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D&D: Five Indispensable Magic Amulets

When it comes to D&D, magical amulets abound. But which should you wear? These five are magically delicious, indispensable even.

Magic amulets are a staple of fantasy stories. Whether they’re unlocking ancient temples or just warding of death, a good magic amulet can really give a story some weight. It’s no different in D&D. With the right magic amulet, your character will be ready to shine. Check out these five indispensable magic amulets.

Amulet of Health

This one’s pretty straightforward. While you wear it, your Constitution score is 19. No effect if your Con score is higher already. But an amulet like this will give you extra hit points, a better Constitution saving throw, and if you’re someone reedy like a Wizard it can mean the difference between life and death.

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Amulet of the Drunkard

With this amulet, a healing potion is always as close as the nearest tavern. While wearing it (no attunement needed), drinking a pint of beer, ale, mead, or wine will restore 4d4 + 4 hit points. It can only do this once per day, but that’s basically a free healing potion with your first drink of the night.

Dark Shard Amulet

This one’s for warlocks only — but if you can get your hands on one, these amulets are handy. Made of a shard of extraplanar material from the realm of your patron, a Dark Shard Amulet not only serves as a spellcasting focus. It also lets you cast any cantrip you don’t know (from the Warlock Spell List) once per day.

Shield Guardian Amulet

This magic amulet at first might not seem to have any properties all its own. But it’s still quite special. Because a Shield Guardian Amulet is attuned to a magical construct known as a Shield Guardian. These constructs will work to protect the amulet’s wearer as best as they can, or will listen to commands given by the bearer.

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Amulet of the Planes

This magical amulet will take you places. With a DC 15 Intelligence check and an action you can cast the plane shift spell. But even if you fail, something interesting is bound to happen. You and everyone and everything within 15 feet get transported to another plane of existence.

So when you want to get somewhere, this amulet can either make it happen, or make it an adventure.

Crafting an Amulet of Protection against evil?

Hello, I need to confirm if this is correct. If my character wanted to craft an amulet with continuous protection against evil. would it be like this?

Continuous/unlimited magic item price: spell level 1 x CL 1 x 2000 * 2 (1 min/per level duration spell type) = 4000 gp base price.

Would this be correct or am I missing something?

Technically, yes. But magic item creation is an art, not a science, so formulaic answers for items based off of continuous spells are usually wrong. Especially 1st level spells.

The main benefit of Protection From Evil is the protection from mind control. Look for other items that give similar protection and adjust pricing to something like that.

thorin001 wrote:

Technically, yes. But magic item creation is an art, not a science, so formulaic answers for items based off of continuous spells are usually wrong. Especially 1st level spells.

The main benefit of Protection From Evil is the protection from mind control. Look for other items that give similar protection and adjust pricing to something like that.

Yeah, that's exactly what we need the amulet for.

The closest thing I could find is a Clear Spindle + Wayfinder which is 4500 gp total.

soulnova wrote: thorin001 wrote:

Technically, yes. But magic item creation is an art, not a science, so formulaic answers for items based off of continuous spells are usually wrong. Especially 1st level spells.

The main benefit of Protection From Evil is the protection from mind control. Look for other items that give similar protection and adjust pricing to something like that.

Yeah, that's exactly what we need the amulet for.

The closest thing I could find is a Clear Spindle + Wayfinder which is 4500 gp total.

And there is an errata on that so that the Prot Evil is no longer continuous.

Continuous armor and saving throw increases should look at the cost for those capabilities and existing magic items first. Just as a continuous mage armor item has to use the +4 armor cost rather than the item formula.

Something like:
+2 armor bonus = bonus squared * 1000 = 4000
+2 resistance bonus = bonus squared * 1000 = 4000

So the cost for just those 2 is 8000gp (though probably with a small deduction for being alignment limited -10%?)

Then you need to work out what the others parts cost. A wayfinder slotted clear spindle ioun stone is another 4500 for the mental effect part.

Then there's the cost for the cannot touch/natural attack ability. Not sure what item that most closely resembles.

I would say 12500gp with a 10% alignment limitation saving = 11250gp plus whatever the cannot touch ability costs.

Sapphire Onion wrote:

Continuous armor and saving throw increases should look at the cost for those capabilities and existing magic items first. Just as a continuous mage armor item has to use the +4 armor cost rather than the item formula.

