The Lost Connection: Rediscovering the Bond Between Two Enchanted Objects

By admin

In the realm of fantasy and folklore, magic items have always captured our imagination. These objects possess extraordinary powers and abilities that can shape the course of a story or adventure. Three notable magic items that have become iconic in literature and popular culture are the Sword of Excalibur, the One Ring, and the Elder Wand. The Sword of Excalibur, the legendary weapon of King Arthur, holds a special place in mythology. Forged by the powerful Lady of the Lake, Excalibur represents Arthur's rightful claim to the throne of Camelot. With its enchanted properties, the sword bestowed its wielder with incredible strength and skill in battle.


If you are ADDING a function to an item that goes in a slot (Adding, for example, a +5 stealth bonus to +1 Cloak of Resistance), you compare the base value of everything on it and being added. The most expensive base value is at 100%. The next most expensive is at 150%. Per the rules purely as written (they're funky), if you had a THIRD item, it would be at 225% (150% of 150%), and so on. It gets REALLY weird after two functions.

Like your soul bound concept - each item was once owned by one of your ancestors, whose soul is bound to the item and only a descendant can use the arcane effects within each item. If you are ADDING a function to an item that goes in a slot Adding, for example, a 5 stealth bonus to 1 Cloak of Resistance , you compare the base value of everything on it and being added.

Three magic items and a pair of enchanted objects

With its enchanted properties, the sword bestowed its wielder with incredible strength and skill in battle. Its presence signifies justice and nobility, as only the true and worthy could draw the sword from the stone. The One Ring, created by the dark lord Sauron in J.

Adding Magical Abilities to Existing Magic Items

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item.

If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%."

In this I don't understand two things:

a) If the item "is one that occupies a specific place on a character’s body", the value of the original item is *no longer* subtracted or it is still subtracted by the value of the added ability is 150% of the original??

b) If it is subtracted, how one calculate the price modifier of an added property that would lead to a 150% cost that is *lower* than the original item?

For example, adding the properties of Muleback Cords should be 1.500 gp of extra price, but if I add it to Cloak of Elvenkind (2.500 gp), what would be the cost of adding the ability?

Or it would be +1.500 "clean"?

And also. would be possible to do this also with Magical Tattoos?
But these wouldn't count as occupying "a specific place on a character's body", right?
Skarm

A + B) The value of the original non-magical item is still subtracted. In some cases, this value may be zero. For example, a cloak has a nominal price of 0 - Cloak of Elvenkind is 2500, not 2501. But if you made it out of some expensive material - gold thread or something - that cost 500 gp, then that cloak of elvenkind would be 3000. Where this really starts to come up are weapons and armor - masterwork +material costs.
So yes, the Muleback cords + Cloak of Elvenkind would be 4000 total. If it was a gold thread cloak (or whatever) then it would be 4500.

Yes you can do this with magical tattoos, which are already twice the market price of an equivalent wondrous item for not being item. Note that tattoos DO have item slots, and do count as a specific place. Note the Benefit Paragraph

River of Sticks wrote:

Hi Skarm,

A + B) The value of the original non-magical item is still subtracted. In some cases, this value may be zero. For example, a cloak has a nominal price of 0 - Cloak of Elvenkind is 2500, not 2501. But if you made it out of some expensive material - gold thread or something - that cost 500 gp, then that cloak of elvenkind would be 3000. Where this really starts to come up are weapons and armor - masterwork +material costs.
So yes, the Muleback cords + Cloak of Elvenkind would be 4000 total. If it was a gold thread cloak (or whatever) then it would be 4500.

Yes you can do this with magical tattoos, which are already twice the market price of an equivalent wondrous item for not being item. Note that tattoos DO have item slots, and do count as a specific place. Note the Benefit Paragraph

Thank you. now it is clearer!

But so. in the example. the +2 vorpal longsword has the +1 longsword subtracted because the +1 is part of the +2 vorpal longsword value just like the (physical, mundane, masterwork) weapon?

P.S.: I have already set my eyes on the *lovely* magic tattooes, but take a special build to have them (may be like a cohort). and I am afraid my DM will not like them. :(

Take cost of new item.
Subtract cost of old item.
Done.

River of Sticks wrote:

So yes, the Muleback cords + Cloak of Elvenkind would be 4000 total.

I cannot find the proper section right now, but adding other abilities to wondrous items, rings and tattoos is calculated like this:

cost of the least expensive magic item + 1.5 times the cost of every other additional magic item upgrade added.

So muleback cords + cloak of elvenkind should be priced:

1000 + (1.5 x 2500) = 1000 + 3750 = 4750.

No matter which is the base magic item.

I could have sworn it was the opposite. 100% the most expensive item, and then 150% of each secondary set of abilities. But I cannot find rules text for EITHER interpretation. Can you link the FAQ or rules text saying it's cost of least +1.5 everything else?

