Talk:Magic Items: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
 
(40 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOTOC__
__NOTOC__
New templates are ready to go.  Please see the Rod of Accessioning for a completed example of them in use.
* '''[[Template_talk:Magic-Item-Parent|Template:Magic-Item-Parent]]''' will contain all the info pertinent to the whole family (including the family description, etc.), and the lowest CL item of the family.
* '''[[Template_talk:Magic-Item-Child|Template:Magic-Item-Child]]''' will be used for each item in the family (after the first), and link back up to the Family template, but will transclude all the family info, so you don't have to cut and paste stuff any more.  This means, if we want to change the family description for an item, we only have to do it once.
* '''[[Template_talk:Magic-Item-Page-Aid|Template:Magic-Item-Page-Aid]]''' will be used to pull everything together into one page.
* '''[[Template_talk:Magic-Item-Table-Aid|Template:Magic-Item-Table-Aid]]''' will still be used to create rows in the table for each child item.
* '''[[Template_talk:Magic-Item-Master-Table|Template:Magic-Item-Master-Table]]''' will be used to display just the family names of each item (and their slot, short-desc's, and cost).




===Pricing In The Template===
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. 
* See [[Template_talk:Magic-Item-Base-Price]] for pricing details


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===
{{:Magic Item Template Links}}


===Attunement===
* 'weapons', 'armor', 'shields', 'wands', 'staves', 'rods', and 'consumables' don't require attunement.  Everything else does.  The templates do this automatically.




{| class="ep-default"
{| class="ep-default"
|+ '''Magic Item Damage Model'''
|+ '''Revised Magic Item Damage Model'''
! Magic Item Order || Target Level || Base Dice|| L5 Avg || L15 Avg || L25 Avg || L35 Avg
! 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  || 1st || 1d6/CL || 17.5 || 52.5 || 87.5 || 122.5
|-
|-
| || 3rd || 1d6+1/CL || 22.5 || 67.5 || 112.5 || 157.5
| 0 || 1st || 1d4/CL || 12.5 || 37.5 || 62.5 || 87.5
|-
|-
| || 5th || 1d6+2/CL ||     27.5 || 82.5 || 137.5 || 192.5
| 1 || 2nd || 1d6/CL || 17.5 || 52.5 || 87.5 || 122.5
|-
|-
| || 7th || 1d6+3/CL ||     32.5     || 97.5 || 162.5 || 227.5
| 2 || 4th || 1d6+1/CL || 22.5 || 67.5 || 112.5 || 157.5
|-
|-
| || 9th || 1d6+4/CL ||    37.5 || 112.5 || 187.5 || 262.5
| 3 || 6th || 1d6+2/CL ||    27.5 || 82.5 || 137.5 || 192.5
|-
|-
| || 11th || 1d6+5/CL ||   42.5 || 127.5 || 212.5 || 297.5
| 4 || 9th || 1d6+3/CL ||     32.5     || 97.5 || 162.5 || 227.5
|-
|-
| || 13th || 1d6+6/CL ||   47.5 || 142.5 || 237.5 || 332.5
| 5 || 12th || 1d6+4/CL ||     37.5 || 112.5 || 187.5 || 262.5
|-
|-
| || 15th || 1d6+7/CL ||    52.5 || 157.5 || 262.5 || 367.5
| 6 || 15th || 1d6+5/CL ||    42.5 || 127.5 || 212.5 || 297.5
|-
|-
| || 17th || 1d6+8/CL ||    57.5 || 172.5 || 287.5 || 402.5
| 7 || 18th || 1d6+6/CL ||    47.5 || 142.5 || 237.5 || 332.5
|-
|-
| 10 || 19th || 1d6+9/CL ||    62.5 || 187.5 || 312.5 || 437.5
8 || 21st || 1d6+7/CL ||    52.5 || 157.5 || 262.5 || 367.5
|-
|-
| 11 || 21st || 1d6+10/CL ||   67.5 || 202.5 || 337.5 || 472.5
9 || 24th || 1d6+8/CL ||   57.5 || 172.5 || 287.5 || 402.5
|-
|-
| 12 || 23rd || 1d6+11/CL ||   72.5     || 217.5 || 362.5 || 507.3
10 || 27th || 1d6+9/CL ||   62.5 || 187.5 || 312.5 || 437.5
|-
|-
| 13 || 25th || 1d6+12/CL ||  77.5 || 232.5 || 387.5 || 542.5
11 || 30th || 1d6+10/CL ||  67.5 || 202.5 || 337.5 || 472.5
|-
|-
| 14  || 27th || 1d6+13/CL ||  82.5 || 247.5 || 412.5 || 577.5
12 || 33rd || 1d6+11/CL ||  72.5     || 217.5 || 362.5 || 507.3
|-
| 15  || 29th || 1d6+14/CL ||  87.5 || 262.5 || 437.5 || 612.5
|-
| 16  || 31st || 1d6+15/CL ||  92.5 || 277.5 || 462.5 || 647.5
|-
| 17 || 33rd || 1d6+16/CL ||  97.5 || 292.5 || 487.5 || 682.5
|-
| 18  || 35th || 1d6+17/CL ||  102.5 || 307.5 || 512.5    || 717.5
|-
| 19  || 35th || 1d6+18/CL || 107.5 || 322.5 || 537.5 || 752.5
|}
|}