Something like:
+2 armor bonus = bonus squared * 1000 = 4000
+2 resistance bonus = bonus squared * 1000 = 4000

So the cost for just those 2 is 8000gp (though probably with a small deduction for being alignment limited -10%?)

Then you need to work out what the others parts cost. A wayfinder slotted clear spindle ioun stone is another 4500 for the mental effect part.

Then there's the cost for the cannot touch/natural attack ability. Not sure what item that most closely resembles.

I would say 12500gp with a 10% alignment limitation saving = 11250gp plus whatever the cannot touch ability costs.

limitations generally reduce cost around 50%

Sapphire Onion wrote:

Continuous armor and saving throw increases should look at the cost for those capabilities and existing magic items first. Just as a continuous mage armor item has to use the +4 armor cost rather than the item formula.

Something like:
+2 armor bonus = bonus squared * 1000 = 4000
+2 resistance bonus = bonus squared * 1000 = 4000

So the cost for just those 2 is 8000gp (though probably with a small deduction for being alignment limited -10%?)

Then you need to work out what the others parts cost. A wayfinder slotted clear spindle ioun stone is another 4500 for the mental effect part.

Then there's the cost for the cannot touch/natural attack ability. Not sure what item that most closely resembles.

I would say 12500gp with a 10% alignment limitation saving = 11250gp plus whatever the cannot touch ability costs.

Don't forget the +2 AC bonus is deflection not armor, so it would be accurate to compare the effect to a ring of protection +2 which costs 8.000gp.

i would say around 6500 would be a good price for the item and increase it by 9750 for each additional alignment you seek protection against

If I only wanted the mind control immunity, what would you think it would cost?

soulnova wrote:
If I only wanted the mind control immunity, what would you think it would cost?

depends do you want it vs just evil alignment or vs everything

Yeah, just versus evil.

Ultimate Campaign wrote:

Pricing New Items

The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item in the Core Rulebook, the GM should require using the price of the Core Rulebook item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from "command word" or "use-activated or continuous" descriptions.

Similar items are:

Ultimate equipment wrote:

Mind Sentinel Medallion 3,500 gp
AURA faint abjuration CL 1st

The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away entirely and it becomes a simple piece of silver jewelry.

Knight’s Pennon - Honor 2,200 gp CL 6st
This narrow cloth flag is made to attach to the end a knight’s lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight’s pennon grants different benefits depending on its color and design

Honor: The gold knight’s pennon of honor bestows protection from evil upon the bearer once per day

Both are limited and noticeably weaker than a continuous effect Protection from Evil. To get an effect barely equivalent to a continuous Protection from Evil effect for the length of an adventure you need at least 3 Mind Sentinel Medallions, at 10,500 gp.

The cost of a constant effect magic item is normally 5 times that of a 1 use day magic item, so, if we use the pennon as a basis, a item giving a constant protection from evil would cost (2,200*5) 11,000 gp.

Both methods give values that are close to each others, so we can hypothesize that is the right price. Personally I find it a bit on the low side, as the mental protection is very good, but the utility will vary a lot depending on the campaign.

I think that most players, in a campaign where the enemies aren't primarily evil creatures with mind controlling spells or abilities, will have a hard time choosing between a cloak of resistance +3 at 9,000 gp and a cloak of Protection from Evil at 11,000 gp, so the price seem adequate.

Amulet of negative energy protection--help me price this!

As part of our treasure in last night's session, we found a couple of really nice emeralds. Coupled with my druid's item creation feats and the fact that we got heavily dinged by negative energy during the session, I was thinking it'd be kinda cool to make amulets that could protect, to some degree, against negative energy.

My first attempt at pricing this for my 15th-level character, however, was dismaying: at 5x9x2000x2 (fifth-level druid spell times ninth level times continuous spell times minute/level duration), it'd be 180,000 gp for the item. Uh, no thanks!

Fortunately, I'd originally been thinking of something simpler: my original conception was an amulet that would protect you from nine level-drains before burning out entirely.

How should such an item be priced?

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Infiniti2000

First Post

Death ward 1/day is a +1 armor enhancement in Complete Divine/BoXD (forget which). Death ward is not cheap, especially for a druid. As a charged item, I'm not sure. I suppose SLxCLx50xUses would be a good place to start. Use the 1.5 modifier for the heck of it and you get SLxCLx75xUses, or 3375/use, or 30,375 total.

