Protection CL6

Minor Ring of Power
Intricated carved bands of delicately crafted wood, that are attuned to provide the mana to recast any spells the user has memorized for the day or any spell the user knows from a particular school of effects.

Universal rings of power will allow you to recast a 1st level spell you have memorized for the day, once before turning to ash.  CL1.  Forge Ring and may not be prohibited from any school.  Cost 40gp


Specialized rings of power will allow you to cast any 1st level spell you know from one of the schools of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation), once before turning to ash.  CL1.  Forge Ring and may not be prohibited from the school.  Cost 20gp


Prayer Beads
Each prayer bead is dedicated to a specific divinity, and provides a useful conduit to having prayers granted by the divinity the bead is dedicated to.

Use of the beads, is considered a 'standard' action and after one use the beads shatter/crumble to dust (If the character is a follower of the divinity a successful Freverant Prayer or use of a channel will prevent the bead from being expended).  The beads must be worn, or in the characters hand to be used.  When being considered for magical item limits, the prayer necklace is counted as either a necklace or an elective item.

DivinitySpheresMajor Beads
(Domain Spells)
Lesser Beads
(Granted Powers)
AllKnowledge
War
Comprehend Language
Magic Weapon
Lore Keeper
Battle Rage
Freverant Prayer (+1 attempt & grant for day)
NyxChaos,
Darkness,
Death,
Repose
Protection from Law,
Obscuring Mist,
Cause Fear,
Death Watch
Touch of Chaos,
Touch of Darkness
Bleeding Touch
Gentle Rest
KismetChaos,
Luck,
Protection,
Trickery
Protection from Law
True Strike
Sanctuary
Disguise Self
Touch of Chaos
Bit of Luck
Resistant Touch
Copycat
SolCharm,
Glory,
Nobility, and
Sun
Charm Person
Shield of Faith
Divine Favor
Endure Elements
Dazing Touch
Touch of Glory
Inspiring Word
Sun's Blessing
CreedCommunity,
Law,
Liberation,
Rune
Bless
Protection from Chaos
Remove Fear
Erase
Calming Touch
Touch of Law
Liberation
Blast Rune
AericelAir,
Magic,
Travel, and
Weather
Obscuring Mist
Identify
Longstrider
Obscuring Mist
Lightning Arc
Hand of Acolyte
Agile Feet
Storm Burst
GaeaArtifice,
Earth,
Protection,
Strength
Animate Rope
Magic Stone
Sanctuary
Enlarge Person 
Artificer's Touch
Acid Dart
Resistant Touch
Strength Surge
LunaAnimal,
Healing,
Plant,
Water
Calm Animals
Cure Light Wounds
Entangle
Obscuring Mist
Speak with Animals
Rebuke Death
Wooden Fist
Icicle
PyroDeath,
Destruction,
Fire
Madness
Cause Fear
Truestrike
Burning Hands
Lesser Confusion
Bleeding Touch
Destructive Smite
Fire Bolt
Vision of Madness


Major beads (1st level Domain Spells) cost 50gp
Lesser beads (Sphere Granted Powers) cost 25gp
This message was last edited by the GM at 22:24, Thu 16 Apr 2015.
Archivist
GM, 38 posts
Mon 21 May 2012
at 13:48
  • msg #8

Wonderous Items

Magic Items - Wonderous Item

Core Rule Notes

Core Rules Crafting Note:


Campaign Crafting Notes:
Craft Wonderous Item is available to 3rd Level Casters, and is required to make Wonderous Items.

Head ~ Circlets, Crowns, Hats, Helms, Masks, Headbands, and hylacteries:
Affects Mental abilities(400gp)

Circlet of Concentration ~ Grants the character Focused Mind (+2 Concentration){per Trait} for one round per level.  This item will not function if the character already has a Magic Trait ~
Cost 200gp per charge

Imbued with Fox's Cunning, Owl's Wisdom, or Eagle's Splendor.
+4 Ability score.  Duration 3 minutes.  CL 3.  Create Wonderous Item, and (Spell).  Cost 1,200gp per charge.

