[E12] Modifying Existing Items

 

You can modify existing magic items using research, gp, and time. This is like spell research. The amounts vary with the modified effect you are after. A list of changes is on the following page. CF=5: This method can be used to make new magic items as well.

The maximum SL you can modify an item to is equal to your LVL. Round up all fractional SLs.

Final gp cost per item (not including “intermediate” items, see below) is the difference of the gp cost of the new item and the gp cost of the previous item. DM note: I calculate gp cost of items as follows: ((Avg of all plusses and CL)*500-1000)+1d10*100+1d10*10. CL is calculated as follows: (2*SL) + (2dSL/4, round up).

Tg=Target. r=Radius. cu=Cubed. mi=Miles. L=Level of caster. If you want a set effect, set L=9.

Each shift above is applied one at a time, resulting in "intermediate" items that the researcher also develops.

Each “intermediate” step/item requires a research point.

Base Time = (new spell level + 1) weeks (again, this is per shift)

Success Rate = SHOP + (CL*5) - (# of shifts from original * 10) - (SL*10) % where CL=Your caster level and SL=Item spell level.

SHOP is the rating of the workshop used, if no workshop is being used, SHOP=0. A nice, well-stocked workshop in a large city would be about SHOP=50.

There is a -80% applied to the success rate if caster cannot use the new item.

If you fail, you can try again, with a +5% bonus (cumulative) for each time you tried and failed before.

 

Assisted Research:

Assisted research: The second mage adds CL*4 to the SHOP equation, the third adds CL*3, the fourth adds CL*2, the fifth adds CL, each further mage adds 1%. All mages involved must be able to cast the new spell or add only 1%. Note: Hiring Enough 1st level mages seems like a good way to ensure success.

 

Lengthy or Rushed Research:

 

Base Time

Success
Adj.
(%)

Bonus % to
next attempt

(SL+1) segments

-150

0

(SL+1) rounds

-100

0

(SL+1) minutes

-75

0

(SL+1) hours

-50

0

(SL+1) days

0

1

(SL+1) weeks

+25

10

(SL+1) months

+50

50

(SL+1) years

+100

100

Change

SL Difference

Item Plus

TH

+0.5

dmg

+0.5

AT

+0.5

AC

+0.5

Saves

+0.5

hp

+0.5

Exotic Plus

CL

+0.5

limited ML

+1

ML

+3

LVL

+2

HNCL

+1

Weapon

Increase crit range by 1

+1

Increase crit multiplier by 1

+1

Applying Range modifiers to weapon attacks

+2

Applying Area Tg modifiers to weapon attacks

+1

Range

0 -> Touch

+1

Touch -> 10yL

+1

10yL -> 10miL

+1

10miL -> Same Plane

+1

Same Plane -> Any Plane

+1

Range In sight -> Out of sight

+3

Area

1 Tg -> 10'cu / 6'r / 2 Tg

+1

10'cu / 6'r / 2 Tg -> 20'cu / 12'r / L Tg

+1

20'cu / 12'r / L Tg -> 40'cu / 25'r / 4L Tg

+1

40'cu / 25'r / 4L Tg -> 80'cu / 50'r / 8L Tg

+1

80'cu / 50'r / 8L Tg -> 1mi r

+1

1mi r -> 15mi r

+1

Save

Save:0 -> Save:˝

+1

Save:˝ -> No Save

+1

No Save -> -50% MR

+1

-50% MR -> XR instead of MR / -100% MR

+1

XR instead of MR / -100% MR -> No MR

+3

Effect

normal -> +1 die type / +25%

+1

+1 die type / +25% -> +2 die type / +50%

+1

+2 die type / +50% -> +3 die type / +100%

+1

+3 die type / +100% -> +4 die type / +150%

+1

Other

Adding an item plus category not already there

+2

Increasing a slot by 1

+1

Replacing a spell with a spell you know

+1

Reduce the action cost of the item 1 step (min 0, 3/r)

+1

Item ignores Abjuration effects

+2

Item ignores Anti-Magic (Godly Magic)

+3, min 10