Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Creating a non-rod metamagic item


Suggestions/House Rules/Homebrew

Star Voter 2013, Marathon Voter 2014, Dedicated Voter 2015

Is it possible to create a non-rod metamagic item such as armor or a wondrous item that temporarily grants a metamagic feat three times per day? If so, what component cost would be used for the metamagic feat?

After much research and number crunching I'm leaning towards thinking that meta-magic rods should have this ability alone, but I'm not sure the rules truly impose this limitation.

Example:

The market price of a Lesser Metamagic Rod of Quicken is 35,000 gp; the construction cost is 17,500 gp. Looking at the rules for magic item construction, it suggests that items that don't take up a body slot (like a rod?) costs double, so would that mean that the true construction component cost for the metamagic feat in this case would be 8,750 gp?

If true, the logical problem I have is that making a non-rod meta-magic item would then cost only half as much as the corresponding rod, so why would anyone use metamagic rods or take the Craft Rod feat when it would be easier to take Craft Wondrous Item and make belts, helms or amulets of metamagic feats for half the price.


There is precedent for such an item in one of the Adventure Paths. Dont really want to say which, for spoiler reasons, but its not unreasonable for such items to exist.

However, I would say that if you were wanting to craft such an item in a game I was running, you'd need both Craft Rod AND the appropriate Craft Feat for the item you were wanting to make into a 'rod'. That level restriction on making rods seems pretty well a good thing.


How about power components? Single use additional material components that add metamagic to a spell as it is being cast.

I've been developing these, and I have seen items like this published in 3pp a long time ago but couldn't tell you which. For quicken it would be somewhere along the lines of a 450g component, whereas extend might be only 50g. They could be carried in a materials pouch but require an additional move action to "draw" carefully and integrate into the casting of the spell.

Try to come up with a standardized formula I guess. At the moment I'm thinking something like #of spell slots increased squared times 25 for 1st-3rd level spells.

Star Voter 2013, Marathon Voter 2014, Dedicated Voter 2015

meatrace wrote:

How about power components? Single use additional material components that add metamagic to a spell as it is being cast.

I've been developing these, and I have seen items like this published in 3pp a long time ago but couldn't tell you which. For quicken it would be somewhere along the lines of a 450g component, whereas extend might be only 50g. They could be carried in a materials pouch but require an additional move action to "draw" carefully and integrate into the casting of the spell.

Try to come up with a standardized formula I guess. At the moment I'm thinking something like #of spell slots increased squared times 25 for 1st-3rd level spells.

There was a nice list of "power components" in 3.x Unearthed Arcana--I was just looking at that list myself last night; the list is available here.

Star Voter 2013, Marathon Voter 2014, Dedicated Voter 2015

KrispyXIV wrote:

There is precedent for such an item in one of the Adventure Paths. Dont really want to say which, for spoiler reasons, but its not unreasonable for such items to exist.

However, I would say that if you were wanting to craft such an item in a game I was running, you'd need both Craft Rod AND the appropriate Craft Feat for the item you were wanting to make into a 'rod'. That level restriction on making rods seems pretty well a good thing.

Hmm, adding the Craft Rod as a prerequisite was definitely something I was considering, thanks for the comment.


There is still one item ingame

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/incen se-of-meditation

More or less :)


meatrace wrote:

How about power components? Single use additional material components that add metamagic to a spell as it is being cast.

I've been developing these, and I have seen items like this published in 3pp a long time ago but couldn't tell you which. For quicken it would be somewhere along the lines of a 450g component, whereas extend might be only 50g. They could be carried in a materials pouch but require an additional move action to "draw" carefully and integrate into the casting of the spell.

Try to come up with a standardized formula I guess. At the moment I'm thinking something like #of spell slots increased squared times 25 for 1st-3rd level spells.

Neither rods nor material components increase casting time so the move action cost seems arbitrary. It also weakens quicken. Even sorcerors don't pay action penalties for quicken.


Atarlost wrote:
meatrace wrote:

How about power components? Single use additional material components that add metamagic to a spell as it is being cast.

I've been developing these, and I have seen items like this published in 3pp a long time ago but couldn't tell you which. For quicken it would be somewhere along the lines of a 450g component, whereas extend might be only 50g. They could be carried in a materials pouch but require an additional move action to "draw" carefully and integrate into the casting of the spell.

Try to come up with a standardized formula I guess. At the moment I'm thinking something like #of spell slots increased squared times 25 for 1st-3rd level spells.

Neither rods nor material components increase casting time so the move action cost seems arbitrary. It also weakens quicken. Even sorcerors don't pay action penalties for quicken.

Well you could remove it for quicken. Fine my me. However there IS an increased casting time with rods-drawing the rod. Unless you walk around all day with your metamagic rod in hand, you need to pull it from somewhere, likely a handy haversack, which is a move action. Especially if you (like I imagine most casters at higher level) own more than one metamagic rod. Maybe this round you want to quicken a buff and next round you want to make glitterdust persistent, you what, drop one metamagic rod on the ground? Methinks not. It's largely a balance thing, IMO.

Shadow Lodge

1 person marked this as a favorite.

A handy rule of thumb for mods, particularly with spells, items, and the like is:

Core is King.

Basically whatever exists in the core rules is (should be) the best way to achieve that result, and if your way obsoletes the core then it is too powerful.

Now that's not to say you shouldn't customize. You absolutely should. Just make sure that you're using up the same slot, at the same costs, with the same limitations, etc.

Along that line of reasoning, would your non-rod allow use of a rod as well? E.g. non-rod of quicken and rod of maximize? If so, that could be a deal-breaker. Research it carefully.


So long as whatever it is requires a hand to be holding it, it shouldn't matter if it's a rod, an orb, or even a weapon (add weapon enhancements on top for super expensive fun!).


That is also important.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Suggestions/House Rules/Homebrew / Creating a non-rod metamagic item All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.