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Tome Magic Items (3.5e Variant Rule)

6,942 bytes added, 22:27, 23 February 2014
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 ==
UnfortunatelyWhilst the various Tomes released contain a complete new combat system, feat system and plenty of classes, the fact that the [[Book of Gears (3.5e Sourcebook)|Book of Gears]] was never finished. So here we will clean up released means that the suggested magic item rules system is sketchy at best. There's the bones of a good system, however it is definitely incomplete and provide guidelines for DMs who want to know when requires a lot of house ruling to give items to their playersuse in an actual game. Note thatIn addition, despite having many ideas stolen from Book there are a number of Gears, assume problems with the existing magic item system that no rules from Book of Gears carry over at alldon't get fixed, the most glaring being consumables. Kaelik's errata takes these concepts and this is the last finalmakes something more concrete out of them, however item creation and only word on magic itemsability lists are still missing.
=== Item Levels ===I've been working on hammering out a system for our campaign that uses Kaelik's work as a base and expands it and I thought I'd post the results here to get some feedback. I used parts of the systems suggested by Frank, Kaelik and Surgo, and some text has been carried over. If anyone is unhappy about this let me know and I'll rewrite those sections. My goal is to fix the problems I still see with the Tome / Wish economy magic item system and those inherited from the base system. The major issues I see at the moment are:
Items come * '''The scroll hole''' — The intention of the original scroll rules was... well, I have no idea what they were smoking to be perfectly honest. Allowing characters to cast spells above their level is just not good, and removing spell slot limits is even worse. This is obviously a major concern as it is broken in three levels: Minormultiple areas by the RAW, Mediumand the Wish economy only makes things worse. * '''Consumables''' — Related to the scroll problem, consumables being cheap, easy to use and with no restrictions means that characters can consistently act as if they were higher level than they are. The current rules encourage using consumables as fast and as often as possible, and Majorstacking as many together as possible, which is something to look at. All This is related to the Wish Economy due to the implication that you get massive amounts of consumables when entering it. Caster level 20 potions are something that falls under 15,000gp, so say hello to all day buffs. * '''Crafting sucks''' — Only casters can make magic items, yet it's rogues and warriors that need magic items have one . Making a level appropriate cloak at level 6 takes a few days, whereas at level 16 it takes a few months. Crafting high level items lets you turn gold into Wish Economy goods. These are problems that need to be resolved. * '''Rules incomplete''' — In order to actually use these rules, the MC needs to know how they are going to fit into the game - rules for trading in the Wish economy, full lists of those three levelspowers, how to obtain them and random treasure tables. So these will be needed.
Minor items have, for Firstly I'm going to spell out a couple of tweaks to spellcasting that I think are needed to curb the purposes power of crafting ''only''spell effect items. The magic items will work without these tweaks, a base gold piece value however they help to reduce some of 4,000gpthe problems listed above. In-game purchases can vary wildly based on perceived valueThe primary goals are going to be making sure item effects are level appropriate, fixing consumables and should largely be based on DM judgment, ranging +/-50% from the base costlimiting abuse whilst providing plenty of options.
Medium items have a base gold piece cost of 16,000gp. This makes them a part of the post-wish economy, though it is not unlikely that pre-wish creatures will sell or barter such an item if it is not of the type they prefer or, if they do not have access to wish itself, use such an item to obtain a large quantity of pre wish goods. ==== Wish and Consumables ====
Major items have The first thing to look at is the source of a gold piece value for crafting lot of 30,000gp the problems - Wish and consumables. Because consumables get around the supposed item power limitations of Wish (the gp restriction) they break the implied balance of the Wish Economy - that you only get things out of Wish that areuseful at lower levels. Now, for all intents Kaelik took Frank's advice about item pricing and purposesassigned costs per item tier rather than per item, and that's fine. However, not sold for gold or pre-wish goods at any the pointyou are assigning item prices to determine whether they come out above or below the Wish limit a simpler option presents itself. Rather than setting item prices to line up with the Wish limit, simply change the wording of Wish to hardcode that limit in.Why not change the Create Magic Item option of Wish to read:
=== Items as Treasure ==='''A character can wish for any Lesser magic item.'''
As a rough estimate that DMs should feel free This means you can define items you don't want to become trivial to vary at any timeobtain as Medium items, characters should get regardless of cost. This allows us to define scrolls and other consumables as Wish Economy items depending on their first Minor item at power level 2 rather than their cost. Effectively, this minor change sets a universal limit to the levels of power that can be contained in items created from nothing by magic. Now, I can appreciate that this is a fairly major change but it's the easiest way to resolve a lot of the problems that the Wish economy produces with one more at each level until level 11regards to consumables, when they should so that's what I'll be able assuming. If you want to obtain almost any stick with the original wording that they wish's fine, but you'll have to deal with the proliferation of some types of consumables past level 11.
A character can usually expect to get their first Medium item at about level 8, followed by another every other level until level 14, at which point they should gain one each level. ==== XP Costs ====
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 ====
Creatures do not have slots Even with the above change, characters still gain as many 3rd level potions and scrolls as they want once they hit mid levels. Currently this means that everyone in the SRDWish Economy gets up and drinks Caster Level 20 potions of Mage Armor, Darkvision, Protection from Arrows, Nondetection, Water Breathing and Endure Elements for breakfast, to enjoy the all day goodness these spells provide. Once things actually look like happening the potions of Heroism, Flight, Protection from Energy and Blur come out. InsteadAnd that's just from the PHB, once you add the Spell Compendium into the mix it gets even crazier. This cavalcade of buffs makes tracking bonuses a creature may attune up nightmare, and rewards those that trawl the spell list for more buffs to eight magic items at any given timeload into potions. To combat this I propose the following rule:
No more than eight magic items '''A character may only be attuned at any given time, and no benefits under the effects of a magic item are received if an item is not number of spell levels of [Harmless] spells equal to their character level.''' Equipment attuned. Potions are the only exception to a character counts as that character for this rule (see the [[#Potions|potions section]] for more information)calculation.Additional spells cast upon them fail as if they had failed to penetrate spell resistance/
Items can take any formThis rule limits characters to 2 level appropriate buffs, and be worn or wielded in different wayssome combination of smaller ones. Again, we It also means that potions no longer have magic item slots. If it's really important that you use three different magic crownsstack infinitely with cast buffs, we welcome you to run around calling yourself The Thrice Crowned King. It is and should limit the number amount of items, not the form, that matters. Nevertheless, items do have classes that they fit into fairly neatly:# '''Wielded Items:''' These are held bookkeeping needed in a hand and brandished, swung, or otherwise triggered to activate their power.# '''Wondrous Items:''' These are placed somewhere on the body in order to unleash their power. While it is possible for someone to wear multiple sets of clothes, or armor over clothes, or even armor over other armor, only the heaviest armor counts as the armor you are wearing for purposes of AC, special abilities, etc.# '''Wondrous Furniture:''' This is a usually-immovable object that must be sat on or otherwise interacted with to unleash its power. They need not be attuned to be used, which is good because a lot of these items are things like thrones, golems, or crystal spheres that simply cannot be placed on the body at allhigh level games.
