Creating magical items with restriction: skill


Rules Questions

Grand Lodge

A wizard wants to create a portable hole with an alignment restriction and make it to where a user must use disable device, too. He wants the 40% discounts from these restrictions.

He wants to make some, then sell them, then keep one for himself.

My question is, how to adjudicate the skill portion. Can he pick the DC to be added on disable device? Will this increase the cost or the cost to create? Or does simply putting a skill restriction on an item mean it to be a simple skill must have ranks in it?

For instance, say he want to put a skill restriction of acrobatics. This doesn't make much sense, since everybody has acrobatics but not every has a rank in it. What would a skill like acrobatics have to do with using an item anyway, unless it was specific to motion and movement or something.

Could he place the disable device skill use on it, making it DC 100?


I never give "restricted user" discounts on items that are made for a specific user. What is the disadvantage he is taking on that's worth a discount?


You are well advised to just toss the guidelines about creating magical items out the window, they are simply too abusable. Just go with what makes sense, and price it to what it would be worth to the PCs.


Since you've posted this in the rules section, I will say there are no rules on this. It's GM decision territory (as are all custom magic items technically).

I will also say that by a strict reading of the restrictions section, the class/alignment restrictions only say they reduce the price, not the cost. The skill restriction says it reduces the cost. (Which means the class/alignment restriction doesn't save a crafter any money.)

As for what the appropriate skill roll would be, I'd suggest finding some existing items that need one. (You might consider using the save DC as a ballpark figure, but that's off the top of my head.)

Finally, it's magic. If you have to do a backflip to open the portable hole, it doesn't make much sense, but there have been some crazy wizards in the past and magic doesn't always have to make sense. That said, if the buyer can't get it open no matter what (a DC 100 check) they probably wouldn't buy it. After all, at that point, it's just a useless piece of black cloth.

Edit: Oh yeah, and any skill restrictions apply to the player too, so the wizard will still have to do a backflip if he wants to use his own portable hole.

Also, ninja'd. The magic item guidelines actually work very well in a large majority of cases. There are a few obvious things that you can make with them that are way too good though, but the whole section comes with a "by GM permission only" disclaimer, so just don't allow such items. (The necklace of unlimited CLW for 2000 gp being the most common example.)

Liberty's Edge

A quote from one of the game developers (SKR in the second citation, I included the first citation for completeness):

James Risner wrote:
nidho wrote:
I'd apply the 30% price reduction to the restricted to worshippers abilities cost.

Those rules should only penalize you when selling an item, and never when buying an item.

Being able to buy an item using the 30% discount violates the item creation rules themselves by providing an item that works better for one class/religion/etc than another.

In the 3.5 world, with the WotC FAQ, it was clear those reductions (10 & 30%) were not ways to buy/build items less expensive and only effected looted items the party wants to sell.

So more than likely, the price will be as if the light/esplend worked for everyone despite the fact it doesn't.

Sean K Reynolds wrote:
James Risner wrote:
So more than likely, the price will be as if the light/esplend worked for everyone despite the fact it doesn't.

Correct.

When building an item, you calculate the cost to create it as if it were in the hands of an optimal user. Otherwise it's basically cheating. Observe:

Ezren makes a headband of vast intelligence +6. Cost to create: 18,000 gp

vs.

Ezren makes a headband of vast intelligence +6, but it only works for male humans (discount!) named Ezren (discount!) who are at least "old" age (discount) and were born in Absalom (discount!). Cost to create: ridiculously cheap, even though it works exactly like a standard headband +6.

For the OP's question:
Eagle’s splendor 2*3*1800/5 = 2160
Burning hands SL1 x CL3 x 1800/5 = 1080
Using the "multiple different abilities" guideline, we multiply the cost of the burning hands ability by 1.5 to get 1620
2160 + 1620 = 3,780

Glowing with light at will is pretty insignificant--it's not as good as being able to cast light at will (because only the orb lights, rather than being able to cast it on a coin you can throw, an ally's weapon, etc.), so I didn't use the standard SL .5 x CL 3 x 1800 for an on-command unlimited cantrip. Furthermore, the caster level of an unlimited-use light cantrip has a negligible effect (the effect on the duration is irrelevant because it's an at-will ability, and the increased resistance to a dispelling attempt is essentially irrelevant). Plus, the option to light at will is something you get for free in magic weapons, so throwing it in here at something than the formulaic cost is fair. As the mathematical price of the item so far is a non-simple number, I rounded the price up to 3,900 gp (1) to take into account the cost of the light ability, and (2) to make the final gp price nicer.

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