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deathbymanga
2016-03-18, 12:23 AM
How do you determine how much a +X a magic sword when crafting? is it X=number of different enchantments? cause that would mean you could have a +1 sword that gives you a +10 strength modifier

Kelb_Panthera
2016-03-18, 12:42 AM
How do you determine how much a +X a magic sword when crafting? is it X=number of different enchantments? cause that would mean you could have a +1 sword that gives you a +10 strength modifier

You get the value of a magic weapon by comparing the combined value of its enhancement bonus to attack rolls and its special abilities, then comparing that total +X value to the table in DMG chapter 7.

For example, a +1 flaming longsword's magical component is comprised of the +1 enhancement bonus and the flaming property, a +1 equivalent. This makes the example a +2 weapon and, according to the chart, that costs 8,000gp. To craft it you'll have to provide 4,000gp worth of raw materials, 320XP, and 8 castings worth of fireball. The process will require 8 days and one of each of those 8 fireballs on those days.

If you wanted to have this +1 flaming longsword also grant a +2 enhancement to strength, you'd refer to table 7-33 in the DMG. There you'll see that a +2 enhancement to an ability score costs 4,000gp and the item that's normally attached to, guantlets of ogre strength or girdle of giant strength, also requires bull's strength. It's also an unslotted item, so you must then multiply the cost by 2 for a total of 8,000gp. You'll need 4000gp worth of raw materials, 320XP, and 8 castings of bull's strength to add this effect to the sword.

Also of note; weapon enhancement are associated with craft arms and armor but ability enhancements are associated with craft wondrous item. You'll need both feats to craft this example sword.

Finally, this is a custom magic item. The above is plain, indisuputable RAW for the first portion (+1 flaming longsword) but is my inerpretation of the magic item creation guidelines as an experienced DM for the latter portion (+2 enhancement to strength on a sword). Any time you get into an item that's not explicitly listed in a book somewhere, you're getting into a section of the rules where the DM has to give active permission and participation, rather than the usual, passive lack of banning that most of the rest of the rules assume. Be aware of that and don't give him a lot of crap if he shoots down a proposed item or combination of effects or places a price that you think is too high.

Âmesang
2016-03-18, 07:55 AM
Using Oriental Adventures (and the DRAGON #318 update) as a guideline, the presence armor ability grants a +2 to Charisma and has a cost of +6,000 gp (cloak of Charisma +2 × 1½).

In a similar note, agility and stamina offers a +2, +4, or +6 resistance bonus to Reflex and Fortitude, respectively, at a cost of +2,000 gp, +8,000 gp, and +18,000 gp.