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Complete rewrite. Imported Red Rob's version of this.
{{Author
|author_nameadopter=Surgo|contributorsauthor_name=Frank and K, KaelikRed Rob
|date_created=7/11/2012
|status=Complete
{{#set:Summary=Rules for creating, using, and giving out magic items in a Tome game. Meant to replace the unfinished [[Book of Gears (3.5e Sourcebook)|Book of Gears]] sections on magic items.}}
== Magic Items Introduction ==
The first Major item for Tomes recommend you get rid of xp costs, but certain spells need some kind of limit. Where a PC should probably be obtained about level 14spell has an xp cost listed, and it instead has an additional Major item each level thereaftermaterial cost equal to 5x the xp cost value in gp. This material cost must be paid in Wish Economy goods.
=== Item Slots = Buff Stacking ====
=== Magic weapons provide an enhancement bonus to your attack and damage rolls using the weapon equal to 1/3 your character level, rounded up. They also provide a weapon special ability, as listed below. These items are attuned merely by wielding them as they are meant to be used and if they leave your possession, such as by disarm, or being thrown or fired, they are no longer attuned as soon as the attack or action is resolved.Item Basics ===
{| class=== Wondrous Items ==="d20 zebra left"! Level !! Lesser !! Medium !! Greater !! Wealth (gp) !! Wealth (Wish Economy)|-| 1 || 0 || 0 || 0 || 0 gp || 0|-| 2 || 1 || 0 || 0 || 4,000 gp || 0|-| 3 || 2 || 0 || 0 || 8,000 gp || 0|-| 4 || 3 || 0 || 0 || 12,000 gp || 0|-| 5 || 4 || 0 || 0 || 16,000 gp || 0|-| 6 || 5 || 0 || 0 || 20,000 gp || 0|-| 7 || 6 || 0 || 0 || 24,000 gp || 8,000 gp|-| 8 || 7 || 1 || 0 || 28,000 gp || 16,000 gp|-| 9 || 8 || 1 || 0 || 32,000 gp || 24,000 gp|-| 10 || 10 || 2 || 0 || 40,000 gp || 32,000 gp|-| 11 || ∞ || 2 || 0 || ∞ || 40,000 gp|-| 12 || ∞ || 3 || 0 || ∞ || 48,000 gp|-| 13 || ∞ || 3 || 0 || ∞ || 56,000 gp|-| 14 || ∞ || 4 || 1 || ∞ || 94,000 gp|-| 15 || ∞ || 5 || 2 || ∞ || 140,000 gp|-| 16 || ∞ || 6 || 3 || ∞ || 186,000 gp|-| 17 || ∞ || 7 || 4 || ∞ || 232,000 gp|-| 18 || ∞ || 8 || 5 || ∞ || 278,000 gp|-| 19 || ∞ || 9 || 6 || ∞ || 324,000 gp|-| 20 || ∞ || 10 || 7 || ∞ || 370,000 gp{{Quote|He's the man with the magic pants.}}
==== Armor Item Slots ====Armor and shields follow all the same rules as Wondrous items except that it takes either 15 minutes or the time to fully equip the armor, whichever is longer, to attune the armor. Furthermore, armor and shields can also have an enhancement bonus equal to +{{1/3}} your character level (rounded down) instead of one of the basic bonuses found below.
* Weapons* Armor* Wondrous Items* Potions and Oils are liquids infused with magic properties. A creature may have up to their character level divided by two (rounded up) in potions or oils effecting them at any given time. Further potions have no effect.* Scrolls* Staffs* Utility Items
=== Greater Weapon Abilities ===
== Crafting Magic Items Armor ==
=== Iconic Forms Greater Armor Abilities === Let's face it: magic items are more fun when they come in recognizable forms. Seeing a wizard waving around a stick and knowing that it's a wand is more fun than trying to guess the effects of a glowing stone in his hand. Therefore, if you make an item in its iconic form, you gain the '''iconic form bonus'''. This lets you treat the item as if it were two caster levels lower, for the purposes of creation (so you can make magic items earlier) and activation (so it's easier for people to use). Also, creating such an item now only takes 2/3's the normal amount of time.
* '''Absorbing''' — You may activate the power of the armor as an Immediate action. For the next 3 rounds your armor glows bright green and anything that touches it (except you and magic items attuned to you) is affected as if by a ''[[SRD:Disintegrate|disintegrate]]'' spell with a caster level equal to your character level. This includes any weapons or physical projectiles that hit your touch AC, any creatures making natural weapon attacks that hit your touch AC and creatures you are grappling. A weapon or projectile that is disintegrated by this effect fails to deal you any damage or any other effects triggering on a successful hit. You may also make a melee touch attack to affect specific creatures with this effect. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.
* '''Blades''' — This armor is considered to have been made with armor spikes at no extra cost. As a Swift action you can command the spikes to protect you. For the next 10 rounds you are surrounded by the effect of a ''[[SRD:Blade Barrier|blade barrier]]'' spell with a caster level equal to your character level which fills all squares adjacent to you and moves when you move. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.
* '''Etherealness''' — As a Standard action you may become Ethereal as per the spell ''[[SRD:Ethereal Jaunt|ethereal jaunt]]''. This effect lasts until you choose to end it, however once deactivated this ability cannot be used again for 10 minutes whilst the magic recharges.
* '''Freedom''' — You are under a continual ''[[SRD:Freedom of Movement|freedom of movement]]'' effect.
* '''Heavy Fortification''' — Any critical hit or sneak attack made against you is instead reduced to a normal attack.
* '''Invulnerability''' — As a standard action you may become Invulnerable. For the next 3 rounds any attacks against your AC or spells which allow spell resistance cast against you automatically fail to affect you and you become immune to all physical and energy damage. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.
* '''Planar Travel''' — You may open a travel Gate as per the spell with a caster level equal to your character level as a Standard action. Once used this effect cannot be used again for 10 minutes whilst the magic recharges. You are always under the effect of an ''attune form'' spell keyed to your current plane, and any attempt to magically move you to another plane or location (e.g. teleportation) fails unless you allow it affect you.
* '''Spell Reflection''' — You gain spell resistance equal to 10 + character level. As an Immediate action you may cause a spell targeted at you which has failed to overcome your spell resistance to be reflected at the caster as if affected by a ''[[SRD:Spell Turning|spell turning]]'' spell.
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