Item Creation Cost Table

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HatterMadness
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Item Creation Cost Table

Post by HatterMadness »

I'm having trouble understing a couple of the entries on the table.

Now i do understand that the entries are cumulative. But i can't figure out what some of them are for.

"Single use, spell completion" vs "Single use, use-activated"

So a magic item that has only one cast before it is depleted, but what is spell completion? And i assume use-activated is like a Brooch that will absorb magic missiles cast at the wearer?

And with "50 charges, spell trigger"... what is spell trigger?

Plus the entry right below it says "Command word"... so a magic item doesn't use a command word unless you pay for it to? So a wand needs 50 charges + command word?

And lastly, "Charges per day". Now i understand what that is. But the Base Price says "Divide by (5 charges per day)"... i am unsure how that actually effects the price. By the sound of is you would dived the price by the number of charges you can cast per day.... but then the more charges per day the better.

Can anyone enlighten me?

Thanks!

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Post by Omote »

First step, are you reading the most recent release of the M&T (3rd printing)?

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HatterMadness
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Post by HatterMadness »

Yes, this is the third printing. Green cover and all.

Treebore
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Re: Item Creation Cost Table

Post by Treebore »

HatterMadness wrote:
I'm having trouble understing a couple of the entries on the table.

Now i do understand that the entries are cumulative. But i can't figure out what some of them are for.

"Single use, spell completion" vs "Single use, use-activated"

So a magic item that has only one cast before it is depleted, but what is spell completion? And i assume use-activated is like a Brooch that will absorb magic missiles cast at the wearer?

And with "50 charges, spell trigger"... what is spell trigger?

Plus the entry right below it says "Command word"... so a magic item doesn't use a command word unless you pay for it to? So a wand needs 50 charges + command word?

And lastly, "Charges per day". Now i understand what that is. But the Base Price says "Divide by (5 charges per day)"... i am unsure how that actually effects the price. By the sound of is you would dived the price by the number of charges you can cast per day.... but then the more charges per day the better.

Can anyone enlighten me?

Thanks!

"Spell completion" is scrolls.

"Use activated" is things like potions, you drink it, which means use it.

I am not positive about "spell trigger", the only thing that makes any sense to me is if you hit someone with a nat 20, or similar, a spell is activated at that time.

As for command word, yes, its ambiguous because not every DM uses command words on wands, staves, and such. Often they are just activated by will. So this is largely do with as you see fit.

I am not reading from the book right now, but I believe you divide by 5 to determine a multiplier, so it should increase the price.

Plus I do not have the third printing, I am just telling you my opinion of what they mean based on my experience with the first two printings.
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Post by Omote »

These terms are holdovers from the SRD days, but still work just as well in Castkes & Crusades. On my part there is some assumptions made about the nature of the game (like, it works well in in 3rd Edition, so it works here) for these terms. It's safe to assume that the same terms used in the SRD apply for the terms in C&C. These definitions are not official, but will work just fine.
Spell Completion:

This is the activation method for scrolls. All that is left to do to use a spell completion item (scroll or the like) is to perform the finishing parts of the spellcasting (final gestures, words, and so on). To do so, the spell must be of the correct type--arcane or divine. Arcane spellcasters (wizard/illusionist) can only use scrolls that contain arcane spells, and divine spellcasters (cleric) can only use scrolls that contain divine spells. See page 48 (PHB3) for more rules concerning scrolls.
Use Activated:

This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straight forward and self-explanitory.
Spell Trigger:

Spell trigger is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know. This means that if a wizard picks up a spell trigger item (such as a staff or wand) and that item stores a wizard spell, he knows how to use it.
Command Word:

Command word activation means the spellcaster speaks the word and the item activates.

The charges per day thing I am unsure about.

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Lord Dynel
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Post by Lord Dynel »

And "spell trigger" explains a lot on whether a particular class can use the item or not. If they're a spellcaster, and have that particular spell as available to them to cast (a wizard trying to use a wand of cure light wounds is not a good example of this, but the same wizard with a wand of fireballs is...assuming a wand is a spell trigger item ) then they're good to go.
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Post by serleran »

First, in my opinion, there are too many types of activation -- spell completion and spell trigger are effectively the same, with but one very minute condition: a spell completion item does not necessitate the user have access to the spell in question (it just relies on finishing the spell's casting, so a rogue, for example, can unleash the power of a scroll as it is "completion" not "triggered.") Triggering does require having access to the spell -- at least theoretically. A 1st level wizard will not actually have the invisibility spell, but he can still use a wand of such because the spell is on his "eventual list" and is arcane and potentially available.

