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.
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The maximum SL you can
modify an item to is equal to your LVL. Round up all fractional SLs.
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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).
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Tg=Target. r=Radius. cu=Cubed. mi=Miles. L=Level of
caster. If you want a set effect, set L=9.
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Each shift above is applied one at a time, resulting in
"intermediate" items that the researcher also develops.
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Each “intermediate” step/item requires a research point.
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Base Time = (new spell level + 1) weeks (again, this is
per shift)
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Success Rate = SHOP + (CL*5) - (# of shifts from
original * 10) - (SL*10) % where CL=Your caster level and SL=Item spell
level.
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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.
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There is a -80% applied to the success rate if caster
cannot use the new item.
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If you fail, you can try again, with a +5% bonus
(cumulative) for each time you tried and failed before.
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Assisted Research:
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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.
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Lengthy or Rushed Research:
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Base Time
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Success
Adj. (%)
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Bonus % to
next attempt
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(SL+1) segments
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-150
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0
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(SL+1) rounds
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-100
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0
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(SL+1) minutes
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-75
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0
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(SL+1) hours
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-50
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0
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(SL+1) days
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0
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1
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(SL+1) weeks
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+25
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10
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(SL+1) months
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+50
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50
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(SL+1) years
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+100
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100
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