Talk:Magic Items

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Cursed items: This applies as a special roll at GM discretion, or, as a coded drop (assuming that ever comes to be). All items have a 5 percent chance to be cursed (roll a 1 on a D20). A cursed item looks normal to all tests, except a Detect Magic, sustained for three rounds, allows a Bailiwick Check vs 12 + 2xCreator Level to detect that the item is cursed. All cursed items provide their otherwise rolled effects as normal, but they also apply a permanent Cursed condition as long as they are worn. Far worse, once the item is picked up for use (or attuned, if it needs an attunement) it stamps its curse into the victims aura, and the Curse must be lifted even if the item is removed. If you continue to wear a Cursed item, even after removing the Cursed condition, the Cursed condition returns as soon as you attempt to use the item. Don't wear Cursed items.

first, I hate cursed items.  (don't we all!)  However, they are somewhat iconic in a "EGG is a dick" kind of way. (indeed, they are iconic) They're right up there with Tomb of Horrors, IMO. (wellll.... I dunno about THAT, jeeze) That said, we do have a status condition Cursed that I think is far better than the rules above. (ideed we do! see above)  (also, the reason i'm poking at this is to integrate remove curse more tightly into the game, and this also gives another 'option' to consider if you're generating magic items as part of treasure drops. i mentioned to our 'coder' buddies the possibilities for generating random items (weapons/shields/armor/scrolls/potions/rods/staffs), and they seemed to think that an app to generate random items as loots would be fairly simple, in which case, 'cursed' items should be a thing (for legacy reasons if nothing else), remove curse becomes a good spell, and making that bailiwick check with detect magic to identify items becomes a much more important thing.)
or monsters could just lay curses (see Mummy, et al), in which case, remove curse is still pretty handy.


  • ring of auric arrangement- lets you make another magic item go into a different slot; limited by the creator level of the item being arranged. Top tier could make an item slotless?
Do we want something like message stones in the game?

Newer, better, stat items:

  • Twofold Belt of Power: belt item, choose one mental and one physical stat. forces you into a belt item, but, allows phys and mental in one slot. should be ~20 percent more than a 2 stat belt.
  • Threefold Belt of Power: choose two mental and one physical stat, or, two phy and one mental. forces you into a belt item. should be ~20 percent more than a 3 stat belt
  • Fourfold Belt of Power: Choose any 4 stats. allows phys and mental in one slot and covers two items. should be ~90 percent more than a 3 stat belt? potenz mach only?


Slotless item - food preparation kit; endless spices for cooking like a components pouch 

Templates For New Items



  • Weapon Base Prices - used as base price for all items unless price-nudge field is left blank


Revised Magic Item Damage Model
Order Target Level Base Dice L5 Avg L15 Avg L25 Avg L35 Avg
0 1st 1d4/CL 12.5 37.5 62.5 87.5
1 2nd 1d6/CL 17.5 52.5 87.5 122.5
2 4th 1d6+1/CL 22.5 67.5 112.5 157.5
3 6th 1d6+2/CL 27.5 82.5 137.5 192.5
4 9th 1d6+3/CL 32.5 97.5 162.5 227.5
5 12th 1d6+4/CL 37.5 112.5 187.5 262.5
6 15th 1d6+5/CL 42.5 127.5 212.5 297.5
7 18th 1d6+6/CL 47.5 142.5 237.5 332.5
8 21st 1d6+7/CL 52.5 157.5 262.5 367.5
9 24th 1d6+8/CL 57.5 172.5 287.5 402.5
10 27th 1d6+9/CL 62.5 187.5 312.5 437.5
11 30th 1d6+10/CL 67.5 202.5 337.5 472.5
12 33rd 1d6+11/CL 72.5 217.5 362.5 507.3

Preliminary Items Survey and Candidate Families from existing sources:


Worn item slots, fourteen slots, with a total of about 200 candidate/developed families of items. whew....

armor slot	=	two plus all classic armors
belt slot 	=	nine 
body slot 	=	ten
chest slot 	=	nine
eye slot	=	thirteen
feet slot 	=	twenty, plus four already written
hands slot 	=	nine
head slot 	=	ten
headband slot	=	fifteen, plus six written
neck slot	=	ten, plus three written
rings slot	=	fifty-one, plus three written.  yikes.
shoulder slot	=	thirteen
wrist slot	=	eight