Most effects have an iconic form that is easier to craft than others, and proves to be more prevalent for that reason.==== Inherent Bonuses ====
== Magic Item Types ==Inherent bonuses are supposed to be rare, something that players aspire to and slowly accumulate, but that's not currently how it works. With Wish providing a stacking bonus it is trivial for any character with access to Planar Binding to gain a +5 bonus to all stats pretty quickly. The Tome solution is to give everyone the bonus, which at least is fair I guess, but giving every character +5 to all stats at level 11 isn't something I'm happy with. Plus, I always thought reading books to up your stats was kind of lame. Cuddling up with a magical copy of ''How to Make Friends and Influence People'' isn't very heroic, and who's writing all these books only to not read them and have them turn up as treasure anyway? Finally, overlapping bonuses means that getting a smaller bonus early on seems a waste when it's overwritten later on. So we're going to add the following rules:
There are five types of magic items'''Inherent bonuses never stack, even from multiple wishes, only overwrite a smaller bonus. If an inherent bonus is applied to a stat that already has a smaller inherent bonus, you may reassign the smaller bonus to another stat.''' For example, each with its own rules Elothar currently has a +2 inherent bonus to Strength. He manages to obtain some Essence of Hope which he can use to gain a +4 inherent bonus to any stat. He decides to apply this to his Strength. As he already has a +2 inherent bonus, he can reassign this to another stat. He decides to apply this bonus to his Dexterity. He now has a +4 inherent bonus to Strength and attunementa +2 inherent bonus to Dexterity. The DM explains that after ingesting the essence the interaction of the powerful magics has the unforeseen consequence of increases his physical awareness in addition to enhancing his strength.
=== Weapons ===This means that entering the Wish economy gives at most a +1 inherent bonus to your stats, however in order to raise this you will need to find sources of higher bonuses. Sources of these bonuses that make more sense will be given later.
=== 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 ===
In many cases, hitting an enemy with a weapon involves inflicting some kind of status effect on them. Status effects are inflicted only in the following circumstances:* This is the first time you have hit that enemy this round (so figuring out some way to scam lots of attacks doesn't give extra statuses).* The enemy fails a saving throw. The DC is 10 + {{1/2}} the wielder's character level + the wielder's Charisma Modifier, unless otherwise noted.==== Item Levels ====
As an alternative to many of the minor qualitiesItems come in three levels, Lesser, you can use [[{{PAGENAME}}/Scaling Weapons|scaling magic powers]]. These replace many of the minor qualitiesMedium, and let you have things like Greater. There is no such thing as a fire sword Basic item that stays relevant and doesn't necessarily need replacing with only provides a Moderate or Major quality as the game goes onbonus. All items have one of those three levels.
==== Weapon Qualities ====Lesser items have a base gold piece value for crafting of 4000gp. In game purchases can vary wildly based on perceived value, and should largely be based on DM judgments, ranging +-50% from the base cost. Lesser items often appear functional rather than ostentatious, and some may be difficult for the untrained eye to pick out as magical at all. Their caster level for Detect Magic, resisting Dispels and similar effects is 5.
* '''Minor Qualities'''** '''Caustic:''' A caustic weapon leaves burning acid behind as it slices and dices. A victim who fails Medium items have a fortitude save suffers a d6 base gold piece cost for crafting of acid damage every round until the acid is diluted (normally by dumping water on the victim)16,000gp.** '''Defending:''' A defending weapon moves itself to intercept attacks made on the wielder. While wielding a defending weapon, the character has This makes them a shield bonus of 4, enhanced by the enhancement bonus part of the weapon.** '''Dispelling:''' A weapon of dispelling destroys magic. Anything struck that fails a Willpower Save is targeted by a targeted ''[[SRD:Dispel Magic|dispel magic]]''Post wish economy, with a dispelling check of d20 + wielder's character level (no cap).** '''Flame:''' A flaming weapon sets things touched by though it ''on fire''. A victim who fails a Reflex Save is on fire and not unlikely that pre wish creatures will suffer a d6 sell or barter such an item if it is not of fire damage every round until the type they extinguish themselves.** '''Ghost Touch:''' A ghost touch weapon spans the material and ethereal planes. It can be wielded by any standard, incorporealprefer, or ethereal being and can be used to attack any standard, incorporeal, or ethereal being with no miss chances due to the difference (if any).** '''Keen:'they don'' A keen weapon always seems t have access to know where Wish itself, and so use a not particularly special Medium item to hit. Such a weapon has a doubled critical threat range.** '''Poisonous:''' A weapon with this enchantment leaves poison behind. A victim who fails obtain a Fortitude Save takes 1d6 points large quantity of ''[[SRD:Constitution|Constitution]] damagepre wish goods.** '''Returning:''' A weapon with this enchantment teleports back into Medium items are usually only made by entities already in the hand, pocket, sheathWish economy, and therefore are often covered in precious gems or whatever of the wielder at the beginning of made from the next next round after the wielder throws itfinest mundane materials. In addition, the wielder can immediately teleport this weapon Their magical power is usually obvious to his or her hand with a swift action.** '''Terror:''' A weapon of terror strikes fear into the hearts of its foes. A victim who fails a Willpower Save becomes ''[[SRD:Shaken|shaken]]'' for an hour. This is a [Fear] effect.** '''Thunder:''' A thundering weapon makes a whole lot of noise. A victim who fails a Fortitude Save becomes ''[[SRD:Deafened|deafened]]''all, and an object struck by a thundering weapon has its hardness ignoredis difficult to hide.** '''Time Distortion, Lesser:''' A weapon of lesser time distortion cuts time away from the target. A victim who fails a Willpower Save becomes ''[[SRD:Slow|slowed]]'' Their caster level for 5 rounds.** '''Berserking:''' A berserking weapon causes the wielder to go into a red rage of mindless fury. Whenever the user makes an attack with the weaponDetect Magic, the user is immune to mind affecting resisting Dispels and fear similar effects for three rounds. However, during this period the character also cannot cast spells or activate magic itemsis 11.
