Charged Item Enchanting



  • Charged item enchantment is suspended.


    Presenting the long anticipated Charged Item system, items such as wands, staves, and bardic instruments can now be enchanted.

    Rules
    -The caster must meet the minimum caster level of the spell in question. These are set by the toolset and give little option for me to alter, I've done the best I could to make the caster levels fair and useful. Increased caster level also applies.

    -If the spell in question requires a material component to cast, you must spend an equal amount in the creation of the item.

    -Beginning at level 6, you may enchant any charged item you can afford, using any spell in which you meet the requirements.

    -Enchanting charged items overlaps with the enchanting rules, meaning you will not be able to enchant both an item and a charged item within the same timeframe.

    -Charged items have no critical success or failure chance, nor do they require exotic components. A write up of the enchanting process is still required.

    -If an item casts multiple spells, you only pay the cost for the highest level. Decreased charges used needs only be purchased once per item. Increased Caster Level must be purchased for EACH spell used, or they default to minimum CL.

    -An item with a use restriction can only be used by certain classes without Use Magic Device skill. Arcane refers to Bards/Wizards/Sorcerors. Divine refers to Clerics/Druids/Paladins/Rangers. If a spell does not appear on the spellist for an arcane or divine caster, they will be excluded from using that item without Use Magic Device.

    -You may only make one item at a time, you may not make items with less than 50 charges. An item with use restrictions cannot be made without use restrictions.

    Tiers: 6 total levels
    1 point item - 100 exp, 500 gold
    2 point item - 200 exp, 1,000 gold
    3 point item - 400 exp, 1,500 gold
    4 point item - 800 exp, 2,000 gold
    5 point item - 1200 exp, 3,000 gold
    6 point item - 2000 exp, 4,000 gold

    Spell Level: up to 4th level spells
    1st Circle - 1 point
    2nd Circle - 2 points
    3rd Circle - 3 points
    4th Circle - 4 points

    Where an item has multiple options, only the highest spell is paid for.

    Charges
    5 per use - 0 points
    2 per use - 1 point
    1 per use - 2 points

    Increased Caster Level: not all spells will be allowed this property
    1st circle = +1 point adjustment
    2nd circle = +2 point adjustment
    3rd circle = +2 point adjustment
    4th circle = +3 point adjustment

    Item Type
    Wondrous Item - single use, misc. item, 1 spell, -3 point adjustment.
    no use restriction

    Wand - 50 charges, 1 spell, use restriction, 0 point adjustment
    arcane/divine

    Rod - 50 charges, 1 spell, +1 point adjustment
    no use restriction

    Stave - 50 charges, 3 spells, use restriction, +2 point adjustment
    arcane/divine

    Instrument - 50 charges, 2 spells, use restriction,+1 point adjustment
    bard only

    Scabbard - 50 charges, 1 weapon spell, 0 point adjustment
    weapon only, no restriction

    Charm - 50 charges, 1 spell, defensive only, 0 point adjustment
    non-offensive only, no restriction

    Prayerbook - 50 charges, 4 spells, use restriction, +3 point adjustment
    Divine Only

    Spellbook - 50 charges, 4 spells, use restriction, +3 adjustment
    Arcane Only

    Songbook - 50 charges, 4 spells, use restriction, +3 adjustment
    Bard Only

    Class bonuses

    Certain classes will be able to make certain items better than other classes, though by default all items are possible by all classes. These bonuses take the form of a 1 point reduction on the total cost tier. This means that 7 point items are available for certain classes.

    Bard - instrument = -1
    Cleric - prayer book = -1
    Druid - staves = -1
    Paladin - scabbards = -1
    Ranger - charms = -1
    Sorceror - rods = -1
    Wizard - wands = -1



  • Charged Item enchanting is under review and unavailable until further notice.



  • Spells available for wizards and sorcerors. These took the most effort to balance CL's, as some go from very minimal powered to overpowered quickly. As such, what you see here is the best I could do, and these are non-negotiable.

    Wizards/Sorcerors

    1
    burning hands - CL 2/5
    charm person - CL 2/10
    color spray - CL 2
    endure elements - CL 2
    expeditious retreat - CL 5
    grease - CL 2
    horizikauls boom - CL 2
    ice dagger - CL 2
    identify - CL 2
    ironguts - CL 2
    mage armor - CL 2
    magic weapon - CL 2 (no wands)
    magic missile - CL 3/5
    negative energy ray - CL 5/7
    protection from alignment - CL 2/5
    ray of enfeeblement - CL 2
    scare - CL 2
    shelgarns persistent blade - CL 2
    shield - CL 5
    sleep - CL 2/5
    summon creature I - CL 2/5
    true strike - CL 5

