creating unusual magical item

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doomed_bishop
Ungern
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Joined: Tue Jun 09, 2009 7:00 am

creating unusual magical item

Post by doomed_bishop »

Hi, i would like to have the real rule about a topic, to be able to alter the rule after. SO my questions are still about creating unusual item. So here we go! (i have the monsters and treasures 3)

1- If we using the first method (page 88) of creating unsual items, it is writing "For items that require spell replenishment, the item is assumed to ... can only absorb one spell per day" So if i understand these sentences, the wand and staves work like other item, but for replenishment, we can only do one spell per day ?

2- Stupid question, but if we are still using first method, and we create a +3 sword (supposed that we consider this like a 3 lvl abilities because it's a fighter) + monk abilites slow fall, is that mean that we'll have to spend 4001 epp for the +3 plus 8501 for the monk abilities for a total of 12502 ?

3- IF we using the second method, it is says that if it's a unique creation, we need a ritual spell, so if it's a weapon in the book, we do not need this ritual spell ?

4- On the table "calculation magic item gold piece values" i have a problem with three effect :

A- Single use (that is ok!), spell completion (i don't understand this part)

B- Single use, use-activaded

C- Charges per day ( I don't understand what to do with the base price)

5- In the destroying magic items page 89, it's writing that the Holy Avenger have a +9 to the saving throw (+5 for enchented weapons and +4 because it has for abilities) The problem is that just below, it's writing that "Magic item mimicking spell-like abilities have a saving throw bonus equal to the level of spell-like abilities" So the when they didn't have do this ???

Thank for help

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Post by Lord Dynel »

I'm not an expert in this department but I'll try to help you (and maybe an expert will notice my attempt and come help ).

1 - Yes, only one spell can be cast in the item per day, and I take it that it replenishes one charge per spell cast.

2 - Yes, that looks correct.

3 - Here's my interpretation of this - since the effect would be unique (something not covered by an existing spell or effect) that part of the rules is basically telling you, the CK, to come up with a "fair and equitable" way to handle the situation. The "ritual spell" is not a spell, per se, not one in existance anyway. It allows the CK to say, "Okay, wizard, you have finally tracked down the ritual that will allow you to imbue X item with Y ability." Since there is no spell that mimics X's ability, the "ritual spell" takes it's place.

4 - Single-use, spell completion...basically a scroll, or any type of single-use item that all is needed is the final gestures or words to complete spell imbued in the item.

Single-use, use activated...is just that - a one time use item that has to be "used" to activate. Drinking a potion, sprinkling dust, coating a weapon with magic oil.

Charges per day...not sure, exactly. I think the intention was that items that are restricted on how many charges it can use in a day should be cheaper, but the base price doesn't make much sense to me, either.

5 - The description of the Holy Avenger follows the rules for magic weapons in that it gets a +5 for it's higher to-hit bonus, plus a +1 for each abilty it possesses. The sentence below that is a "catch-all" for other items. For example, Boots of Levitation makes the user levitate. Since levitate is a 2nd level wizard spell, the Boots would save on a 12, modified by +2 (for the 2nd level spell), or on a 10 or better. If you have a weapon, armor, or a shield, then use the method similar to the Holy Avenger example. Otherwise, follow the sentence after about items that mimic class abilities or spells.

Hope I have been able to help!
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doomed_bishop
Ungern
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Joined: Tue Jun 09, 2009 7:00 am

Post by doomed_bishop »

Thanks a lot for your help !

You respond correctly to my questios !

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Post by Lord Dynel »

doomed_bishop wrote:
Thanks a lot for your help !

You respond correctly to my questios !

You're welcome! Hope I was able to help.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

doominicus
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Joined: Tue Nov 01, 2011 12:44 pm
Location: Savona (Italy)

Re: creating unusual magical item

Post by doominicus »

well, probably this is the first case in your forum that someone answers a question 3 years ago. well 3 years ago I didn't play C&C yet and furthermore I am very punctilious. This morning I am browsering about cost of magic items.
From another post that was about similar things, I learn that the prices are derived from the SRD so I have read through that.
The charges per day base price is wrong: to make sense, it must be written Divided by (5 divided by charges per day).
the only problem now is if someone want to have a magic item with more than 5 charges per day, but I think that in that case we can aproximate to the full cost of the item for the sake of semplicity.
Hope it helps (and you are stll playing with C&C)
bye

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Arduin
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Re: creating unusual magical item

Post by Arduin »

doomed_bishop wrote: 3- IF we using the second method, it is says that if it's a unique creation, we need a ritual spell, so if it's a weapon in the book, we do not need this ritual spell ?
I've been reading this for a while trying to figure out. After going over both creation type sections, I believe that this word was supposed to be unusual and not unique. See Creating Unusual Items section of previous page. So, I think it refers to those types of items, as per prior page.
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