* '''Moderate Qualities'''** '''Cursed:''' A cursed weapon cannot be gotten rid of. A character who uses Greater items have a cursed item will find that it continues to count against her 8 item limit gold piece value for some time after being set asidecrafting of 30, and it can be willed into her hand as a free action regardless of distance. Even if it is destroyed000gp, the cursed weapon reforges itself once every day and continues to count against the wielder's item limit until a successful ''[[SRD:Remove Curse|remove curse]]'' is used to sever the connection.** '''Disruption:''' A disrupting weapon damages the necromantic animating force of the undead. An undead victim who fails a Fortitude Save is instantly destroyed.** '''Frost:''' A frost weapon freezes things quite severely. A victim who fails a Fortitude Save becomes [[SRD:Fatigued|Fatigued]], normal fires are extinguished, for all intents and liquid objects freeze out to a 5' radius. Within 5 feet of an unsheathed frost weaponpurposes, the temperature cannot rise above coldnot sold for gold or pre wish goods at any point.** '''Lifestealing:''' A lifestealing weapon damages Only made by the souls of the livingmost powerful creatures, they often incorporate exotic magical materials as decoration. A victim who fails cape made from a Will Save gains a [[SRD:Negative Level|negative level]]Pit Fiend’s wings or crowns studded with Astral Diamonds are examples of Greater items.** '''Planar:''' A planar weapon ironically The magic is infused with the so strong around these items that they seem to radiate power of the Prime Material , and is named thus because it's reality even seems stretched a good thing to have when traveling the planeslittle thinner where several are gathered together. When Even a victim who is not a native of single Greater magic item should put you into the Prime or whatever plane you happen to be on fails a Will Save it is instantly banished to its home plane, from which it may not leave for 24 hours (treat same league as a ''[[SRD:Dimensional Anchor|dimensional anchor]]'')most fantasy film villains. In addition, an outsider victim must make Greater items have a Fortitude Save or be [[SRD:Dazed|Dazed]] caster level for 1 round, regardless of what their native plane happens to be.** '''Sharpness:''' A weapon of sharpness cuts stuff into pieces. A victim who fails a Fortitude Save loses a limb (chosen at random)Detect Magic, resisting Dispels and an object struck by a weapon of sharpness has its hardness ignored. This enhancement is only available for sharp weapons, other weapons should use Withering instead.** '''Sun:''' A sun weapon sheds tremendous amounts similar effects of light. A victim who fails a Reflex Save becomes [[SRD:Blind|Blind]] for 1 round. Such a weapon sheds more light than normal, and is surrounded by a ''[[SRD:Daylight|daylight]]'' effect when in use.** '''Withering:''' This quality is exactly like "sharpness" except that the special effect is that limbs wither and objects crumble. It is used for blunt weapons.** '''Wounding:''' A wounding weapon causes brutal and horribly bleeding wounds. Damage caused by a wounding weapon is vile physical damage even if the victim has Regeneration. A living victim who fails a Fortitude Save becomes [[SRD:Staggered|Staggered]] for one round16.
* '''Major Qualities'''** '''Petrification:''' A petrifying weapon causes living tissue to transform into stone. A living victim who fails a Fortitude Save is petrified, as per ''[[SRD:Flesh to Stone|flesh to stone]]''.** '''Ruin:''' A ruinous weapon destroys pretty much anything. A ruin weapon ignores all hardness, DR, and resistance to critical hits of any target it strikes.** '''Soul Prison:''' A soul prison weapon absorbs the soul of any enemy slain with it. A victim who is dropped by a soul prison weapon has their soul immediately drawn into the weapon, where it remains until used. A soul prison weapon can hold up to nine such souls at a time, and not even a ''[[SRD:Wish|wish]]'' can restore the life of a foe whose soul is therein contained. Nominally there is a Will save is involved, but since a dropped foe is considered "willing" that doesn't normally come up. This is a necromantic effect.** '''Time Distortion, Greater:''' A weapon of greater time distortion cuts time away from the target. A victim who fails a Willpower Save becomes affected by ''[[SRD:Temporal Stasis|temporal stasis]]'' forever.** '''Vorpal:''' A vorpal weapon kills things outright with a "snicker-snack" noise. A victim who fails a Fortitude Save is killed, this is a death effect.==== Item Progression ====
==== Arrows As a rough estimate that DMs should feel free to vary from at any time, PCs should get their first Lesser item at level 2, and Bolts ====one more at each level until level 11, when they should be able to obtain any they wish.
Magical arrows are not magic weapons A PC can usually expect to get their first medium item at all, but rather a special form of a [[#Scroll|scroll]]about level 8, sometimes called a Spell Arrow since they store a spell. These arrows have the spell go off in whatever way would be most awesome looking. So if you fire an arrow which contains a touch ranged spell like ''[[SRD:Cure Serious Wounds|cure serious wounds]]'' or ''incite love'' then the spell takes effect on whoever gets hit followed by the arrow. On the another every other hand, if you have a spell with a cone or line area of effect like ''[[SRD:Lightning Bolt|lightning bolt]]'' or ''[[SRD:Color Spray|color spray]]'' it starts the line right in front of the bow. Bursts or Emanations come from wherever the arrow landslevel until level 14, and Personal or no-range spells can't be made into Spell Arrows at all. In any case, the arrow itself is completely consumed by this process and doesn't do any actual damage (so curative arrows aren't as stupid as which point they might sound). Hitting a specific target with a Spell Arrow is a ranged touch attack, which uses the enhancement bonus from your bow. All other rules, including the use of Use Magic Device checks, are identical to that of [[#Scrolls|scrolls]]should gain one each level.
A traditional post-wish archer will have The first Greater item for a quiver full of different magical arrowsPC should probably be obtained about level 14, and a post-wish magical bow, using normal arrows and different Spell Arrow effects to match the encounteran additional Greater item each level thereafter.
Use of spell arrows does require two item slots to be committed at all time to weapon effects.Here is a table summarizing and showing a rough wealth/level equivalence:
{| 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.}}
Heavy plate armor, racks upon racks of gold chains, shiny pants, and magic belts, these are a small set of examples of the crazy crap that people wear in the D&D universe. The only difference between wearing, for example, a bunch of gold chains and a sleek set of leather armor is that the leather armor counts as ''armor'' and has a tendency to provide some sort of Armor Bonus, Armor Check Penalty, and level appropriate bonuses (see [[Races of War (3.5e Sourcebook)|Races of War]]). The gold chains just make you look like a circa-1986 rap star. But armor bonuses aside, all such items are simply wondrous items.==== Item Pricing ====
Wondrous Items take 15 minutes to attune{| class="d20 left"| Lesser || 4, and must be worn or otherwise possessed by the person for the 15 minutes of attunment. If the item leaves your possession000 gp|-| Medium || ''16, you lose the benefits of the item000 gp''|-| Greater || ''30, but remain attuned to it for 15 minutes000 gp''|-| Potion (lvl0) || 50 gp|-| Potion (lvl1) || 100 gp|-| Potion (lvl2) || 400 gp|-| Potion (lvl3) || 900 gp|-| Scroll (lvl0) || 25 gp|-| Scroll (lvl1) || 50 gp|-| Scroll (lvl2) || 200 gp|-| Scroll (lvl3) || 450 gp|-| Scroll (lvl4) || ''800 gp''|-| Scroll (lvl5) || ''1, and it still counts against your eight items for that time.250 gp''|-| Scroll (lvl6) || ''1,800 gp''|-| Scroll (lvl7) || ''2,450 gp''|-| Scroll (lvl8) || ''3,200 gp''|-| Scroll (lvl9) || ''4,050 gp''|-| Dust (lvl0) || 500 gp|-| Dust (lvl1) || 1,000 gp|-| Dust (lvl2) || 2,000 gp|-| Dust (lvl3) || 3,000 gp|-| Dust (lvl4) || ''4,000 gp''|-| Dust (lvl5) || ''5,000 gp''|-| Dust (lvl6) || ''6,000 gp''|}
Wondrous items have a basic bonus and a special quality (see Italicized text indicates the lists below). Whether any given item is minor, moderate, or major depends on the special quality of the itemcost must be paid with Wish Economy materials.