* read through the [[Custom_DnD_Magic_Items]] page for any good ideas, then delete it.
* read through the [[Custom_DnD_Magic_Items]] page for any good ideas, then delete it.
Line 86: Line 81:




===Essentials===
==Essentials==
When making secondaries, add a price premium (10-20 percents) and cap them one lower than the base item.
De-channelizing of essentials done, next is the start of the thickening passes:
 
 
Ring of protection
1 New slot (Hands?) "Armatura Protectica"
2 New slot (Head?) "Helmet of Protection"
3 weaker in-slots (scale 0-6)
cloak of resistance
  1 Cloaking Shield
2 New Slot (Wrists?) "Bracelets of Resistance"
  3 weaker in-slots (scale 0-6)
Amulet of Natural armor
1 New slot (Body?) "Mantle of Armoring"
2 New Slot (Chest?) "Reinforced Waistcoat"
3 weaker in-slots (scale 0-6)
Belt of Stats
1 New slot (feet?) (Stockings of Physicality (all 3)) (Stockings of Robustness (pick 2)) (Stockings of Might, Stockings of Agility, Stockings of Vigor)
2 New slot (wrists?) (Torques of Physicality (all 3)) (Torques of Robustness (pick 2)) (Torques of Might, Torques of Agility, Torques of Vigor)
3 weaker in-slots (scale 0-14)
Headband of Stats
2 New slot (eyes?)  (Spectacles of Facility (all 3)) (Spectacles of Perspicacity (pick 2))(Spectacles of Wits, Spectacles of Wisdom, Spectacles of Winsomeness)
3 weaker in-slots (scale 0-14)
 
 
Wielded or carried item slots, six classes of items must be wielded (rods, staves, wands, weapons, shields, and consumables), and then the slotless items. fifteen rods, plus a myriad of 'stuff' to untangle and discuss.
weapon slot = LOTS
rod = fifteen, also, may merge into weapons/implements
staves = need to discuss if we want to fold this into 'gishness' items. i'm advocating yes, but am not married to the notion. if we don't, then there's no staffs from pathfinder. at all.  yeesh.
wands = agains, do we merge into gishness? if not, we'll need to make from scratch, because these are just spells for UMD right now.
shields = LOTS
consumables  = currently has books, potions, scrolls, and turning stones. i'd like to add word bottles or mana bottles to replace the old celegia concept of mana stones, the optics are better on word bottles. scrolls need to be looked at hard as a gishness item. should we pre-define potions, scrolls, and bottles?
slotless = currently has haversacks and portable holes. i'd like to include bags of holding and a better variant of bags called secret chests, which is like the old spell with much less suck. beyond that, we're looking at figurines, carpets, banners, implements, etc.  carpets are already mounts, figurines could be wielded items, implement function can be folded into RSW's, banners could become neck or shoulder or body slot. note that all the lay magic stuff also goes in here, but that's really not combat affecting, which is why its lay magic....
 
 
 
we have excellent rules for skill items, what slot should they fill?  or should they always be slotless? the slotless idea makes things simpler, and we could 'prebuild' a crap-ton of items and move away from the 'build your own' model


I am fine with pre-building the skill items (in a generic sense -- e.g. 'boosts 5 skills of the player's choice, chosen at the time the item is purchased'). I'm less excited about making them slotless, as I'd rather you have to make some tough choices, and you never have to choose with slotless items -- you can get them all if you can afford them all.  I would be open to making them rings that also have a small deflection bonus included (as well as versions that don't have one, for the shield wearers). I would be open to gloves that only affect dex/str skills, and hats that only affect int skills (and could include a lesser mental stat boost, if we want), and masks that only affect cha skills.  There's tons of room here.  Some of the 'mandatory'-ish skills, like perception, might have a pre-defined item or two, but mostly, I'd prefer to let the player choose which skill(s) get(s) boosted when they buy the item.
* 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


We could also, if we want, make the 'families' of items more like a buffet line: prices for adding each thing the item can do, that you can tack on to the item any time you want (instead if preset "this is what the 4th version of the item does").  Just a thought.  It makes it a little more complex for the players, easier for us (once we wrap our head around how to price it all), and makes those magic items more like weapons/armor/shield in how they are constructed.  In fact, we could riff really hard on the whole "every item can have up to two stacks of bonuses, that accumulate exactly like an enhancement bonus (cost adjusted for slot)", exactly like how weapons/armor/shields are built, but we can go nuts with what a stack actually is.  There could be 4-5 options for stacks in each item (we're technically already doing this with most of the items we've written to date), but let the players choose which two they want to buy and promote. (For example, a pair of boots might have one stack that grants a scaling bonus to walk speed, while another might be scaling skill bonuses to some physical skills, another stack might be a scaling PBAoE attack, and another might be a limited use (scaling) haste-like spell-effect.  Each of these 'stacks' would go from +1 to +9, both in effects and in pricing, but you could only have two stacks on the item, you choose which two.)  Just a thought, since we're still at the beginning of all this.
=====second thickening pass - items are below=====
 
* add 1+ belt item   meridian belt?
yikes and wow. hrrrm. hmmm. ok, philosophy time: simple versus complicated. if we make every item customizable, does that explode player's heads? I'm leaning toward prebuilts for most/all of the items except armor/weaps/shields. at a leater date, we could easily add in optional 'menu driven' items as an expansion. maybe.  we don't want to explode people's heads :)
* add 1 body item for casters    shifting wraps?
 
