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Part 8 • Core p193 • book p.193
Other Magic Items
Magic items can have several features. Each feature added to a magic item increases the cost and the time required, and decreases the chance of success. The features are as follows:
Creates a spell or spell-like effect: This is the basic feature of all non-weapon magic items. The base cost of this enchantment is 500 gp per spell level; time required is five days plus two days per level. If the magic item has multiple spell or spell-like effects, add the cost and time figures together. The chance of success is reduced 5% per spell level.
Has multiple charges: This includes, of course, wands and staffs, but several other magic items would also have charges. Each spell or spell-like effect normally has a separate pool of charges (but see next). The table below shows the various maximum charge levels and the associated cost, time and chance adjustments:
Charge
Level
Cost per
Charge
Charges per
Day
Chance
2-3 +150 gp 1 - 5% 4-7 +125 gp 2 - 10% 8-20 +100 gp 3 - 20% 21-30 +75 gp 4 - 30%
When using the table above, don't count the first charge for cost or time purposes. Note that each separate pool of charges in the item must be figured separately.
Item can be recharged: Figure the additional cost and time, and the penalty to the chance of success, for rechargeable items as being exactly twice the figures from the table above; so, creating a rechargeable item with 3 charges costs 600 gp more rather than 300 gp more, and takes two days per charge (or four extra days); the chance of success is lowered 10% rather than 5%.
Item recharges itself: Creating a self-recharging item is expensive; apply the following adjustments to the charge cost, time and chance for items that recharge
automatically. Note that self-recharging items are never "rechargeable" in that they may not be recharged other than by themselves.
Charging
Rate
Cost Time Chance
1 per day x 3 x 2 - 10% All per day x 5 x 3 - 30% All per week x 4 x 2 - 20%
Charges are generic: This means that all the effects of the item draw power from the same pool of charges; most Magic-User staffs are in this category. Items with generic charges are always rechargeable; don't apply the normal costs for this feature. Instead, combine the normal costs for the charge pools of each effect (which must all have the same number of charges), and then divide the charge cost, time and chance adjustments by two. Thus, two effects sharing one pool costs the same as a single effect with a single pool.
Item may be used by any class: By default, magic items may only be used by the class that created them; so a Wand of Fireballs is normally usable only by Magic-Users, or a Staff of Healing only by Clerics. This feature allows the item to be used by any class of character, and involves assigning simple command
words and gestures to the item. Adding this feature costs 1,000 gp per effect. Note that all the item's effects do not have to be covered; it is possible to create an item where some effects may be used by any class, but other effects may only be used by the creator's class.
Item operates continuously or automatically: This feature supersedes both the charges and item use features. The item works whenever properly worn, or activates automatically when required. A Ring of Fire Resistance is a good example; also, the Ring of Invisibility is in this category. Adding this feature multiplies the final cost and time figures by 3 and applies a 20% penalty to the chance of success.
Each feature above applied to a magic item will require a valuable, rare and/or magical material to support the enchantment. For example, a wand of fireballs has a spell effect that is powered by charges; these are two relatively ordinary features, so the Magic-User creating the item proposes a rare wood for the shaft and a 1,000 gp value ruby for the tip. The GM may, of course, require something more rare or valuable if the magic item is particularly powerful.
The base cost of a spell effect feature can be reduced by 25% by applying limits to the ability. For example, a Ring of Charm Dryad is an example of limited charm person spell effect, which would qualify for the deduction. This does not affect the chance of success or the time required.
Weapons which are to be enchanted with additional powers other than the normal bonus require combining the standard weapon enchantment rules with the rules given above. Perform the weapon enchantment first; if it is successful, then the character enchanting the weapon must immediately (within two days, as previously explained) begin the spell or spell-like power enchantment process. Failure of the second procedure does not spoil the weapon enchantment.