==== 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.
==== Basic Bonuses ====Creatures do not have body slots as in the SRD, instead each creature may attune magic items to themselves to gain their benefits. No benefits of a magical item are received if an item is not attuned to the wearer, and no abilities of the item may be used. An unattuned item may still display some indicator of its power, such as glowing or giving off wispy vapors, and a weapon can still be swung to injure someone, but no bonuses of any kind are received by the user. Potions are the only exception to this rule; for more information, see the potion section.
A basic bonus provides some form of numeric enhancementFor any creature with any levels in a PC class then the maximum they may attune is 8 magic items at any given time, or their CR, whichever is lower. These bonuses are typedIn practice this means that most characters start with 1 item slot, and tied to your character gain 1 per level in some form (fractional bonuses are always rounded down, as usual)until they have reached 8. The possible enhancements are:
{{Sidebar|Tome of Prowess Rules|If you are using the [[Tome of Prowess (3.5e Sourcebook)|Tome of Prowess]]Any creature without PC class levels, the skill ranks granted by a basic bonus item do not grant access to skill abilities greater than rank 4. Access to these abilities is governed by the following special qualities including creatures with NPC class levels and racial hit dice instead, described below.}}* +1/3 character level enhancement bonus to one ability score.* +1/3 character level enhancement bonus to saving throws.* +1/3 character level enhancement bonus to spell resistance (you must already have a form of spell resistance).* +1/3 character level enhancement bonus to damage reduction (you must already have may attune a form maximum of damage reduction).* +1/4 character level deflection bonus to AC.* +1/4 character level enhancement bonus to natural armor.* +1 energy resistance per character level to a single energy type.* 3 + 1 skill rank per character level. These ranks do not stack with ranks gained from skill pointsmagic items, or their CR, whichever is lower.
==== Special Qualities ====Most items take time to attune, during this time they must be held or worn and the wearer must have at least one empty slot. A character can begin attuning as many items as they have empty slots at once, however once they have begun to attune an item the slot cannot be used to attune a different item unless the character chooses to end the attunement process. Once attuned an item can be placed in a backpack or pocket until needed, however if it is taken more than 5 feet away from the character it immediately begins to de-attune, and if not returned will be unattuned at the end of the given time. An item still counts as an attuned item whilst de-attuning and another item cannot begin to attune until the slot is empty. A character can will any number of items to begin unattuning at any time as a Free action. A character always knows how many items they currently have attuned, and is aware immediately if an item begins to unattune. Once an item is attuned it uses the wearers character level as the caster level for any spell-like abilities it produces and uses the wearer's stats where required (for example, for setting save DCs).
{{Sidebar|Tome of Prowess Rules|If you are using Items can take any form, and be worn or wielded in different ways, so Amuletor the [[Tome Amulet Maker may wear eight Amulets that all provide effects, or an adventurer might wear eight random assortment of Prowess (3clothing items.5e Sourcebook)|Tome of Prowess]]In any case, it is the bonus granted by number, and not the Skill Competence minor quality form that matters. However, most effects have an iconic form that is reduced easier to craft than others, and proves to +3be more prevalent for that reason.
Additionally, the following properties are also available:*'''Minor'''**'''Minor Skill Abilities:''' Ranks granted by the item allow you access to skill abilities of rank 6 or your current rank, whichever is less.*'''Moderate'''**'''Moderate Skill Abilities:''' Ranks granted by the item allow you access to skill abilities of 10 or your current rank, whichever is less.*'''Major'''**'''Major Skill Abilities:''' Ranks granted by the item allow you access to all skill abilities up to your current rank.}}* '''Minor Qualities'''** '''All Around Vision:''' Iconically placed upon helmets and Spot-bonus items, this enhancement gives the user the ability to see in all directions, preventing enemies from flanking.** '''Aquatic:''' Iconically placed upon any worn item, this enhancement gives the user the [[SRD:Aquatic Subtype|Aquatic]] subtype, allowing them to breath water and swim easily.** '''Arrow Catching:''' Iconically placed on shields, this enhancement seems to draw to the object arrows that would ordinarily hit you and your friends in the face. This works like the [[SRD:Arrow Catching|Arrow Catching]] ability, and can be activated or deactivated as a swift action.** '''Called:''' An item with this enhancement can be instantly fitted to the wearer's person with a swift action, teleporting if need be.** '''Change:''' This enhancement allows the user to use ''[[SRD:Disguise Self|disguise self]]'' at will. However, unlike the spell, this ability changes your physical features and will physically make you a member of different race (though your stats and all your abilities remain the same).** '''Counterspelling:''' Iconically placed on protective items, this enhancement will always counter one spell (chosen at creation time) that would effect the wearer.** '''Dark Vision:''' Iconically placed upon helmets and [[SRD:Spot|Spot]]-bonus items, this enhancement gives the user the ability to see without light, as [[SRD:Darkvision|Darkvision]] out to 60'.** '''Feather:''' Iconically placed on any worn item, this enhancement puts the user under a constant ''[[SRD:Feather Fall|feather fall]]'' effect.** '''Mage Hand:''' Iconically placed on gloves, this enhancement gives the user the ability to use ''[[SRD:Mage Hand|mage hand]]'' at will.** '''Missile Shield:''' Iconically placed on shields, this enhancement negates all ''[[SRD:==== Magic Missile|magic missiles]]'' and similar missile spells targeted at the wearer.** '''Natural:''' This enhancement allows the user to summon one [[SRD:Animal Type|animal]] up to her CR -2 at any time. The user can only have one such animal at a time, and the enhancement works in all other respects like a ''[[SRD:Summon Nature's Ally I|summon nature's ally]]'' spell.** '''Ramming:''' With a standard action, the user of this enhancement can bull rush a target within 30 feet. This is a force effect that has a strength score of 25 + {{1/3}} character level, and counts as Large.** '''Skill Competence:''' Iconically placed on tools, this enhancement grants the wielder a +5 competence bonus with 1 specific skill.:::'''ToP:''' This bonus is instead reduced to +3.** '''Snow Walking:''' Iconically placed on boots and shoes, this enhancement allows the wearer to walk across any slippery surface such as ice or the ''[[SRD:Grease|grease]]'' spell as if it was a normal, tractable surface. The enhancement also keeps the wearer warm, as per the ''[[SRD:Endure Elements|endure elements]]'' spell.** '''Speed:''' Iconically placed on boots and shoes, this enhancement allows the wearer to move faster. She gains a 5 ft. bonus to all her modes of movement for every two hit dice she has.** '''Sustenance:''' Iconically placed on rings, the wearer never needs to eat or drink, and the wearer need only go for 2 hours of sleep to gain the benefits of 8 hours.** '''Tremorsense:''' Iconically placed upon boots and [[SRD:Listen|Listen]]-bonus items, this enhancement gives the user the ability to detect things within 30' who are touching the ground as with [[SRD:Tremorsense|Tremorsense]].** '''Wall Walking:''' Iconically placed on boots and shoes, this enhancement allows the wearer to walk on walls and ceilings with the same ease as walking on the ground.** '''Water Walking:''' Iconically placed on boots and shoes, this enhancement allows the wearer to walk on the surface water Item Appearance and other liquid fluids with the same ease as walking on the ground.Use ====
