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1 year ago ::
Jan 03, 2012 - 1:26PM
#11
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Date Joined:
May 13, 2009
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You are supposed to have the base item available. How exactly this work with masterwork armor (which isn't available unenchanted) is never really explained, so you'll have to make something up... You touch a normal item and turn it into a magic item of your level or lower.
Epic Dungeon Master Want to give your players a kingdom of their own? I made a 4e rule system to make it happen! Your Kingdom awaits!Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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1 year ago ::
Jan 03, 2012 - 3:18PM
#12
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Date Joined:
Aug 22, 2007
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Thank you for the clarifications & such. I have just one more question. Lets say I want to make a Frost Dagger. Do I need a regular dagger first, or is the ritual meant to create the item in its entirety?
Hypothetically you still need the dagger. So what? There are lots of daggers in the world. Rules for creating characters starting above level 1 include having as much non-magical gear as you want. Similarly it's unlikely that your level 5 characters who are making an item are bothering to inventory every captured item of equipment, just ask the DM if you can pick one up from that last set of monsters.
Finally non-magical gear is available at any lonely village or savage settlement between here and Mount Plothook, magical gear, not so much.
The cost of the mundane dagger is 5 GP, the cheapest markup you'll ever find (by the book) on the cheapest enchantment you can put on that dagger, is 36 GP. Buy the dagger, enchant it yourself.
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1 year ago ::
Jan 03, 2012 - 7:18PM
#13
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Date Joined:
Nov 21, 2008
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Excellent information, thank you all so much for your help.
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1 year ago ::
Jan 03, 2012 - 8:00PM
#14
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Date Joined:
Apr 29, 2006
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As far as I know, there is no official text that explicitly states or clarifies whether or not you need a mundane item in your inventory in addition to the necessary ritual components.
That said, since magic item base prices are set strictly by the item's level (for example, a +1 dagger cost has the same base price as a +1 bastard sword, +1 suit of plate, or +1 amulet of protection), my interpretation of the RAI is that the cost of the mundane materials used for enchanting a magic item are accounted for in the rituals components you expend to perform the Enchant Magic Item. So in addition to your sulfer, silver keys, glowing rocks, and bottled moonlight, you probably also have some scrap metal, spare blades, drider silk cloth, and so on.
At the very least, its a simple interpretation since it avoids the issue of trying to figure out how much the mundane components of a magic item should cost. While for weapons and armor you can easily point to the mundane equipment chart, you run into some gray areas with other items. Especially wondrous items. For example, what mundane thing do you enchant to create a Portable Hole? A past 1st level, the cost for mundane materials doesn't matter much at all.
YMMV.
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1 year ago ::
Jan 07, 2012 - 4:49PM
#15
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Date Joined:
Apr 16, 2009
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And here's another plug for inherent bonuses. Without them, you have to pour at least 60% of your found-treasure budget into enhancing your weapon/implement, armor, and neck slot - more if you're a two-weapon, two-implement or weapon-and-implement guy. That doesn't leave much for flavor items outside those three slots, or for components.
With inherent bonuses - well, my level 8 Bard has more magic items than levels (almost all magic items level 5 or lower), and carries around a couple thousand GP in cash and unspecified ritual components. So (if she had that specific ritual) she could make a few magic items to meet the specific needs of the moment.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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