Any of this rambling help?

Thanee

First Post

I'd estimate that protecting from energy drain is about a 3rd level effect, that protects for minutes.

A continuous item is about equal to 50 charges, at least you need 50 times any costly components and such, so I would put continuous as 50 for calculations.

3x5x2,000x9x2/50 = 10,800 gp (or half as much, if you remove the x2 multiplier for the duration)

Infiniti2000

First Post
Or, you could take the scarab of protection as a base.

Pielorinho

Iron Fist of Pelor

Infiniti, excellent! I KNEW there was some item with a similar effect, but I spent about fifteen minutes going through the magic items, and I couldn't remember what it was.

So, 38,000 would be a very high cap (since I'm not talking about SR 20). Thanee's calculation looks pretty good to me (since I'm not talking about protecting against negative energy attacks except for level drain). I might see if my DM will accept that.

Infiniti, in your first post, I'm not sure I follow your math.

Infiniti2000

First Post

Spell Level = 5
Caster Level = 9
Per Use Charge = 50
Per Use Surchage = +50% due to being more useful and nonstandard slot/charged item than potion

That's the absolutely maximum upper bound IMO. Since you don't care about everything that death ward can do, subtract some reasonable but sizeable portion. Say, 40%.

That gives us a value of 2025 per use, or 18,225 total. That deflects any ONE energy drain attack, no matter how many levels in that particular attack. For example, if you get hit by a vampire twice, once with a critical, then you still only use up 2 charges.

If you want it to be 1 energy drained level / charge, then it should be dropped, probably in half or so.

Pielorinho

Iron Fist of Pelor
Infiniti2000 said:

Spell Level = 5
Caster Level = 9
Per Use Charge = 50
Per Use Surchage = +50% due to being more useful and nonstandard slot/charged item than potion

That's the absolutely maximum upper bound IMO. Since you don't care about everything that death ward can do, subtract some reasonable but sizeable portion. Say, 40%.

That gives us a value of 2025 per use, or 18,225 total. That deflects any ONE energy drain attack, no matter how many levels in that particular attack. For example, if you get hit by a vampire twice, once with a critical, then you still only use up 2 charges.

If you want it to be 1 energy drained level / charge, then it should be dropped, probably in half or so.

Ah, that makes sense. I do wonder, thoug, whether the 40% drop is sufficient. Generally, when you face one energy-drain attack, you face several at once: the vampire attacks you multiple times, or there are multiple wraiths, or whatnot. A single "charge" of death ward protects from at least one encounter's worth of attacks, as it lasts for 9 minutes. This amulet would protect only from a single attack per charge.

Infiniti2000

First Post
Pielorinho said:

Ah, that makes sense. I do wonder, thoug, whether the 40% drop is sufficient. Generally, when you face one energy-drain attack, you face several at once: the vampire attacks you multiple times, or there are multiple wraiths, or whatnot. A single "charge" of death ward protects from at least one encounter's worth of attacks, as it lasts for 9 minutes. This amulet would protect only from a single attack per charge.

Perhaps, but practically speaking you will not use up all 9 charges in one encounter. In fact, I'd say you'd use up at most 1 or 2. Maybe 18K is too high, so I would consider rounding it down to 15,463.

Seriously, though, I think we're bringing it into the ballpark. At this point the price can be tweaked some more depending on the comfort level of the DM/players and the campaign. If this were my campaign, I'd be amenable to dropping it lower, probably to around 12K or so. The reason why is because I use the interpretation on restoration that it dispels all negative levels. That weakens energy drain with respect to the alternative, and thus makes items like this a little weaker. On the other hand, I don't use a lot of level-draining stuff (enervation is banned), so this item will last longer than in another possible campaign. That raises the price a little bit from just 10K.

I would then see what your (the player's) thoughts on that are and listen to counterarguments. Fwiw, my player's are far more worried about things like harm and so have invested in not one but two wands of death ward (CL 7 of course, the first wand was taken from one of the PC's dead bodies--my wife's druid as a matter of fact after she was targeted by a rod-quickened greater dispel magic + DC 29 destruction).

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