Business Scrub
2015-07-01, 02:22 PM
Hello brewers in the playground!
I've been creating some custom magic items, but I haven't done too much of this before and would like a hand with some of the specifics. (Item Pricing, etc.) I generally understand how the table on the SRD works, but some of these items have additional properties that don't fit those formulas.
This pearl is rated for a spell level 1-9. It generally functions like a Pearl of Power, except that the spell it restores to the user can be of any level up to the rating.
(IE, a Pearl of Variable Power III can restore one spell per day of either 3rd, 2nd, 1st or 0th level)
This amber sphere can be activated with a command word once per day. When activated, it summons an illusionary eye that functions as the Prying Eyes spell, except that it is always limited to just 1 eye, and can report auditory information as well as visual.
On command this cloak can shimmer with any or all colors of the rainbow. The hypnotic pattern it creates grants the wearer a +5 enhancement bonus on perform(Dance) checks. Additionally, 3 times per day, it can save the wearer from death. When an attacker makes a successful attack roll, the wearer may activate the cloak as an immediate action. The wearer makes a perform(Dance) check and replaces his AC with the result for the purposes of that single attack. Relevant temporary modifiers, such as a +4 versus ranged attacks for being prone, apply to this perform(Dance) check.
(This would be crafted via the alter fortune spell)
These armbands carry all the force and fury of a storm into your weapon. The armbands function continuously, but only if there wearer has at least one prepared [air] or [electricity] spell remaining. The armbands give a Sacred bonus equal to half (rounded down) the level of the highest applicable spell prepared to attack and damage rolls made with a ranged weapon.
As an immediate action, the cape prepares to absorb the next spell directed at you. Until the beginning of your next turn, the cape attempts to dispel the next spell that targets you or includes you in its area. You make a dispel check (1d20+15) against the normal DC (10+spell's caster level). If the dispel check succeeds not only is the spell dispelled, but it is consumed by the cloak and redirects the spell's energy into the wearer. At the start of your next turn, the spell's energy is used, and is treated as being expended for the purposes of the Arcane Strike feat. (max +5/+5d4)
If the dispel check fails (or if no spell is cast before the beginning of your next turn) the charge is wasted. A Cape of Spell Consumption functions 3 times per day.
Thanks for your time!
I've been creating some custom magic items, but I haven't done too much of this before and would like a hand with some of the specifics. (Item Pricing, etc.) I generally understand how the table on the SRD works, but some of these items have additional properties that don't fit those formulas.
This pearl is rated for a spell level 1-9. It generally functions like a Pearl of Power, except that the spell it restores to the user can be of any level up to the rating.
(IE, a Pearl of Variable Power III can restore one spell per day of either 3rd, 2nd, 1st or 0th level)
This amber sphere can be activated with a command word once per day. When activated, it summons an illusionary eye that functions as the Prying Eyes spell, except that it is always limited to just 1 eye, and can report auditory information as well as visual.
On command this cloak can shimmer with any or all colors of the rainbow. The hypnotic pattern it creates grants the wearer a +5 enhancement bonus on perform(Dance) checks. Additionally, 3 times per day, it can save the wearer from death. When an attacker makes a successful attack roll, the wearer may activate the cloak as an immediate action. The wearer makes a perform(Dance) check and replaces his AC with the result for the purposes of that single attack. Relevant temporary modifiers, such as a +4 versus ranged attacks for being prone, apply to this perform(Dance) check.
(This would be crafted via the alter fortune spell)
These armbands carry all the force and fury of a storm into your weapon. The armbands function continuously, but only if there wearer has at least one prepared [air] or [electricity] spell remaining. The armbands give a Sacred bonus equal to half (rounded down) the level of the highest applicable spell prepared to attack and damage rolls made with a ranged weapon.
As an immediate action, the cape prepares to absorb the next spell directed at you. Until the beginning of your next turn, the cape attempts to dispel the next spell that targets you or includes you in its area. You make a dispel check (1d20+15) against the normal DC (10+spell's caster level). If the dispel check succeeds not only is the spell dispelled, but it is consumed by the cloak and redirects the spell's energy into the wearer. At the start of your next turn, the spell's energy is used, and is treated as being expended for the purposes of the Arcane Strike feat. (max +5/+5d4)
If the dispel check fails (or if no spell is cast before the beginning of your next turn) the charge is wasted. A Cape of Spell Consumption functions 3 times per day.
Thanks for your time!