crafting armor- enhancement calculations with spells


Rules Questions

Grand Lodge

If a +5 armor has three command-word triggered, once per day use spells added to it, are they each considered +1 bonus regarding the +10 bonus limit?


nogoodscallywag wrote:
If a +5 armor has three command-word triggered, once per day use spells added to it, are they each considered +1 bonus regarding the +10 bonus limit?

I'll bite. It probably depends on which 3 Spells you're thinking about.

Detect Magic or Wish (yeah, its probably somewhere in-between :-)

Grand Lodge

well a guy has leaf armor +5, fire resistance. he wants to craft a spell, fly, into it, use is once per day.

he also wanted to make +5 armor with these three spells on it, once per day uses: open/close, detect magic, and permanent feather fall

Grand Lodge

how would fly even be implemented into the armor? would it be use activated/continuous? would it be command word trigger? what if he wanted the fly to always be on?

Grand Lodge

of course, a continuous flying armor may need UMD, right?


Designing custom magic items is kind of a fuzzy art. Expect to tweak things as necessary. For adding spell like abilities like that, I probably wouldn't work them in like enhancement bonuses. I'd probably consider it a separate ability according to the magic item creation guidelines.

Command word activated is the usual method and the guidelines are priced such that you don't need UMD to activate it unless it has a restriction on race/class/alignment/whatever that you don't meet.

The only real limit on doing it this way is money and GM approval. To cast Fly 1/day with a command word for five minutes at a time, it'd cost 5,400g market price, if you go by the guidelines.

Now when you have multiple abilities in a single magic item, the most expensive ability costs normal price and every ability after that is priced at 150%. I'm not sure how this ought to work in relation to actual armor properties (either enhancement equivalent or flat rate abilities). The simplest way is probably to just price the proper armor abilities as normal and add in special stuff at 150% regardless of what it costs. So in that case, you'd price in 1/day Fly at 8,100g.

Using those guidelines, Detect Magic and Open/Close 1/day on magic armor would run 270g each. Permanent Feather Fall clocks in at 12,000g and a continuous Fly rings up at a big 90,000g.

Keep in mind, inventing new magic items or applying enchantments that aren't laid out in the book is kind of rough and the directions for doing so are guidelines, not rules. You're already in houserule territory by making custom stuff, so if you think it'll work better as enhancement equivalent, go ahead and do so.

Grand Lodge

nogoodscallywag wrote:
If a +5 armor has three command-word triggered, once per day use spells added to it, are they each considered +1 bonus regarding the +10 bonus limit?

The other abilities are essentially added outside of the plus system so it's +5 armor plus whatever costs you want to add onto it for the enhancements. Given that it's custom rules I would suggest using the modifiers for a slotless item and then doubling the resultant costs for those extra enchantments.

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