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 How to make Magic Armor and Weapons.

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PostSubject: How to make Magic Armor and Weapons.    Thu Sep 27, 2012 7:58 pm

Turns out we were doing it wrong and making magic weapons is a bit easier then making regular weapons, kinda werid...You still need the base items and materials though so their you go.

Creating Magic Armor

To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supply costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.

Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. Magic armor or a magic shield must have at least a 1 enhancement bonus to have any armor or shield special abilities.

If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) and must provide any material components or focuses the spells require. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting magic armor requires one day for each 1,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Skill Used in Creation: Spellcraft or Craft (armor).


Creating Magic Weapons

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.

Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).

Adding New Abilities

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.


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PostSubject: Re: How to make Magic Armor and Weapons.    Fri Sep 28, 2012 3:23 am

So, Magic Armor formula would be:

Craft DC of 10 +AC bonus. Example: +1 magical +9 Full plate 10+9+1 = DC of 20
Cost of materials for item in gc + 150 gc (masterwork) + 1/2 item cost (magical). 1500+150=1650 +750= 2400 gc worth of materials
Pass DC: result roll x DC = weekly progress (divide by 7 for daily). 20 roll + 20 DC =400 gc of progress
Fail by 4 or less: no progress; by 5+ half ruined and pay 1/2 original cost again. 1200 (half of 2400) or 825 (half 1650) then 375 (half 750)
1 day per 1000 of cost or magical cost. 2.4 days (2400) or less than 1 (3/4 of a day) 750 gc
Any spells imbued unusable for the day. Made on Monday, usable Tuesday.
Castor level must be 3x enchancement bonus. +1 magical = lvl 3 castor. +2 = lvl 6.

Magical weapons: Non glowing
DC of weapon type (bow/weapon). Example: Bows 12 or Composite 15, Martial 15, Simple melee 12

1/3 of raw material cost in sp. +1 Longsword 2015 gc (2000 for +1, 15 for longsword) cost = 2015/3 = 672 gc = 6720 sp craft cost
Pass DC: result roll x DC = weekly progress (divide by 7 for daily). 15 roll x 15 DC = 225; 6720 - 225 (~32 daily)= 6495
Fail by 4 or less: no progress; by 5+ half ruined and pay 1/2 original cost again. 1008 gc (half 2015) or 3360 sp (half 6720)?
or
1/3 material cost in sp. Longsword 15 gc = 5 gc = 50 sp
Pass DC: roll x DC. 15 x 15 = 225. 50- 225 = done in less than one day
Fail by 4 or less: no progress; by 5+ half ruined and pay 1/2 original cost again. Fail = +25 cost
Magical cost. +1 = 2000
1 day per 1000 of cost. 2000 = 2 days
Fail by 4 or less: no progress; by 5+ half ruined and pay 1/2 original cost again. Fail = +1000 cost

Both armor and weapons needing a blacksmiths shop for heat source.

This is my understanding, Blue assumes yellow is correct, red is unsure. I would appreciate clarification on the items in red and feedback on any mistakes I have made. Smile

Thanks! Very Happy Cool

Chibi
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PostSubject: Re: How to make Magic Armor and Weapons.    Fri Sep 28, 2012 3:11 pm

Looks correct yes. You'd still pay half the cost to make it so only a 1000 for every +1 enhancment, however the days of works would equal the 2000. So 2 days...I mean you can do a +1 enhancment np for other stuff you'll need to purchase a scroll or wand as my understanding to use a charge from said object to imbue things with other enhancments.
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