+1 Headband of Intelligence, Wisdom, or Charisma.  CL3.  Create Wonderous Item, and (Spell).  Cost 1,000gp



Eyes ~ Glasses and Goggles:
Affects vision

Imbued with Detect Magic, Detect Poison, or Read Magic.  CL1.  Create Wonderous Item, and (Spell).  Cost 200gp per charge.

Imbued with Comprehend Language, Detect Secret Doors, Detect Undead.  Duration 1 minute.  Cl 1.  Create Wonderous Item, and (Spell).  Cost 400gp per charge.

Imbued with Detect Chaos/Evil/Good/Law.  Duration 10 minutes.  CL 1.  Create Wonderous Item, and (Spell).  Cost 400gp per charge.



Shoulders ~ Capes, Cloaks:
Concelment or Protective ability/spells

Chameleon's Cloak ~ 'Disguise Self'.  Duration 10 minutes.  (1/Day).  CL1.  Create Wonderous Item, and Shield.  Cost 400gp per charge.

Cloak of Arcane Protection ~ 'Shield' +4 Shield.  Duration 1 minute.  {Free Action} (x1/Day).  CL1.  Create Wonderous Item, and Shield.  Cost 400gp per charge.

Cloak of Divine Protection ~ 'Shield of Faith' +2 Deflection.  Duration 1 minute.  {Free Action} (x1/Day).  CL1.  Create Wonderous Item, and Shield of Faith.  Cost 400gp per charge.

Cloak of Resistance ~ 'Resistance' +1 save throw {Free Action} (x1/Day).  CL1.  Create Wonderous Item, and Resistance.  Cost 200gp per charge.

Emergency Parachute (Cloak) Imbued to Cast Feather fall (x1/Day).  CL1.  Create Wonderous Item, and Feather Fall.  Cost 400gp per charge.

Imbued Cloak of Elven Kind ~ Stealth +5 Competance bonus  Duration 1 minute.  Move Action.  (x1/Day).  CL2.  Create Wonderous Item, Invisibility, and creator must be elf.  Cost 500gp per charge.

Imbued Cloak of Shadow Step ~ 'Shadow Jump.  Up to 40'  Move Action.  (x1/Day).  CL3.  Create Wonderous Item, Cost 800gp per Charge.

Imbued Cloak of Shadows ~ 'Hide in plain sight' per Shadow Dancer  Move Action.  (x1/Day).  CL3.  Create Wonderous Item, Cost 800gp per Charge.



Chest ~ Camisoles, Mantles, Shirts, and Vest:
Affects body or Protective Armor

Mage's Shirt ~ 'Mage Armor'  Duration (1) Hour.  (1/Day).  CL1.  Create Wonderous Item, and Mage Armor.  400gp per charge.

Shirt of Restive Sleep ~  Restive sleep on the wearer  (1/Day)
Spell Effect ~ Restful Sleep (A full night of rest = Heal level of hps, a full day of rest = Heal (x3) level of hps)  CL1, Create Wonderous Item, and Restive Sleep.  400gp per charge.

Undershirt of comfort ~ Endure Cold (24) Hours.  (1/Day).  CL1.  Create Wonderous Item, and Endure Cold.  400gp per charge.



Belt ~ Belts, Corsets, Girdles, and Sashs:
Affects Physical abilities
Workman belt of lifting ~ 'Ant Haul'  Duration (2) hours.  (1/Day)
Spell Effect ~ Carry triple your encumbrance.  CL1.  Create Wonderous Item, and Ant Haul.  Cost 400 gp per charge.

Imbued with Bull's Strength, Cat's Grace, or Bear's Constitution.
+4 Ability score.  Duration 3 minutes.  CL 3.  Create Wonderous Item, and (Spell).  Cost 2,400gp per charge.