Use activations require some sort of condition to cause them to be in effect -- they are not necessarily continuous.

I haven't bothered looking at, or using, the M&T item creation system since I use my own:

For scrolls, Wizards and Illusionists must be at least 5th level, and they must acquire rare inks, either made themselves or bought from an Alchemist, having a cost equal to 1,000 GP per spell level, with Cantrips counting as 1/2 a level, or 500 GP. The character gains 100 EPP per spell level, with a Cantrip counting as 1/2, or 50 EPP. The process takes 1 day per spell level. The process is the same for Clerics and Druids, but, these classes must be at least 7th level. For potions, it depends on what type of potion-- if the spell mimics, or has a similar effect to, a Cleric or Druid spell, a Wizard of Illusionist can make the item, but must be at least 9th level; 7th level for is required for the making of items found on their own spell lists. Clerics and Druids cannot make any kind of potion except those which duplicate or mimic their own spells, and must be at least 9th level to do so. Ingredients for the potion must be found, and a recipe for it must be researched, using the method for spell research, detailed below. A full alchemical lab, also detailed in the following section, is required. The materials can be purchased, costing the same as for a scroll of the same spell or effect . EPP gained is the same, as well. A

potion takes 1 month to manufacture, regardless of spell level. To make anything else, a spellcaster must be at least 11th level. The spell enchant, detailed below, must be researched and cannot be a spell automatically obtained; even Clerics and Druids must research the spell-- the only exception is a Cleric of a Deity of Magic, who gains the spell as a 6th level spell. A caster can give a +1 bonus per point of their spellcasting-dependent attribute modifier (Intelligence for Wizard, and Wisdom for Clerics, as examples), as a general bonus; if applying to a specific

subset, such as "vs. Goblins" the maximum enchantment bonus can be doubled. Additional abilities are calculated as per potions with similar effects, but the cost is multiplied by 10; for an item with a limited number of permanent charges (that is to say, used and gone, without the capability of being recharged) cost double a potion of the same ability per permanent charge, which has a maximum capacity equal to the caster's level. Items with a set number of charges, but can be recharged cost

quintuple the cost of a potion of the same effect, and provides the item with a number of charges equal to the caster's level doubled. An item of this nature takes 1 month per bonus; if the item has charges, 1 day per charge is needed; if the item has an additional, secondary effect that does not require charges, another month is required. The amount of gained EPP is equal to the enchantment bonus times 2000, with added EPP following the method for scroll or potion creation. In all cases, a spellcaster cannot make an item with a spell or effect above their own casting abilities. All costs and gains are cumulative. An item manufacturer can lower the effective level of a magic item, but not below the minimum needed to provide the effect; doing so does not reduce the cost of the item in any way. Also, after a character learns a recipe, that magic

item can be made again, provided the character has the necessary components and the time-- the recipe does not need to be researched again.

New Ability

Spell Research : Any spellcaster may attempt to acquire a spell to add to his repertoire by research, experimentation, and luck. This process is long, and expensive, and often leads the character on difficult missions to retain rare ingredients to test the spell. A spell takes 1 month per spell level to research, and the researcher must expend a minimum of 50 Gold Pieces per week of research, reflecting various library fees, alchemical equipment, and services rendered. At the end of this period, a save is

made, modified by the level of the spell doubled (a Cantrip modifies by 1, and a 9th level spell modifies by 18 to determine the success of the research. Wizards and Illusionists must make an Intelligence save; Clerics and Druids must make a Wisdom save. Note: The researcher does not roll the save, and always assumes any research has been successful, regardless of actual outcome. Note: A spell researched does not need to come from the PHB, but in these cases, the CK must carefully

check the spell in question to determine if the spell will be permitted or not. Successful use of this ability earns the character 100 XP (0 level spells are worth 50 XP.) Note: A character can only research a number of spells per spell level equal to their Intelligence modifier. Note: This ability is also used to research alchemical recipes used for the making of magic items, from scrolls to enchanted swords.
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Lord Dynel
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Post by Lord Dynel »

Doesn't sound too bad, serl. I also think there are too many ways to actuvate items. I'm willing to go even more basic - scrolls usable by the appropriate class (or a rogue or bard), wands and rods (and some rings)work with a command word, misc. items work automatically or with command word, armor, sheilds, and weapons work automatically, and wing everything else. Staves are the only ones I ever flip-flop on, as I can never decide if I want to restrict these to certain classes or not.
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