Essentials

De-channelizing of essentials done, next is the start of the thickening passes:

  • belt monkey belt
  • body shroud of the unterwelt
  • chest vest of escape
  • eyes Pirates Eyepatch
  • eyes Goggles of Night
  • feet Jaunt Boots
  • hands Gloves of Storing (including gauntlets of weaponmaster)
  • head Hat of Disguise
  • headband Holly Wreath Band
  • neck Necklace of Adaptation
  • rings Ring of Ferocious Action
  • rings Ring of Curing
  • rings Ring of Action
  • shoulders Cloak of Displacement
  • wrists Spellguard Bracers
  • wrists Longarm Bracers
second thickening pass - items are below
  • add 1+ belt item meridian belt?
  • add 1 body item for casters shifting wraps?
  • add 1 hand item poisoners gloves?
  • add 1 head item for casters mask of a thousand tomes?
  • add 2 headband items summoners headband and headband of eloquence
  • add 3 shoulders items - casters and buffers and martial gifting mantle, muleback cords, and cloak of elvenkind
  • add 1 wrist slot item for casters (spellguard bracers) done! :)
  • rescale stampede stompers damage thinking these move to order damages, but small numbers
  • if you get bored, add more rings

item names

  • Least (1)
  • Lesser (2)
  • Minor (3)
  • Common (1-3)
  • Moderate (4)
  • Steady (5)
  • Balanced (6)
  • Great (4-6)
  • Major (7)
  • Vital (8)
  • Absolute (9)
  • Prime (7-9)
  • Perfect (1-9)



  • Potions and scrolls are simply casting a spell as a one-use item (pricing model? remove caps?)
  • Create non-spell effect potions and scrolls (call them alchemical instead?)


Ideas for Boots

  • Boots of Haste
  • Boots of Striding and Springing
  • Boots of Sure Footing
  • Boots of Rooting
  • Boots of Stealthy Steps

Ideas for Gloves

  • Gloves of Sparks
  • Gloves of Grasping
  • Gloves of Lightfingers
  • Gloves of Soothing
  • Gloves of the Maestro

Ideas for Amulets

  • natural armor + other things
    • energy drain resistance
    • ability drain resistance
    • daily/encounter instant self heal

Ideas for Spellcaster Items

  • one additional target for spells with a fixed number of targets
  • adjust starting square of a cone attack to be any square within 5 feet of you
  • include one additional square (or more) adjacent to your area of effect in the area of effect
  • magic items will be created to enable a spell to last beyond its listed duration, perhaps to a second encounter, or even all day.
  • extend duration of spell
  • increase level cap on damage of spell (doesn't change scaling)
  • some items specific to styles of casting:
  • ray casters -- bonus ray; 5-foot step before and/or after casting ray; better damage;
  • aoe casters -- change AOE shape, larger AOE, add AOE to touch or single-target spell (?), 1 free 'selective' target
  • summoners -- more hp's, increased move speed; increased to-hit, damage, DR, ER, etc. -- one bonus effect per item
  • synergists -- increase damage from synergies; leaves condition in place (epic?)


Ideas for Anyone

  • use scrolls for mana burning -- canning this idea; it's a bad idea.
  • lay a charge on a target creature (to activate a synergy)



Haversacks

  • 'normal' haversack - good weight capacity, low actual weight (5 lbs, regardless of what's in it), only a 3' diameter opening -- nothing bigger than 3' in any dimension can be shoved into it.
  • 'wide-mouthed' haversack - slightly less weight capacity, higher actual weight (10 lbs, regardless of what's in it), no limit to size of things you can shove into it, as long as it doesn't exceed weight capacity of bag.
  • 'quick-draw' haversack - x times per day, draw an item from the sack as a free action (instead of swift). lower weight capacity, but otherwise same as 'normal' haversack.
  • 'kidnapper's' haversack - can keep willing (or helpless) living things in the sack, in a state of stasis. 30 lbs actual weight.
  • 'smuggler's haversack - looks like a shirt, takes up chest slot (isn't slotless). 1 lbs actual weight, but less the capacity than a normal one (half?).
  • bags of holding could still be auxiliary storage, and we could add a consumable trait to them, allowing them to be permanently merged with a haversack to increase it's storage capacity somewhat.
  • this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model.
  • would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class.