+1 Belt of Strength, Dex, or Constitution.  CL3.  Create Wonderous Item, and (Spell).  Cost 1,000gp



Wrist ~ Bracelets and Bracers:
Archery or Defensive Combat ability/spells

Bracer of Armor
+1 Armor CL3.  Create Wonderous Item, Cost 1000gp
+2 Armor CL3.  Create Wonderous Item, Cost 4000gp
+3 Armor CL3.  Create Wonderous Item, Cost 9000gp

Imbued Bracer of Armor ~ Mage Armor (1/Day).  CL1.  Create Wonderous Item, and Mage Armor.  Cost 400gp per charge.

Imbued Bracer of Archery
Grants proficiency with any Bow (not including Crossbow).  If they are already proficient with Bows, grants +1 Competance on attack roll.  Duration 1 minute.  (1/Day).  CL3.  Create Wonderous Item, Cost 1000gp per Charge.



Hands ~ Gauntlets and Gloves:
Affects hands or Offensive Combat ability/spells

Boxer's hand wraps ~ Magic Fang (1/Day).  CL1.  Create Wonderous Item, and Magic Fang.  Cost 400gp per charge.

Eel skin Gloves ~ Shocking Grasp (1/Day).  CL1.  Create Wonderous Item, and Shocking Grasp.  Cost 400gp per charge.

Gloves of True Strike ~ 'True Strike' (1/Day).  CL1.  Create Wonderous Item, and True Strike.  Cost 400gp per charge.

Medic's Gloves ~ Once per day 'Rebuke Death' (1/Day).  CL1.  Create Wonderous Item, and Healing Domain or Sacred Touch.

Nurse's Gloves ~ Once per day 'Lay hands' (1/Day).  CL1.  Create Wonderous Item, and Cure Light Wounds.
Spell Effect ~ per Paladin's Lay hands.  (Heals Cha. Modifier, if there is no Cha modifier, the character may make an FP roll to heal one hit point)

Touch of the Pyromaniac ~ Burning Hands (1/Day).  CL1.  Create Wonderous Item, and Burning Hands.  Cost 400gp per charge.



Feet ~ Boots, Shoes, and Slippers:
Affects movement or dodge/evasion

Acrobat's Boots ~ 'Jump',  Duration 1 minute.  (1/Day).  CL1.  Create Wonderous Item, and Jump.  Cost 400gp per charge.

Footpad's Boots ~ If wearer is light encumbrance, 'Expeditious Retreat'  Duration: 1 minute.  (1/Day).  CL1.  Create Wonderous Item, and Expeditiuos Retreat.  Cost 400gp per charge.

Fugitive's Boots ~ 'Pass without trace',  Duration 1 hour.  (1/Day).  CL1.  Create Wonderous Item, and Pass without trace.  Cost 400gp per charge.

Soldier's Boots ~ 'Longstrider'  Duration: 1 hour.  (1/Day).  CL1.  Create Wonderous Item, and Longstrider.  Cost 400gp per charge.

This message was last edited by the GM at 13:15, Thu 21 Mar 2013.
Archivist
GM, 42 posts
Wed 23 May 2012
at 01:07
  • msg #9

Wonderous Items

Miscellaneous


Hearthstone ~ (Imbued with Endure Cold Communual with Continual Light)
Slot Miscellaneous ~ Cost 440 + 50gp

Elvish Rope ~ When the weighed end of this 50' length of Silkweave rope has been thrown, it has been enchanted to knot around any available object within 5' of it.  This knot will magically come undone when the other end of the rope has been tugged three times.
CL1.  Create Wonderous Item, and Mage Hand.
Slot Miscellaneous ~ Cost 220gp ~ Weight 5 lbs.

Plentiful Waterskin ~ (Imbued to cast Create Water 1/Day)
Once per day this standard water skin (1/2 Gallon) will produce 2 gallons of water.  The water skin will fill to capacity letting the excess spill forth to fill other containers if left uncapped, if capped the water skin will simply fill and the excess is lost.
CL1.  Create Wonderous Item, and Create Water
Slot Miscellaneous ~ Cost 220gp ~ Weight 6 lbs. {Full}

Pouch of Holding (Large)
This seemingly innocent belt pouch is capable of carrying up to 6 cu' of equipment that weighs no more than 50 lbs.  Items that normally fit in a belt pouch may be removed with a move action.  Larger items require a full round action to remove (or put in)
CL3.  Create Wonderous Item, and Deep Pockets
Slot Miscellaneous ~ Cost 500gp ~ Weight 3 lbs.