* '''Moderate Qualities'''** '''Blindsense:''' Iconically placed upon helmets and [[SRD:Listen|Listen]]-bonus items, this enhancement gives the user the ability to detect things within 60' as with [[SRD:Blindsense|Blindsense]].** '''Madness:''' This enhancement surrounds Whilst the user rules below will determine the with maddening trills form and whispers, causing all sane creatures within 10 feet game abilities of the user to have to save vs. a ''[[SRD:Hypnotism|hypnotism]]'' effect each round that the item Magic Item, it is active and uncovered.** '''Mind Shielding:''' Iconically placed on headgear of any sort, this enhancement allows up to the wearer DM to present whatever alignment she desires to spells that would discern her alignmentdetermine additional flavour aspects, present any surface thoughts to be detected by ''[[SRD:Detect Thoughts|detect thoughts]]'' including the appearance and similar spells, and count as truthful or lying to ''[[SRD:Detect Lies|detect lies]]'' and similar spells as she wishes.** '''Mirror:''' The user always has one [[SRD:Mirror Image|Mirror Image]], which must stay within 10 feet specifics of use of the useritem. If destroyed, the image automatically reforms the next round. Once per round as a free The standard action, to activate boots of Teleportation may require the wearer may swap places with the image.** '''Pathfinder''': As long as to click their heels together 3 times, whilst a pathfinder item is worn, the closest settlement is considered to Soul Draining cloak might be the target made of [[SRD:Find the Path|''Find the Path'']].** '''Spell Resistance:''' Iconically placed upon protective items Wightskin and cloaks, this enhancement gives constantly drip with the user Spell Resistance blood of 10 + Character Level. Spell Resistance those it is draining the life from multiple items with this enhancement do not stack.** '''Telepathy:''' Iconically placed upon helmets and [[SRD:Sense Motive|Sense Motive]]-bonus items, this enhancement gives the user the ability to silently communicate with any creature which has a language out to 100' regardless of line of effect.
* '''Major Qualities'''** '''Blinking, Greater:''' A character wearing such an item can ''greater blink'' at will. It is a standard action to enable or disable this effect.** '''Flight:''' Iconically placed on cloaks or boots, this enhancement allows the character to fly with a base speed equal to twice their land speed, with good maneuverability.** '''Fortification:''' Iconically placed on armor, this enhancement makes the wearer immune to critical hits.** '''Ghoulish''': You count as undead with the [[Tome of Necromancy (3.5e Sourcebook)/New_Rules#Dark Minded (Subtype)|Dark Minded]] and [[Tome of Necromancy (3.5e Sourcebook)/New_Rules#Unliving (Subtype)|Unliving]] subtypes.** '''Incorporeality:''' As a full-round action, the character can gain or lose the [[SRD:Incorporeal Subtype|Incorporeal]] subtype.==== Magic Item Types ====
=== Potions ===There are seven types of magic items:
* 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
Potions mimic the spell effects of any spell of up to 3rd level on a single target. It takes a standard action to activate a potion, by drinking it or applying it to your person or a willing target. These do not need to be attuned to benefit or harm a target.== Weapons ==
=== Scrolls ===Provide a +1/3rd level enhancement bonus to attack and damage with attacks from that weapon, as well as a weapon special ability chosen from the lists 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, are no longer attuned as soon as the attack in which they left your hand is resolved. See below for weapon special abilities by item level.
{{Sidebar|Tome of Prowess Rules|If you are using Weapon effects that force a saving throw from the [[Tome of Prowess (3.5e Sourcebook)|Tome of Prowess]], replace all references target to Use Magic Device checks with avoid some negative effect can only affect a target the appropriate Arcanafirst time they are struck on any given initiative count, Geomancy, or Thaumaturgy check. The rules for making such a check are defined in the Tome so figuring out some way to scam lots of Prowess, and supersede the Use Magic Device rules hereattacks doesn't force extra saving throws.
There is one addition, however: if you succeed Any spell effects are cast with a caster level equal to your Arcana, Geomancy, or Thaumaturgy check by five or more, you may use your own character level as the caster level of the scroll, wand, or stave and your own mental ability score to calculate the all save DC, if either of those values would be higher than the default.}}Scrolls mimic any spell effect. They are effectively one time use items that cast a specific spell DCs for you. All scrolls Weapon abilities are minor items. Scrolls have the minimum Caster determined as follows: 10 + ½ Character level and DC that + Con (or Charisma for creatures without a creature could have and still cast the spell in questionConstitution score).
Activating a scroll is a standard action, or as long as the casting time of the spell, whichever is longer. You must either have the spell on your class list, or be able to make a Use Magic Device check to activate the scroll.=== Side Rules ===
If you have the spell on your list and a caster level equal to or greater than the scrolls caster level, you activate the scroll and it has the desired effect. If you have a lower caster level than the scroll, you make a caster level check against the scroll's caster level. If you succeed, the scroll activates and has the desired effect. If you fail, you lose the action, and the spell does not take effect. If you fail by 5 or more, the scroll is used up in the misfire and becomes nonmagical. If you fail by 10 or more, the Scroll activates in a way harmful to you (i.e., Fireballs you, Gates a creature that attacks you, etc.).==== Magic Ammunition ====
If you are making a Use Magic Device check to activate a scroll, you must The only kind of magic arrow that doesn't make a check against DC of 20 + us feel really bad about ourselves is the caster level of the scrollSpell Arrow, +2 per point that your mental stat is below so that’s the minimum required to cast only one that spellexists. Every magical arrow (Each scroll or crossbow bolt, or whatever) has a primary ability modifier based on what one spell in it which is chosen when it is made and which will be cast when it is fired. A spell arrow is not recoverable after the person who created the scroll used to cast fact because the spellonly goes off once. This is compared against your value of that same stat.) If you failIn order to actually get a magical arrow to ”go off”, you lose have to have a character level equal to twice the Spell level minus one, and spend a standard actionfiring it. If you fail by 5 Otherwise it’s just an incredibly expensive arrow. A Spell Arrow costs as much as an appropriate leveled scroll, which means that level 4 or more, the scroll is consumed and becomes nonmagicalgreater Spell Arrows are Wish Economy items. If you fail by 10 or more, it activates in As a way harmful spell arrow must be attuned to you. If you succeed by more than five, you can use it uses your own character level as the caster level of the scroll and your own mental ability score to calculate stats whenever these would be relevant. Use the scroll's DCformula above for save DCs.
