Difference between revisions of "Marvelous Item"
(4 intermediate revisions by the same user not shown) | |||
Line 14: | Line 14: | ||
'''Limited Uses:''' If an apparatus can be used at will but only a maximum of 50 times before it loses all of its magic, multiply its cost by 2.5.{{Grid|type=end}} | '''Limited Uses:''' If an apparatus can be used at will but only a maximum of 50 times before it loses all of its magic, multiply its cost by 2.5.{{Grid|type=end}} | ||
{{Grid|type=begin|cols=2}}'''Charm Crafting:''' Charms use the spell-based method of magic item creation. If an apparatus’s effect requires a saving throw from any creature, the DC is equal to 10 + 1/2 the item’s caster level. | {{Grid|type=begin|cols=2}}'''Charm Crafting:''' Charms use the spell-based method of magic item creation. If an apparatus’s effect requires a saving throw from any creature, the DC is equal to 10 + 1/2 the item’s caster level. | ||
Line 30: | Line 31: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Charm !! Minimum Caster Level !! Required School Feat !! Maximum Bonus !! Base Cost | ! Enhancement Charm !! Minimum Caster<br>Level !! Required<br>School Feat !! Maximum<br>Bonus !! Base Cost | ||
|- | |- | ||
| Ability score bonus (enhancement) || 2x bonus || Enhancer || +6 || Bonus squared x 1,000 gp | | Ability score bonus (enhancement) || 2x bonus || Enhancer || +6 || Bonus squared x 1,000 gp | ||
Line 38: | Line 39: | ||
| AC bonus (natural armor) || 3x bonus || Shapeshifter || +5 || Bonus squared x 2,000 gp | | AC bonus (natural armor) || 3x bonus || Shapeshifter || +5 || Bonus squared x 2,000 gp | ||
|- | |- | ||
| AC bonus (other) || 3x bonus || | | AC bonus (other) || 3x bonus || Various• || +3 || Bonus squared x 2,500 gp | ||
|- | |- | ||
| Energy | | Energy resistance•• || 1/2 granted resistance || Abjurer || +30 || resistance x 1,600 - 4,000 gp, resistance 5 minimum | ||
|- | |- | ||
| Save bonus (resistance) || 3x bonus || Abjurer || +5 || Bonus squared x 1,000 gp | | Save bonus (resistance) || 3x bonus || Abjurer || +5 || Bonus squared x 1,000 gp | ||
|- | |- | ||
| Save bonus (other) || 3x bonus || | | Save bonus (other) || 3x bonus || Various• || +3 || Bonus squared x 2,000 gp | ||
|- | |- | ||
| Skill bonus (competence) || 1x bonus || Mentalist || +20 || Bonus squared x 100 gp | | Skill bonus (competence) || 1x bonus || Mentalist || +20 || Bonus squared x 100 gp | ||
Line 50: | Line 51: | ||
| Spell resistance || 1/2 granted resistance || Abjurer || - || 10,000 gp per point over SR 12, SR 13 minimum | | Spell resistance || 1/2 granted resistance || Abjurer || - || 10,000 gp per point over SR 12, SR 13 minimum | ||
|- | |- | ||
| CMB/CMD (competence) | | CMB/CMD (competence)••• || 3x bonus || Enhancer || +5 || Bonus squared x 1,000 gp | ||
|} | |} | ||
• While uncommon, it is possible to have charms that grant luck, insight, profane, or sacred bonuses to AC or saving throws, morale bonuses to saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mentalist as a base sphere, insight bonuses have Diviner as a base sphere, and luck, profane, and sacred bonuses have Auspician as a base sphere.<br> | |||
•• Resistance to one type of energy, chosen at time of item creation.<br> | |||
••• Applies to one combat maneuver, chosen at time of item creation. | |||
<onlyinclude> | <onlyinclude> |
Latest revision as of 02:17, 16 January 2022
Main > Magic |
A marvelous item is a device that produces a magical effect. It comes in two flavors: Apparatus which must be activated, and charms which are active as long as they are worn or carried.
Additionally, an apparatus can possess the following custom multipliers.
Multiple Uses: If an apparatus can be used multiple times per day, multiply the cost by the number of daily uses. If its uses per day is increased to 5, it becomes usable an unlimited number of times per day.
Limited Uses: If an apparatus can be used at will but only a maximum of 50 times before it loses all of its magic, multiply its cost by 2.5.
An item must have an effect measured in hours to be made into a charm. Thus, as an example, if making a charm of the Battlemage totem spell-based item creation effect, which is measured in rounds, the effect would need to have its duration increased by 3 steps (+6 complexity) before it could be made into a charm.
are wearing or using that item.
When forging a charm, the crafter must possess the school feat associated with the charm to be made. The base cost of a charm, as well as the minimum caster level required, vary depending on the type of charm being made.Enhancement Charm | Minimum Caster Level |
Required School Feat |
Maximum Bonus |
Base Cost |
---|---|---|---|---|
Ability score bonus (enhancement) | 2x bonus | Enhancer | +6 | Bonus squared x 1,000 gp |
AC bonus (deflection) | 3x bonus | Abjurer | +5 | Bonus squared x 2,000 gp |
AC bonus (natural armor) | 3x bonus | Shapeshifter | +5 | Bonus squared x 2,000 gp |
AC bonus (other) | 3x bonus | Various• | +3 | Bonus squared x 2,500 gp |
Energy resistance•• | 1/2 granted resistance | Abjurer | +30 | resistance x 1,600 - 4,000 gp, resistance 5 minimum |
Save bonus (resistance) | 3x bonus | Abjurer | +5 | Bonus squared x 1,000 gp |
Save bonus (other) | 3x bonus | Various• | +3 | Bonus squared x 2,000 gp |
Skill bonus (competence) | 1x bonus | Mentalist | +20 | Bonus squared x 100 gp |
Spell resistance | 1/2 granted resistance | Abjurer | - | 10,000 gp per point over SR 12, SR 13 minimum |
CMB/CMD (competence)••• | 3x bonus | Enhancer | +5 | Bonus squared x 1,000 gp |
• While uncommon, it is possible to have charms that grant luck, insight, profane, or sacred bonuses to AC or saving throws, morale bonuses to saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mentalist as a base sphere, insight bonuses have Diviner as a base sphere, and luck, profane, and sacred bonuses have Auspician as a base sphere.
•• Resistance to one type of energy, chosen at time of item creation.
••• Applies to one combat maneuver, chosen at time of item creation.