Talk:Magic Items

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Templates For New Items



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


Magic Item Damage Model
Magic Item 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
2 3rd 1d6+1/CL 22.5 67.5 112.5 157.5
3 5th 1d6+2/CL 27.5 82.5 137.5 192.5
4 7th 1d6+3/CL 32.5 97.5 162.5 227.5
5 9th 1d6+4/CL 37.5 112.5 187.5 262.5
6 11th 1d6+5/CL 42.5 127.5 212.5 297.5
7 13th 1d6+6/CL 47.5 142.5 237.5 332.5
8 15th 1d6+7/CL 52.5 157.5 262.5 367.5
9 17th 1d6+8/CL 57.5 172.5 287.5 402.5
10 19th 1d6+9/CL 62.5 187.5 312.5 437.5
11 21st 1d6+10/CL 67.5 202.5 337.5 472.5
12 23rd 1d6+11/CL 72.5 217.5 362.5 507.3
13 25th 1d6+12/CL 77.5 232.5 387.5 542.5
14 27th 1d6+13/CL 82.5 247.5 412.5 577.5
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


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.