Scrolls count as one of your attuned items for as long as Magical arrows have the spell go off in whatever way would be most awesome looking. So if you fire an arrow which contains a touch ranged spell like cure serious wounds or incite love then the spell cast takes effect on whoever gets hit by the scroll is activearrow. You do not need to attune them in advanceOn the other hand, but if you must have an unattuned slot to place their a spell with a cone or line area of effect like lightning bolt or color spray it starts the line right in to activate themfront of the bow. Bursts or Emanations come from wherever the arrow lands, and Personal or 0-range spells can’t be made into Spell Arrows at all. In any case, the arrow itself is completely consumed by this process and doesn’t do any actual damage (so curative arrows aren't as stupid as they might sound). Hitting a specific target with a Spell Arrow is a ranged touch attack.
=== Staves A traditional post Wish archer will have a quiver full of different Spell arrows, and Wands ===a post wish magical bow, using different arrow effects to match the encounter. This does require two item slots to be committed to weapon effects in order to be able to fire Spell Arrows at will.
Staves and Wands are the iconic form of items that can deliver a spell. Unlike scrolls, these items do not run out. A Minor staff has 20 daily charges and can only hold up to 3rd level spells. A Moderate staff has 40 daily charges and can only hold up to 7th level spells. A Major staff has 60 daily charges and can hold any spell level up to 9th.==== On Fire ====
Staves may Being On Fire isn't much of a problem in D&D past about level 3. That kind of sucks as setting things on fire is a cool ability to have multiple spells attuned in them, but each additional spell reduces daily charges by 5it just doesn't do enough to make it worthwhile. In order to make setting things On Fire comparable to other save-or-suck effects simply add the following line to the On Fire rules:
A staff requires '''Any character that suffers any fire damage due to being On Fire takes a standard action -2 penalty to activate the spell effectall attack rolls, skill rolls, ability checks and consumes a number of charges equal to the spell level of the spell usedsaving throws for 1 round. You must also have a character level greater than double the spell level, minus one, in order to activate Creatures that are Mindless or that particular spelldo not feel pain may ignore this effect. '''
The staff casts at the caster level and DC minimum needed to cast the spell. Rules for activating staves are identical to those for activating scrolls, including the rules for achieving a higher caster level and save DC.=== Lesser Weapon Abilities ===
Some * '''Acid''' — This weapon drips with caustic acid. It deals 1d6 additional damage, and any attacks made with such a weapon deal half their damage as Acid Damage and half as physical. If held against an object, the object takes 1d6 acid damage per round.* '''Berserking''' — A berserking weapon causes the wielder to go into a red rage of mindless fury. Whenever the user makes an attack with the weapon, the user is immune to mind affecting and fear effects for three rounds. However, during this period the character also cannot cast spells are not suitable or activate magic items.* '''Defending''' — A defending weapon moves itself to stavesintercept attacks made on the wielder. While wielding a defending weapon, the character has an armor bonus of 5, enhanced by the enhancement bonus of the weapon.* '''Dispelling''' — A weapon of dispelling destroys magic. Anything struck that fails a Will Save is targeted by a targeted ''[[SRD:Dispel Magic|dispel magic]]'', with a dispelling check of d20 + wielder’s character level (no cap).* '''Flame''' — Flame weapons glow with unearthly heat. Any attacks made with such a weapon deal half their damage as spells with Fire Damage and half as physical. Any target that suffers any Fire damage from a Flame weapon is set on fire unless a permanent durationReflex save is made.* '''Ghost Touch''' — A ghost touch weapon spans the material and ethereal planes. It can be wielded by any standard, incorporeal, or ethereal being and can be used to attack any standard, incorporeal, or spells requiring long cast timesethereal being with no miss chances due to the difference (if any).* '''Keen''' — A keen weapon has a razor sharp edge. This enhancement doubles the threat range of the weapon. Spells This is not cumulative with other effects that increase critical threat range.* '''Linked''' — Linked is an enhancement that applies to multiple weapons, and applies a scaling enhancement bonus to all of them. Up to 4 weapons can be Linked and only count as one full round magic item for attunement purposes, however they must all be attuned to the same wearer for the magic to activate and if any unattune they all do. Each weapon gains a scaling bonus to attack and damage, however linked provides no other abilities or bonuses. It can also be applied to a charm or one standard action casting times and non-permanent durations are always able amulet to provide the bonus to fit all the wearer's natural attacks instead.* '''Poison''' — A Poison weapon is coated in stavesa toxic venom. A hit that deals any damage poisons the target, whereas other spells must first who suffers 2 Constitution Damage unless a Fortitude save is made.* '''Returning/Called''' — A weapon with this enhancement can be confirmed willed into your hand as a Free action. This weapon does not become unattuned when it leaves your hand unless you wish it to.* '''Seeking''' (ranged only) — A seeking weapon ignores cover or concealment bonuses to AC or miss chance.* '''Thundering''' — A thundering weapon makes a whole lot of noise. Any attacks made with such a weapon deal half their damage as Sonic Damage and half as physical. Any target that suffers any Sonic damage from a Thunder weapon is deafened unless a Fortitude save is made.* '''Terror''' — A weapon of terror strikes fear into the DMhearts of its foes. A victim who takes any damage from this weapon must make a Willpower Save or become shaken for an hour. This is a [Fear] effect.