* add 1 hand item   poisoners gloves?
my only counter for that would be that if EVERYTHING works like weaps/shields/armor, then people will get used to it, and it won't be confusing any more.  There's that initial learning curve, and then it just clicks...  but I do see your point, and share your concern.
* 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)
* Least (1)
* Lesser (2)
* Lesser (2)
Line 161: Line 136:




I want to convert all the magic items into individual templates, akin to the equipment templates (in fact, identical to them).  I can still aggregate the related items together into a single page for easy viewing, but they should also be viewable separately, in my opinion.  I think this will end up being more flexible, easier to browse, and a much easier template to fill out.
:*Remove the ability to place spells on magic items.
:*All items have one bonus type (enhancement?) No items stack, period. Expand/improve items following the acculturated model we're already using instead.
:*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?)
:*Rewrite/remove the item creation rules (eeeesh....)
:*Look hard at the number of item slots. (Has large pricing implications.)
Design notes: Divide all wondrous items for each slot into two categories:


"Standard" items, which are things like the below, or rings of protection or cloaks of resistance, which are items you can purchase without issue.
:* 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?)


"Special" items, which are all the other stuff, which can only be purchased (or found) with DM permission. 


This allows us to populate all the slots with 'non-game-breaking' items for right now, and then we can adapt all the unique stuff as time permits.


===Ideas for Boots===
===Ideas for Boots===
Line 199: Line 161:
** ability drain resistance
** ability drain resistance
** daily/encounter instant self heal
** daily/encounter instant self heal
===Spell Components Pouch===
* provides spell components of 1 gp or less for the spell level they are purchased for:
::* lvl 0 = 10 gp
::* lvl 1 = 150 gp
::* lvl 2 = 500 gp
::* lvl 3 =


===Ideas for Spellcaster Items===
===Ideas for Spellcaster Items===
Line 213: Line 167:
* include one additional square (or more) adjacent to your area of effect in the area of effect
* 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.
* 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?)




Line 219: Line 180:
* lay a charge on a target creature (to activate a synergy)
* lay a charge on a target creature (to activate a synergy)


moved the below from the main discussion page, as this is more relevant here.


=== Magic Item Notes ===
Do we want to keep the Magic Item Creation Rules, even as a reference for GM's creating their own new items? (NO, and removed)


* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
:* extend duration of spell
:* increase level cap on damage of spell (doesn't change scaling)
:* increase # of targets for spell
:* an item that can go into any slot (but must go into a slot) that grants 1 additional spell slot of a specified spell level.
:* consider deleting some of the less popular metamagic feats and turning them into magic items.
:* 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?)


* create set of magic items for endless ammo (for each type), as well as clarifying costs of single expendable ammo
===Haversacks===
 
* 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.
::* '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.
::* '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.
Line 248: Line 193:
::* 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.
::* 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.
::* 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.
* get rid of synergy bonus for multiple enchants on single items.
** instead, first enchant is normal cost, any additional enchants cost double.
* slotless items which are only available as slotless items (e.g. handy haversack, flying carpet, etc.) are normally priced
** items which are normally "slotted" items but are converted to slotless cost triple normal price.
* create some non-magical ways of adding +to-hit and +damage to weapons/shields/armor/implements
** will not stack with magic, but cannot be suppressed by anti-magic/dispel, etc.
** instead of costing more, I think they just shouldn't go as high as +9
** no properties? (we could, but it would be a lot of work that we don't really need to do right now)
*** quenches of oil, water, brine, blood for +to-hit
*** tempers of single, triple, and seven-fold for +base damage
{| {{SpellTableHeader|Wiz}}
{{SpellTableAid|Secret Chest|Wiz}
|}
===Reese's Notes for Skill Items===
* ring of practice  -- 1 skill
* ring of talent    -- 3 skills
* ring of savvy      -- 5 skills
* ring of expertise  -- 8 skills
:* skill bonuses +1 to +9
:* deflection bonuses +1 to +5
* gloves of the worker      -- 1 skill
* gloves of the tradesman  -- 3 skills
* gloves of the journeyman  -- 5 skills
* gloves of the maker      -- 8 skills
:* skill bonuses +1 to +9
:* physical stats +1 to +10 (5 steps)? something else?
* headband of the theorist    -- 1 skill
* headband of the philosopher -- 3 skills
* headband of the logician    -- 5 skills
* headband of the savant      -- 8 skills
:* skill bonuses +1 to +9
:* mental stats +1 to +10 (5 steps)

Latest revision as of 14:58, 28 March 2024


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.