    2
    balagarns iron horn - CL 7
    blindness/deafness - CL 3
    bulls strength - CL 3
    cats grace - CL 3
    cloud of bewilderment - CL 3
    combust - CL 3
    continual flame - CL 7
    darkness - CL 3
    death armor - CL 2
    eagles splendor - CL 3
    endurance - CL 3
    flame weapon - CL 10 (no wands)
    foxs cunning - CL 3
    geedlees electric loop - CL 3
    ghostly visage - CL 3/9
    ghoul touch - CL 3
    invisibility - CL 3
    knock - CL 3
    lesser dispel - CL 3/5
    melfs acid arrow - CL 3/6
    owls wisdom - CL 3
    resist elements - CL 3
    see invisibility - CL 3
    stone bones - CL 3
    summon creature II - CL 3
    tashas hideous laughter - CL 7
    ultravision - CL 3/6
    web - CL 3

    3
    clairvoyance/clairaudience - CL 5/10
    clarity - CL 3
    dispel magic - CL 5
    displacement - CL 9
    find traps - CL 3
    fireball - CL 5
    flame arrow - CL 5
    greater magic weapon - CL 10 (no wands)
    gust of wind - CL 10
    haste - CL 5
    hold person - CL 3
    invisibility sphere - CL 5
    keen edge - CL 10 (no wands)
    lightning bolt - CL 5
    magic circle against alignment - CL 5
    mestils acid breath - CL 5
    negative energy burst - CL 5/10
    protection from elements - CL 5
    scintillating sphere - CL 5
    slow - CL 5
    stinking cloud - CL 5
    summon creature III - CL 5
    vampiric touch - CL 5

    4
    bestow curse - CL 11
    charm monster - CL 5/10
    confusion - CL 5
    contagion - CL 5
    elemental shield - CL 7
    enervation - CL 7
    evards black tentacles - CL 7
    fear - CL 5
    ice storm - CL 9
    improved invisibility - CL 4
    isaac's lesser missile storm - CL 13
    lesser spell breach - CL 7
    minor globe of invulnerability - CL 7 (no wands)
    phantasmal killer - CL 7
    polymorph self - CL 7
    remove blindness/deafness - CL 5
    remove curse - CL 5
    shadow conjuration - CL 7
    stoneskin - CL 7
    summon creature IV - CL 7
    wall of fire - CL 9



  • Available Ranger spells and CL's.

    Rangers

    1
    camouflage - CL 5
    cure light wounds - CL 2/5
    entangle - CL 2/5
    grease - CL 2
    magic fang - CL 5
    resist elements - CL 3
    summon creature I - CL 2/5
    ultravision - CL 3/6

    2
    cats grace - CL 3
    hold animal - CL 3
    one with the land - CL 7
    protection from elements - CL 5
    sleep - CL 2/5
    summon creature II - CL 3

    3
    aid - CL 3
    blade thirst - CL 12 (no wands)
    cure moderate wounds - CL 3/6
    greater magic fang - CL 9
    invisibility purge - CL 5
    neutralize poison - CL 7
    remove disease - CL 5
    summon creature III - CL 5

    4
    cure serious wounds - CL 5/10
    freedom of movement - CL 7
    mass camouflage - CL 13
    polymorph self - CL 7
    summon creature IV - CL 7



  • Paladin available spells and CL's

    Paladins

    1
    bless - CL 2
    bless weapon - CL 6/10 (no wands)
    cure light wounds - CL 2/5
    deafening clang - CL 6 (no wands)
    divine favor - CL 5
    endure elements - CL 2
    magic weapon - CL 2 (no wands)
    protection from alignment - CL 2/5

    2
    aid - CL 3
    aura of glory - CL 7
    bulls strength - CL 3
    eagles splendor - CL 3
    remove paralysis - CL 3
    resist elements - CL 3

    3
    dispel magic - CL 5
    greater magic weapon - CL 10 (no wands)
    magic circle against alignment - CL 5
    prayer - CL 5
    remove blindness/deafness - CL 5

    4
    cure serious wounds - CL 5/10
    death ward - CL 5
    freedom of movement - CL 7
    holy sword - CL 15 (no wands)
    neutralize poison - CL 5



  • Spells available for Druids and their available CL's.

