Author Topic: Magical Item Crafting Basics  (Read 4152 times)

Offline oni5115

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Magical Item Crafting Basics
« on: November 13, 2011, 02:39:43 PM »
I just want to make sure I understand it right.  If I am correct, you can make an item up to a  +10 in bonuses or 200,000 GP in value pre-epic [MIC].  You can have a maximum of +5 enhancement bonus pre-epic; and an enchanted item requires at least a +1 enhancement bonus by default.

So a +1 Holy, Sacred, Fleshgrinding Spiked Chain of Sizing: would be priced as a +6 weapon, +5,000 gp for sizing?
And would only give +1 to attack and damage? (not +6)

I just want to clarify since one of our group members was saying the bonuses acted like enhancement bonus.  Meaning that if we had a +5 in other bonuses;we'd also get +5 to attack and damage.  Which from my reading of the DMG and MIC is incorrect.

Part 2:
Robes of the Archmagi - I'm curious how these get priced out.  +5 armor bonus (+25k); +4 to all saving throws (+16k); SR 18 (+4 bonus or 5?; +16k-25k) + misc extras (~10k for a feat; Spell Penetration).
It's listed as 75k.  It seems like armor bonus (not enhancement) and saving throw bonus are not considered +X Bonuses, while SR is correct?

As a pixie the SR is rather moot; and the SR penetration while nice will also be moot at higher levels. Vitriolic Blast...  :D

So a Robes (or bracers) or Armored Resistance would be 50k? (25k for +5 armor bonus, +25k for +5 to all saving throws)? and only 25k to craft?
« Last Edit: November 13, 2011, 05:26:31 PM by oni5115 »

Offline Mooncrow

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Re: Magical Item Crafting Basics
« Reply #1 on: November 13, 2011, 02:56:43 PM »
You are correct.  The other +1-5 abilities are only meant for pricing purposes.

Offline Basket Burner

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Re: Magical Item Crafting Basics
« Reply #2 on: November 13, 2011, 03:12:51 PM »
Nothing stopping you from casting Greater Magic Weapon on such a weapon though, and you should.

Offline veekie

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Re: Magical Item Crafting Basics
« Reply #3 on: November 13, 2011, 04:12:39 PM »
And then putting Greater Mighty Whallop on top. Cost effective way to get lots of effective bonuses in a hurry.
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Offline Basket Burner

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Re: Magical Item Crafting Basics
« Reply #4 on: November 13, 2011, 05:13:53 PM »
And then putting Greater Mighty Whallop on top. Cost effective way to get lots of effective bonuses in a hurry.

Ironwood Spiked Chain.

I heard you like spikes so I put Spikes on your spikes so you can spike with your spiked chain.

Offline oni5115

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Re: Magical Item Crafting Basics
« Reply #5 on: November 13, 2011, 05:30:05 PM »
And then putting Greater Mighty Whallop on top. Cost effective way to get lots of effective bonuses in a hurry.

Ironwood Spiked Chain.

I heard you like spikes so I put Spikes on your spikes so you can spike with your spiked chain.

Hmmm, that is an interesting idea.  Automatically treated as +1....

Though we were thinking of going with Glassteel.  More expensive, but a golden glowing crystal chain of devil/demon eating goodness just has a certain appeal.  (Will have to ask DM about Fleshgrinding undead that have flesh though, since it does technically say living targets only.)

Offline Basket Burner

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Re: Magical Item Crafting Basics
« Reply #6 on: November 13, 2011, 05:56:02 PM »
Doesn't mean you can add the other properties though. You'd still have to add them normally. Just this way you get +1 to hit per 4 CLs and +1 damage/CL, max 10 and +1 size increase per 4 CLs  on top of the special properties. Which isn't as good as I thought, but is still free buffs.

Offline oni5115

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Re: Magical Item Crafting Basics
« Reply #7 on: November 13, 2011, 08:49:36 PM »
Hmmm Mighty Wallop wouldn't work though, since it requires a Bludgeoning weapon.  I will certainly keep that in mind if I play a monk though.   :D

Any thoughts on the Robes of the Archmagi's cost though? (I edited the first post instead of making a new thread since it relates to the original topic a bit.)

Offline Maat Mons

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Re: Magical Item Crafting Basics
« Reply #8 on: November 13, 2011, 09:56:05 PM »
Any thoughts on the Robes of the Archmagi's cost though?

Using the guidelines from Dungeon Master's Guide 285, these are the prices:
+5 armor bonus to AC: 25,000 gp
Spell resistance 18: 60,000 gp (a complete ripoff)
+4 resistance bonus on all saving throws: +16,000 gp
+2 enhancement bonus on caster level checks made to overcome spell resistance: Beats me

Generally, all abilities but the first (most expensive) cost an extra 50%.  Magic Item Compendium establishes some exceptions. 

Using the guidelines from Dungeon Master's Guide 282, an item gets a 30% discount for being limited by class or alignment.  The robe is limited by both, sort of, so I don't know what discount it was assigned. 

Offline Garryl

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Re: Magical Item Crafting Basics
« Reply #9 on: November 13, 2011, 10:32:12 PM »
+2 enhancement bonus on caster level checks made to overcome spell resistance: Beats me

As per Third Eye Penetrate, that should be in the range of 8k.

Offline oni5115

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Re: Magical Item Crafting Basics
« Reply #10 on: November 20, 2011, 02:31:06 PM »
Thanks for the extra info.  Added together it would come out to 109,000 - 30% for alignment specific = 76,000 ish.  So rounded to 75k for a nice number.  Makes sense.