| Brad Whittingham 241 |
Hello! Recently, i've found the great (optional) system that are talismanic components. However, I also found that their was no real consistent way to calculate the worth of these in a balanced way. I then sought out to work and balance them! I'll get straight into the maths:
First off, Armour/Shield Enchanting:
+1 bonus = Sliver of Aether (+1,000gp)
+2 bonus = Fragment of Aether (+4,000gp)
+3 bonus = Shard of Aether (+9,000gp)
+4 bonus = Chunk of Aether (+16,000gp)
+5 bonus = Aether Crystal (25,000gp)
These components are used to give a bonus of +1 to +5, the components are interchangeable, and are worth the amounts noted above.
When it comes to giving these armour/shields properties however, things become (a little) more complicated.
Balanced = Earth Elemental Heart (+3,000gp)
Mirrored = Soul of a Glass Golem (+3,000gp)
All +1 properties MUST cost 3,000gp to be balanced and consistent.
For those asking about multiple enchantments, i propose this:
Let's just say that you were making a +1 balanced mirrored breastplate, you would require 9000gp to make it.
+1 bonus = Sliver of Aether (+1,000gp)
Balanced = Earth Elemental Heart (+3,000gp)
Mirrored = Soul of a Glass Golem (+3,000gp)
As you can see, it only equals 7,000gp, which is why i propose a "binding agent" of some kind. This binding agent needs to be worth 2,000gp to work as well.
Now, weapon properties work very similar, all you need is to double all the things above.
For example, a +1 flaming keen shortsword costs 18,000gp.
+1 bonus = 2 shards of aether (+2,000gp)
Flaming = Fire Elemental Soul (+6,000gp)
Keen = Dragontooth (+6,000gp)
Binding Agent x2 (+4,000gp)
That's the rundown of talismanic components! Let me know if there's any issues with this!
| Brad Whittingham 241 |
Yeah... didn't realize that! But by guesstimating do you mean the prices of these items? If so, there are no real sources that I've seen that supplies how much a dragontooth is worth, though I doubt that it's worth 6,000gp. As long as you make the items add up to what I've said (+1 weapon enchantments being worth 6000gp for example), it should work out fine.
One thing that I recently thought of might be a little better than previously. I was thinking that rather than having the "soul of a fire elemental", you could just have a compound of various items that make up to 6000gp. For example, if you combine some essence of the fire plane, heart of a fire elemental, some Firewater ale and some other fire based ingredients that all equal 6,000gp, you can then make a compound that makes the enchantment possible. You could also make a Craft (Alchemy) or Spellcraft check to successfully make this item, making merchant bought compounds sometimes more useful.
| Azothath |
value=price. Normally the Estimating Table is used to determine prices.
you can assign what ever methods and components fit your whim as a GM. The books do not generally assign method or usually name particulars as that is left up to the GM to fill in if he cares to. For a home game details are important if you want to avoid an overly munchkin environment where plusses are just plusses. The game is meant to be individualized.
I'd try to stick to a thematic method or element. That way it will seem to have some internal consistency and logic.
I always consider the base price to be a combination of the masterwork item price(base materials costs, labor, artistic costs and add ins), component costs and anything special.
| Azothath |
BTB the unique thing about these Talismans is the activation. Somewhat similar to
-my description is slightly different than the book text for obvious reasons, in the book the description is split between two sections-
Attune Gem [Magic Item Creation]
Magically attune a gem to hold a spell until triggered by stated condition.
Prerequisite: Craft (gemcutting) 1 rank, arcane caster level 3rd, INT 13+.
Description:
Store an arcane spell in a gem. User must have the spell available to cast(personally or via item), be of sufficient level to cast the spell, and must provide any material components or focuses the spell requires. The spell, materials, costs and experience are paid when the gem is attuned (spell is stored) and trigger condition is chosen. As normal spell focuses are not consumed in the process but must be available during the attunement. A gem can only be attuned with a single spell. The gem turns to worthless dust after the spell is released. Destruction of the gem releases the spell (such as failing a save and taking damage or being sundered). Once attuned the spell in the gem cannot be changed but can be dispelled as normal leaving the gem intact. The creator of the gem never occidentally triggers the gem. During attunement the creator chooses one of three trigger conditions to activate the stored spell;
1) activate by touch. The creature touching the gem is considered to be the target of the spell if possible (such as with Shield), otherwise the gem is the epicentre of the spell (such as with Sleep) or target (such as with Fireball).
2) activate by time. A specific time period of 1 round to {caster level in years} is chosen. The gem is the target or epicentre of the spell. For obvious reasons personal spells will have little impact if used.
3) activate at range of observable condition. When an observable condition within 120ft or less of the gem occurs the spell is released. The range can be set from 0 ft(physical contact) to 120 ft. The creature touching the gem is considered to be the target of the spell if possible (such as with Shield or Protection from Evil) so normally a gem is worn touching the skin, otherwise the gem is the epicentre of the spell (such as with Sleep) or target (such as with Fireball).
Observable conditions are physical conditions that can be seen by the gem under normal lighting conditions. Some examples are; unconsciousness(but not hit point total), sleep, bleeding from wounds, race, creature type(aberration, undead, etc), physical attributes(but not ability scores) such as wearing specific clothing, jewellery, or weapons, casting a spell, conditions such as not moving for 1 round or 10 rounds(could be paralysed or dead), etc. Conditions that are not visually observable are hit point totals, class, level, alignment, ability scores, invisibility, extraplanar creatures, conditions such as dazed, dazzled, dead, stunned, paralysed, etc.
The gem must have a minimum value equal to 50 gp per level of the spell to be stored. The market price of an attuned gem is equal to 50 gp per spell level times the caster level plus the price of the gem. Cost to create the attuned gem is 25*Spell Level*Caster Level plus the price of the gem and Spell Level*Caster Level in XP.
Cost to create = 25*SplLvl*(CL +2) +(SplLvl*CL)XP, taking 1hr plus casting time of spell.
Price = 50*SplLvl*(CL +1).
For GM sanity I'd suggest a condition of 15 words or less.
some other thoughts and a listing of Magic Item Creation Feats circa 2011
| Azothath |
lol... I was thinking along the lines of components used in crafting talismans (which are wondrous magic items).
or magical talismans which are bit new (last post).
And then there are the little items you stick on armor and shields to increase their bonuses. Basically the last items are slotless and they carry a *2 multiplier for good reason as they are moveable and get around having to craft magic weapons.