Skarm, go and read Items that can save you in 2018 as that will have a lot of simple standard items to look at.

Magical tattoos are not very efficient from a cost perspective, nor are riffle scrolls. Save your cash and use a wand. Weaponwand spell may be of interest.

OK, so. Having made MANY magical items via the rules, here's how it works:

FIRST, any item that uses an enhancement bonus (Weapons, shields, armor, Amulets of Mighty Fists) basically work out as (Total Enhancement Value) - (Current Enhancement Value). So, if you're adding Flaming to a +1 Holy sword, you're creating a +4 equivalent (32,000g) from a +3 equivalent (18,000g). The VALUE of this upgrade is 14,000g. Cut that in half for COST, if you have Craft Magical Arms and Armor, and then deduct any other bonuses.

This also holds true if you make an existing item STRONGER, such as upgrade a +2 Charisma item to a +4, or a +2 Cloak of Resistance to a +3.

If you are ADDING a function to an item that goes in a slot (Adding, for example, a +5 stealth bonus to +1 Cloak of Resistance), you compare the base value of everything on it and being added. The most expensive base value is at 100%. The next most expensive is at 150%. Per the rules purely as written (they're funky), if you had a THIRD item, it would be at 225% (150% of 150%), and so on. It gets REALLY weird after two functions.

The value actually comes in on NON-slotted items being upgraded. The value the secondary+ enchantments is at 200% for unrelated things. Like if you wanted to add a +10 fire resistance to an unslotted item that already gives a skill bonus to smithing. But it's at 75% (again, technically each stage past first) if it's RELATED, such as adding a +5 Perform bonus to a +4 Charisma item.

- The item cannot be disarmed, stolen, or otherwise taken from the owner without consent. Alternatively: any time the owner attempts to draw the item (from a pocket, sheath, etc), the item magically appears in their hands, even it if had been taken of left at another location.
Three magic items and a pair of enchanted objects

R.R. Tolkien's epic tale The Lord of the Rings, possesses an unparalleled level of power. Whoever possesses the ring becomes invisible and gains great influence over others. However, the ring also corrupts and consumes its bearer, making it a dangerous and destructive force. The main objective of the story revolves around destroying the ring to ensure that its power does not fall into the wrong hands. Another famous magic item is the Elder Wand from J.K. Rowling's Harry Potter series. This wand is one of the three Deathly Hallows and is known to be the most powerful wand in existence. The Elder Wand grants its owner immense magical abilities, making them nearly invincible in duels. However, the wand has a history of bringing tragedy to its wielders, as its power often leads to greed and violence. In the story, Harry Potter faced the temptation of the wand's power but ultimately chose to discard it, breaking its cycle of destruction. Alongside these magical artifacts, enchantment can also be found in everyday objects. A notable pair of enchanted objects are Cinderella's glass slippers and Aladdin's magic carpet. Cinderella's glass slippers, given to her by her Fairy Godmother, symbolize transformation and hope. They enable her to attend the royal ball and find true love. Similarly, Aladdin's magic carpet, a gift from the Genie, allows him to travel swiftly and effortlessly. It becomes an important ally to Aladdin in his adventures and aids him in winning the heart of Princess Jasmine. Magic items and enchanted objects play a crucial role in the world of fantasy. They represent power, transformation, and the human desire for something extraordinary. These artifacts bring an element of wonder and awe, capturing our imagination and taking us on incredible journeys within the pages of a book or the scenes of a movie. Whether it's a sword, a ring, or a pair of slippers, these magical items transport us to a world where anything is possible..

Reviews for "The Magic Within: Harnessing the Power of Two Enchanted Objects"

1. Jennifer - 2 stars - I must admit, I was quite disappointed by "Three magic items and a pair of enchanted objects". The writing style felt disjointed and the characters were shallow with no depth or development. Additionally, the plot lacked substance and was predictable. I had high hopes for this book, but unfortunately, it fell flat for me. I would not recommend it to others who are seeking a captivating and well-crafted fantasy story.
2. Robert - 1 star - "Three magic items and a pair of enchanted objects" was a complete letdown. The concept seemed intriguing, but the execution was poor. The pacing was incredibly slow, and I found myself forcing through the pages hoping for some excitement. Regrettably, it never came. The dialogue felt forced and unnatural, making it difficult to connect with the characters. Overall, the book failed to engage me and left me feeling unsatisfied.
3. Sarah - 2 stars - I struggled to finish "Three magic items and a pair of enchanted objects". The prose was uninspiring and lacked any sense of beauty or imagination. The world-building was minimal, leaving me with little understanding or connection to the setting. The characters felt one-dimensional and lacked motivation or relatability. While some may enjoy this book for its simplicity, I found it lacking depth and substance. Overall, it was a forgettable read that I would not recommend.

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