Staves count as one of your eight items, and they are attuned as [[#Wondrous Items|wondrous items]] They stop being attuned as soon as all spells cast from the staff end. While attuned you can use them as much as you desire, until they run out of charges. You can only have one staff attuned at a time. If you attune another, the already-attuned staff will cease to be attuned.=== Moderate Weapon Abilities ===
==== Other Spellcasting Items ====* '''Banishing''' — A banishing weapon is infused with the power of the Prime Material and is a good thing to have when traveling the planes. When a victim who is not a native of the Prime or whatever plane you happen to be on is struck and fails a Will Save it is instantly banished to its home plane, from which it may not leave for 24 hours (treat as a ''[[SRD:Dimensional Anchor|dimensional anchor]]''). In addition, an outsider that suffers any damage from this weapon must make a Fortitude Save or be dazed for 1 round, regardless of what their native plane happens to be.* '''Disruption''' — A disrupting weapon damages the necromantic animating force of the undead. An undead victim that suffers any damage from this weapon and who fails a Fortitude Save is instantly destroyed.* '''Fey''' (light weapons only) — A fey weapon bewilders and leaves senseless those struck by it. Any target struck who fails a Will save is momentarily disoriented, and is Stunned until the start of their next action.* '''Frost''' — A frost weapon freezes things quite severely. Any attacks made with such a weapon deal half their damage as Cold Damage and half as physical. A victim who suffers any Cold damage from a Frost weapon must make a Fortitude Save or suffer extreme frostbite and become Exhausted. Spending 5 minutes in a warm environment reduces this to Fatigued. Normal fires are extinguished, and liquid objects freeze out to a 5’ radius. Within 5 feet of an unsheathed frost weapon, the temperature cannot rise above Cold.* '''Lifestealing''' — A lifestealing weapon damages the souls of the living. A living victim who takes any damage from a lifestealing weapon gains a negative level.* '''Linked, Greater''' — Greater linked is an enhancement that applies to multiple weapons, and applies a scaling enhancement bonus plus a Lesser Weapon ability to all of them. Up to 4 weapons can be Linked and only count as one magic item for attunement purposes, however they must all be attuned to the same wearer for the magic to activate and if any unattune they all do. Each weapon gains a scaling bonus to attack and damage and a Lesser power chosen when the items are created. It can also be applied to a charm or amulet to provide the bonuses to all the wearer's natural attacks instead.* '''Puncturing''' (piercing weapons only) — This weapon is supernaturally sharp and leaves holes in things you stick it in. It ignores the hardness of objects, and a living target that takes any damage from a successful hit must make a Fortitude save or suffer a punctured organ - it takes 2 Constitution drain at the start of each of its turns and is Sickened. These effects can only be ended by the application of a DC20 Heal check.* '''Sharpness''' (slashing weapons only) — A weapon of sharpness cuts stuff into pieces. It ignores the hardness of any objects it strikes, and in addition this enhancement doubles the Critical Multiplier of the weapon - this does not stack with other things that increase the critical multiplier.* '''Speed''' — A weapon with this enhancement attacks with unearthly quickness. When making a Full Attack action, you may make one extra attack with it at your highest attack bonus. This benefit is not cumulative with similar effects that allow additional attacks during a Full Attack.* '''Spell Storing''' — A spellcaster can cast any spells into the weapon, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. Each spell has a caster level equal to that used to cast the spell into the weapon. Whenever a hit is scored with the weapon the user may choose to activate one of the spells in the weapon against the target.* '''Sun''' — A sun weapon sheds tremendous amounts of light. A victim struck must make a Reflex Save or become Blind for 1 round. Such a weapon sheds more light than normal, and is surrounded by a ''[[SRD:Daylight|daylight]]'' effect when in use.* '''Time Distortion, Lesser''' — This weapon cuts time away from the target. A victim who suffers any damage must make a Will save or be [[SRD:Slow|Slowed]] for 5 rounds.* '''Viper''' — The head of this weapon resembles that of an actual serpent, and when wielded it lashes and bites at opponents. A hit that deals any damage with the weapon also poisons the victim, who must make a Fortitude save or be afflicted with a poison dealing 1d6 Constitution damage / 1d6 Constitution damage.* '''Withering''' (bludgeoning weapons only) — A withering weapon causes objects hit to crumble into a grayish powder, whilst living victims appear withered and aged. Objects have their hardness ignored, and a living target damaged by this attack must pass a Fortitude Save or suffer 1d6 points of ability damage to their Strength and Dexterity.* '''Wounding''' — A wounding weapon causes brutal and horribly bleeding wounds. Damage caused by a wounding weapon is Vile physical damage even if the victim has Regeneration. A living victim damage by this weapon who fails a Fortitude Save becomes [[SRD:Staggered|Staggered]] for one round.
=== Greater Weapon Abilities ===
Magical items that cast spells but are not potions* '''Brilliant Energy''' — A brilliant energy weapon ignores nonliving matter. Any attack made by a Brilliant Energy weapon is a Touch Attack. A Brilliant Energy weapon cannot harm Undead, wandsConstructs, scrolls or staves are actually just potionsand Objects.* '''Dancing''' — As a standard action, a dancing weapon can be loosed to attack on its own. For the next 4 rounds it makes a Full attack against any enemy within the wielder's reach using the attack bonus of the one who loosed it, wandsstaying within his square at all times as he moves. It can attack in the round it is released, scrolls however it cannot make attacks of opportunity. In all other respects it is considered wielded or stavesattended by the creature for all maneuvers and effects that target items. No other types of It can be grabbed as a free action by the owner, however it then cannot dance (attack on its own) again for 4 rounds. The weapon remains attuned to the wearer and still counts as one his 8 magic spellcasting items existwhilst dancing. The staff, potion, scroll * '''Holy Avenging''' — A Holy Avenger is a weapon imbued with the ultimate power of Good. An Evil creature struck must make a Will save or be Stunned for 1 round. When wielded by anyone with a (Good) aura it provides spell resistance of 10 + the wielders BaB to the wielder and wand are merely anyone within their natural reach they choose. It also enables the iconic form wielder to use the area effect of Dispel Magic once per round as a standard action at the item butlevel of the wielder, with no cap to the dice roll.* '''Petrification''' — A petrifying weapon causes living tissue to transform into stone. A living victim struck who fails a Fortitude Save is petrified.* '''Ruin''' — A ruinous weapon destroys pretty much anything. A ruin weapon ignores all hardness, for exampleDR, a Ring and resistance to critical hits of Invisibility is merely a staff in any target it strikes.* '''Soul Prison''' — A soul prison weapon absorbs the form soul of any enemy slain with it. A victim who is killed by a ring which soul prison weapon has their soul immediately drawn into the invisibility spell in weapon, where itremains until used. In this caseA soul prison weapon can hold up to nine such souls at a time, you must still wield and not even a wish can restore the ring (though this life of a foe whose soul is therein contained. Nominally there is easier than wielding a staff in most cases)Willpower save is involved, use but since a killed foe is considered “willing” that doesn't normally come up. This is a standard actionnecromantic effect.* '''Time Distortion, and make an appropriate check to cast Greater''' — A weapon of greater time distortion cuts time away from the spelltarget. A victim struck who fails a Will Save becomes affected by ''[[SRD:Temporal Stasis|temporal stasis]]'' for ever.* '''Vorpal''' — A vorpal weapon kills things outright with a “snicker-snack” noise. A victim struck who fails a Fortitude Save is killed, this is a [Death] effect.
