Post by streamofthesky on Aug 24, 2008 2:56:03 GMT -5
Item Creation
The guidelines for item creation listed in the DMG are not acceptable guidelines for newly created magic items, due to the differences between certain spells and abilities. If you wish to have a magic item not in a DnD 3.5 book, it must be accepted by the GMs first. Also, most items you want are likely to already be in one book or another, so I can probably find something similar enough.
As long as one person working on a magical item has the requisite item creation feat, anyone who chooses to work with that person for the full time of creation may contribute any number of experience points or spells to the item. Trying to use mentally dominated slaves or other forms of abuse of this policy will lead to Texas falling on your character's head.
You can merge two wondrous items or rings together to apply the benefits of both to one item. Choose the base item. The cost to merge properties from the other item to the base item is 10% of their normal market price. The other item is subsumed in the process. If this merging causes the subsumed property or any of the base item's properties to incur the +50% cost for multiple properties on an item (see MIC p. 233), that must also be paid for in full.
Example: You have a Belt of Growth (3000 gp) and Strength +2 (4000 gp; "common item effect") worth 7000 gp and find a Monk's Belt (10,000 gp). You could either pay 700 gp (300+400) to add your original properties to the Monk's Belt or pay 1000 gp to add the Monk's Belt to your existing belt. Whichever you choose, you would also have to pay another 1500 gp (half of the Belt of Growth's market price, since it would become a secondary effect on the new belt, for a total market price of 2200 gp or 2500 gp, respectively. After this process you would have one belt with all three effects and the other belt would be consumed.
You can similarly merge weapons or armors/shields together. In this case, you would choose the base item and the one to be subsumed. Any properties moved from the subsumed weapon/armor/shield with a flat cost (ie, "+12,000 gp") would be added to the base item for 10% of its normal cost. Any properties that cost an equivalent enhancement bonus (example: Holy is a +2 cost) would cost the normal amount to add (thus, this is only a worthwhile option if you cannot otherwise get that property crafted for your weapon due to lack of spell access or such). You can only add special properties to the base item, not enhancement bonuses themselves. Artifacts and Relics cannot be subsumed or modified in this manner.
The guidelines for item creation listed in the DMG are not acceptable guidelines for newly created magic items, due to the differences between certain spells and abilities. If you wish to have a magic item not in a DnD 3.5 book, it must be accepted by the GMs first. Also, most items you want are likely to already be in one book or another, so I can probably find something similar enough.
As long as one person working on a magical item has the requisite item creation feat, anyone who chooses to work with that person for the full time of creation may contribute any number of experience points or spells to the item. Trying to use mentally dominated slaves or other forms of abuse of this policy will lead to Texas falling on your character's head.
You can merge two wondrous items or rings together to apply the benefits of both to one item. Choose the base item. The cost to merge properties from the other item to the base item is 10% of their normal market price. The other item is subsumed in the process. If this merging causes the subsumed property or any of the base item's properties to incur the +50% cost for multiple properties on an item (see MIC p. 233), that must also be paid for in full.
Example: You have a Belt of Growth (3000 gp) and Strength +2 (4000 gp; "common item effect") worth 7000 gp and find a Monk's Belt (10,000 gp). You could either pay 700 gp (300+400) to add your original properties to the Monk's Belt or pay 1000 gp to add the Monk's Belt to your existing belt. Whichever you choose, you would also have to pay another 1500 gp (half of the Belt of Growth's market price, since it would become a secondary effect on the new belt, for a total market price of 2200 gp or 2500 gp, respectively. After this process you would have one belt with all three effects and the other belt would be consumed.
You can similarly merge weapons or armors/shields together. In this case, you would choose the base item and the one to be subsumed. Any properties moved from the subsumed weapon/armor/shield with a flat cost (ie, "+12,000 gp") would be added to the base item for 10% of its normal cost. Any properties that cost an equivalent enhancement bonus (example: Holy is a +2 cost) would cost the normal amount to add (thus, this is only a worthwhile option if you cannot otherwise get that property crafted for your weapon due to lack of spell access or such). You can only add special properties to the base item, not enhancement bonuses themselves. Artifacts and Relics cannot be subsumed or modified in this manner.