Pouch of Holding (Small)
This seemingly innocent belt pouch is capable of carrying up to 3 cu' of equipment that weighs no more than 25 lbs.  Items that normally fit in a belt pouch may be removed with a move action.  Larger items require a full round action to remove (or put in)
CL3.  Create Wonderous Item, and Deep Pockets
Slot Miscellaneous ~ Cost 250gp ~ Weight 2 lbs.

Purse of Holding
Will carry up to 20 lbs of coins, never weighing more than 1 lb.  You need only reach into the pouch and speak the coins you wish to draw out, and (if they are in the purse) they will appear in your hands when you draw them out.  The purse will only hold coins and coin sized objects.  It is a free action to remove coins from the Purse.  One pound=50 coins
Slot Miscellaneous ~ Cost 100gp ~ Weighs 1 lb.

Case of Holding
This leather case is designed to be worn off the belt.  The case is made of worn wood and hinged.  When it is opened it is revealed to be padded, to protect either a flask, potion or vial from breakage.  To withdraw an item from the case, the user need only to speak what she desires to withdraw from the case before opening it.  The case will hold up to 20 lbs.  though it will never weigh more than 1 lb.  The first was originally made as a wedding gift for the Baroness of the Misty Valley.
Slot Miscellaneous ~ Cost 100gp ~ Weighs 1 lb.

Transmuter's Lunchbag
This small pouch will hold up to 20 lbs of consumable food or drink and weigh no more than 1 lbs.
Slot Miscellaneous ~ Cost 100gp ~ Weighs 1 lb.

Elvish Quiver
This light quiver will hold (6) arrows or (10) bolts to be drawn and used.  With a word of command, they will vanish, to be returned as needed.  The quiver will hold up to (120) arrows or (200) bolts.
Slot Miscellaneous ~ Cost 100gp ~ weighs 1 lb.
This message was last edited by the GM at 12:47, Thu 20 June 2019.
Archivist
GM, 104 posts
Wed 14 Nov 2012
at 03:05
  • msg #10

Crafting Material . . .

Human...
Each level of Human Masterwork Armor reduces Armor check penalty by 1 or Arcane Failure Penalty by 5% or Encumbrance by 10%

Cold Iron:
This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties.

Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.

Cold iron has 30 hit points per inch of thickness and hardness 10.


Silversheen:
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.

HP/inch 10
Hardness 8
Cost +750 gp.
Cost (Longer Wording) Blades made of silversheen are always masterwork items as well; the masterwork cost is included in the price given. A blade made of silversheen has its price increased by 750 gp. Crafting a silversheen blade requires Craft (alchemy) 5 ranks and Craft (weaponsmithing) 5 ranks.

Source Pathfinder Companion: Qadira, Gateway to the East



Dwarves...
Each level of Dwarven Masterwork Armor reduces Armor check penalty by 1 or Encumbrance by 10%

Dark Iron:
Mined from rocks that fell from the heavens, this ultra hard metal adds to the quality of a weapon or suit of armor.

Weapons fashioned from Dark Iron have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Armor made from Dark Iron grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor.

Dark Iron is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

HP/inch 40. Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal.
Hardness 20

Cost Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.

Ammunition+60 gp per missile
Light armor+ 5,000 gp
Medium armor+10,000 gp
Heavy armor+15,000 gp
Weapon+ 3,000 gp



Elves...
Each level of Elven Masterwork Armor reduces Arcane Failure penalty by 5% or Encumbrance by 10%

Darkwood:
This rare magic wood is as hard as normal wood but very light.

Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.

HP/inch 10
Hardness 5
Cost To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.



Glassteel:
The elves have mastered creating beautiful and deceptively deadly weapons out of glass.  This clear material is extremely sharp, and can be shaped into a variety of weapons that do piercing and slashing damage.