== Crafting Magic Items Armor ==
Building a magic item Magic Armor takes either 15 minutes or the time to fully equip the armor, whichever is a big deallonger, to attune. To unattune the armor takes the same time. It is Magic Armor has a way +1/3 levels enhancement bonus to expand one's power armor class and a way to transfer power special ability chosen from the lists below. These effects are in addition to the Tome Armor ability. Any spell effects are cast using your lessers, and in many ways the life of an adventurer revolves around Character level as the acquisition of magical loot. If magic item creation is too easy, adventuring is less funCaster level, and if its too hard then people won't do it and resent the system and DMall saves for Armor abilities are determined as follows: 10 + ½ Character level + Con modifier (Charisma for creatures without a Constitution score).
We know that the current rules don't work. Gold and XP costs are things that have little meaning in even a low-level game, and players are notorious for finding ways around them by taking metagame classes like the Artificer, by having cohorts pay those costs, or even by giving morals the finger and having mindcontrolled captured spellcasters do it. That's before we even get to ''See [[SRD:WishTome Armor (3.5e Variant Rule)|wishesTome Armor]]''for a list of tome armors, powerful outsidersincluding specific magic armors that are lesser, moderate, or craziness like the Dark Craft and soul rulesgreater items in their own right.
There is one thing that hurts characters: time. Adventures and stories happen along a timeline, and players may or may not be able to stop during an adventure to build just the right item for an adventure. Even "downtime", the time between adventures, is limited because powerful characters attract powerful enemies and predators. Heroes that say "we'll just take a year off and make magic cloaks for everyone" are basically saying "we'll sit in the open and let our potential and actual enemies pick the time and place for any battles." DMs can throw enough intrigues in someone's way during that time that before the first cloak is built that the campaign is over.=== Lesser Armor Abilities ===
Creating magic items just requires time* '''Arrow Deflection''' — The first physical ranged attack against you each round has a 50% miss chance.* '''Energy Resistance''' — You gain Energy Resistance to one form of energy (chosen when the armor is enchanted) equal to your character level. There* '''Darkvision''' — Whilst wearing this armor you have Darkvision out to 60'* '''s work that goes into enchanting Fey-blessed''' — You may call on the helpful minor spirits bound to this armor as a sword, forging standard action at will. They can mimic the effect of a blade''[[SRD:Dancing Lights|dancing lights]]'', smelting the steel, mining the ore, and all that just takes time. If ''[[SRD:Ghost Sound|ghost sound]]'' or ''[[SRD:Prestidigitation|prestidigitation]]'' spell with a caster level equal to your character is really dedicated, he really seriously can wander off into the hills collecting reddish stones level.* '''Ghost Touch''' — The Armor bonus of this armor (including any enhancement bonus) applies against Ethereal and then heating them up until iron comes out Incorporeal opponents.* '''Glamered''' — Upon command this armor appears as normal clothing. The ACP and then hammering the molten metal into a blade armor bonus do not change, and then enchanting it with his power and walking out of the hills with illusion is only visual.* '''Glowing''' — This armor radiates light like a magic sword''[[SRD:Daylight|daylight]]'' effect. Various portions of this This effect can be expedited by, for example, suppressed at will as a free action.* '''Health''' — You gain a +4 bonus to saves against Poison and Disease.* '''Light Fortification'hiring other people'' — You have a 50% chance to reduce any critical hit or sneak attack to do a lot of that -- so normal attack.* '''Skill Bonus''' — The armor provides a character can reasonably expect +5 Competence bonus to throw down gold any one skill (except Use Magic Device) chosen when the armor is enchanted.* '''Spell Imbued''' — A single spell, chosen when the armor is enchanted, is imbued into the armor. This spell must be chosen from the 1st or 2nd level Wizard or Cleric list, and buy himself have a lot of that time backmaterial component worth 1 gp or less. But if As a standard action you just have timecan release the spell from the armor, time will sufficewhich counts as casting it with a caster level equal to your character level. Any Save DC's are based on your Constitution. Exactly what Once released the armor requires 8 hours to gather enough latent magical goods are needed or helpful in magic item creation is highly variable campaign energy to campaignrecharge the spell.* '''Spined''' — This armor counts as having been made with armor spikes at no extra cost.As an attack action you can fire one of the spikes as a ranged weapon with an enhancement bonus equal to that of the armor and the following stats:{| class="d20 left"! Weapon !! Dmg (S) !! Dmg (M) !! Crit !! Range !! Type|-| Spine || d6 || d8 || 19-20/x2 || 50' || Piercing|}
Thus, to create a magic a magic item, a character needs the following:# The appropriate spell, and the ability to cast it, or some other class feature that allows them to bypass this (such as the [[Fighter, Tome (3.5e Class)|Fighter]]).# Time equal to one week for every 1,000 gp in the item's value.# Appropriate ingredients for creating the magic item.=== Moderate Armor Abilities ===
For * '''Adaptation''' — You do not need to breathe whilst wearing this armor.* '''Antimagic''' — You gain spell resistance equal to 10 + character level.* '''Death Ward''' — You are under a permanent ''[[SRD:Death Ward|death ward]]'' effect as per the purposes spell.* '''Energy Immunity''' — You gain Immunity to one form of energy (chosen when the armor is enchanted). This does not give you weakness to any other forms of on-camera energy.* '''Haste''' — As a swift action you may activate or deactivate a ''[[SRD:Haste|haste]]'' spell upon yourself with a caster level equal to your character level. This effect can be used for up to 10 rounds each day.* '''Holy/Unholy''' — You radiate a permanent ''[[SRD:Magic Circle against Evil|magic item creation, having circle against evil]]/[[SRD:Magic Circle against Good|good]]'' (chosen when the correct magical ingredients lets you bypass all but armor is enchanted) with a single week caster level equal to your character level.* '''Luck''' — You may call on the power of the time steparmor as a non-action to reroll any saving throw or force an opponent to reroll an attack made against you. Once used the armor cannot be used again for 10 rounds.* '''Medium Fortification''' — You have a 75% chance to reduce any critical hit or sneak attack to a normal attack. Thus characters may go out * '''Mirrored''' (metal armors only) — This armor is magically shined to a mirror finish, and quest for whatever magical ingredients never stays dirty. Any Ray spells or effects targeted against you are deflected harmlessly away as if they needhad missed your AC, and once they have them they you suffer no miss chance for averting your eyes from an opponent.* '''Perspective''' — By harnessing the power of perspective, you can become Enlarged or Reduced (as per the spells) as a swift action at will. These effects can almost instantaneously make be ended as a swift action.* '''Weightless''' (light and medium armors only) — The weight of this armor is reduced to 0, and its Max Dex and ACP improve by 2.* '''Wild''' — This armor molds to fit the magic items they wantwearer even when he changes shape (for example when Wild Shaped or Polymorphed).
=== 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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