Glassteel weapons, are capable of slicing through the toughest of hides. A Glassteel weapon ignores half of the armor bonus granted by armor (round up). Against magical armor, this applies only to the armor, but not the enhancement bonus of the armor. This also applies to shields. The weapon itself must be enchanted to at least the same level as the armor to enjoy this effect, otherwise it's treated as a normal weapon. Furthermore, if used to sunder a weapon or strike an inanimate object the weapon deals an additional +1d6 points of damage.

Reinforced Glassteel weaponry is rare in the extreme. These weapons are reinforced with an dark iron and are very lethal weapons used only in the times of greatest need. It ignores armor bonuses of armor, as well as deflection bonuses from magical items. Against magical armor, the weapon needs to have an enhancement bonus equal to or greater than that of the armor in order to have any special effect; otherwise, it is treated as a normal weapon.

These weapons are extremely fragile, despite their incredible hardness. A Reinforced Glassteel weapon is considered 'Fragile'. A weapon that is crafted of Glassteel shatters on a natural attack roll of a 1. Its hardness is 20 but it only has 5 hp. Only slashing and piercing weapons may be Glassteel.

Value Cost x50 for common Glassteel
Value Cost x200 for reinforced Glassteel
HP/inch 5
Hardness 20

(Based on Crystalline http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Crystalline>)



Mitheral:
Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard.

When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.

HP/inch 30
Hardness 15
Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Weight 1/2 normal
Weight (Longer Wording) An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed).

Ammunition+10 gp per missile
Light armor+ 1000 gp
Medium armor+ 4000 gp
Heavy armor+ 9000 gp
Shield+ 1000 gp
Other+ 500 gp/lb.


Silkweave:
Drow and some duergar have mastered the craft of weaving giant spider silk. Incredibly lightweight and durable, it is used to create various goods including clothes, light armor and utilitarian products such as sidepacks, pouches and the like. Silkweave garments and items are 50% lighter than their regular counterparts and are double the price. Silkweave is often shaped and soaked repeatedly in pools rich with lime and other hard minerals to create calcified pots, urns and other crafts of remarkable hardness.

<table>
Material Cost Modifier Weight Modifier
Silkweave x2 x1/2
MaterialSilkweave
Cost Modifierx2
Weight Modifierx1/2


Source Underdark Adventure Guide</quote>


Fragile Weapon & Armor Quality:
Fragile weapons and armor cannot take the beating that sturdier weapons can.

A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead.

Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is not broken or destroyed by critical threats that are not generated by natural 20s, so if a creature wielding a weapon with a 19–20 or 18–20 critical range scores a critical hit on the wearer of this armor with a roll of less than a natural 20, that critical hit has no chance to break or destroy the armor.

Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description.

Source: Pathfinder Roleplaying Game Ultimate Combat

This message was last edited by the GM at 16:36, Tue 11 Aug 2015.
Archivist
GM, 159 posts
Fri 28 Aug 2015
at 12:24
  • msg #11

Magical Feat and Skill Equipment. .

For the purposes of cost calculations...

Feats shall be treated as 'Spells' and use the Command Activation/Imbue formula for cost calculations.

Full 'Feat' shall be treated as level two First Level spell
Half 'Feat' shall be treated as level one First Level spell

360gp ~ Half Feat
720gp ~ Full Feat

{+20gp for MW Item}


{Neck} Necklace of (Divinity) ~ Extra Channel Feat

{Hand} Gauntlets of (Divinity)'s Champion ~ Extra Lay Hands

{Neck} Diva's/Maestro's Necklace ~ +3 Rounds Bardic Performance/Day

{Neck} Barbarian's Totem  ~ +3 Rounds of Rage/Day

{Neck} Medium's meditation crystal ~ +3 Rounds of Possession/Day





Skills shall use a variation of the Ability Modifier formula

Bonus Squared x 100gp

ie.
 100gp ~ +1 Skill Bonus
 400gp ~ +2 Skill Bonus
 900gp ~ +3 Skill Bonus
1600gp ~ +4 Skill Bonus
2500gp ~ +5 Skill Bonus

{+20gp for MW Item}
This message was last edited by the GM at 12:35, Fri 28 Aug 2015.
Sign In