    Druids

    1
    camouflage - CL 5
    cure light wounds - CL 2/5
    endure elements - CL 2
    entangle - CL 2/5
    grease - CL 2
    magic fang - CL 5
    sleep - CL 2/5
    summon creatute I - CL 2/5
    ultravision - CL 3/6

    2
    barkskin - CL 3/6
    bloodfrenzy - CL 7
    bulls strength - CL 3
    charm person or animal - CL 3/10
    flame lash - CL 3/10
    hold animal - CL 3
    lesser dispel - CL 3/5
    lesser restoration - CL 3
    one with the land - CL 7
    resist elements - CL 3
    summon creature II - CL 3

    3
    call lightning - CL 5/10
    contagion - CL 5
    cure moderate wounds - CL 3/6
    dominate animal - CL 5
    greater magic fang - CL 9
    healing sting - CL 5
    infestation of maggots - CL 5
    neutralize poison - CL 5
    poison - CL 5
    protection from elements - CL 5
    quillfire - CL 8
    remove disease - CL 5
    spike growth - CL 9
    summon creature III - CL 5

    4
    cure serious wounds - CL 5/10
    dispel magic - CL 5
    flame strike - CL 7/12
    freedom of movement - CL 7
    hammer of the gods - CL 7/12
    hold monster - CL 7
    mass camouflage - CL 13
    stoneskin - CL 7
    summon creature IV - CL 7



  • Cleric available spells, including increased caster levels.

    Clerics

    1
    bane - CL 5
    bless - CL 2
    cure light wounds - CL 2/5
    divine favor - CL 5
    doom - CL 2/5
    endure elements - CL 2
    entropic shield - CL 5
    inflict light wounds - CL 5
    magic weapon - CL 2
    protection from alignment - CL 2/5
    remove fear - CL 2
    sanctuary - CL 2
    scare - CL 2
    shield of faith - CL 5
    summon creature I - CL 2/5

    domain spells:
    entangle - CL 2/5
    identify - CL 2
    mage armor - CL 2
    negative energy ray - CL 5/7

    2
    aid - CL 3
    bulls strength - CL 3
    cure moderate wounds - CL 3/6
    darkness - CL 3
    eagles splendor - CL 3
    endurance - CL 3
    find traps - CL 3
    foxs cunning - CL 3
    hold person - CL 3
    inflict moderate wounds - CL 7
    lesser dispel - CL 3/5
    lesser restoration - CL 3
    negative energy ray - CL 5/7
    owls wisdom - CL 3
    remove paralysis - CL 3
    resist energy - CL 3
    silence - CL 3
    soundburst - CL 3
    stonebones - CL 3
    summon creature II - CL 3
    ultravision - CL 3

    domain spells:
    barkskin - CL 3/6
    cats grace - CL 3
    cure serious wounds - CL 5/10
    invisibility - CL 3
    knock - CL 3
    melfs acid arrow - CL 3/6
    searing light - CL 5
    web - CL 3

    3
    animate dead - CL 5/10
    bestow curse - CL 11
    blindness/deafness - CL 3
    clarity - CL 3
    contagion - CL 5
    continual flame - CL 7
    cure serious wounds - CL 5/10
    darkfire - CL 5 (no wands)
    dispel magic - CL 5
    glyph of warding - CL 5
    inflict serious wounds - CL 9
    invisibility purge - CL 5
    circle of protection vs alignment - CL 5
    magic vestment - CL 5
    negative energy protection - CL 5/10
    prayer - CL 5
    protection from elements - CL 5
    remove blindness/deafness - CL 5
    remove curse - CL 5
    remove disease - CL 5
    searing light - CL 5
    summon creature III - CL 5

    domain spells:
    call lightning - CL 5/10
    clairvoyance/clairaudience - CL 5/10
    divine power - CL 7
    freedom of movement - CL 7
    invisibility sphere - CL 5
    negative energy burst - CL 5/10
    poison - CL 5
    stinking cloud - CL 5
    true seeing - CL 9

    4
    cure critical wounds - CL 7/12
    death ward - CL 7
    dismissal - CL 7/12
    divine power - CL 7
    freedom of movement - CL 7
    greater magic weapon - CL 10 (no wands)
    hammer of the gods - CL 7/12
    inflict critical wounds - CL 12
    neutralize poison - CL 5
    poison - CL 5
    restoration - CL 7
    summon creature IV - CL 7

    domain spells:
    minor globe of invulnerability - CL 7 (no wands)
    phantasmal killer - CL 7
    slow - CL 5
    stoneskin - CL 7
    wall of fire - CL 9



  • Available bard spells, including minimum caster levels and increases.

    Bards

    1
    amplify - CL 5
    balagarns iron horn - CL 7
    charm person - CL 2/10
    cure light wounds - CL 2/5
    expeditious retreat - CL 5
    grease - CL 2
    identify - CL 2
    lesser dispel - CL 3/5
    magic weapon - CL 2 (no wand)
    protection from alignment - CL 2/5
    scare - CL 2
    sleep - CL 2/5
    summon creature I - CL 2/5

    2
    blindness/deafness - CL 3
    bulls strength - CL 3
    cats grace - CL 3
    clarity - CL 3
    cloud of bewilderment - CL 3
    cure moderate wounds - CL 3/6
    darkness - CL 3
    eagles splendor - CL 3
    foxs cunning - CL 3
    ghostly visage - CL 3/9
    hold person - CL 3
    invisibility - CL 3
    owls wisdom - CL 3
    see invisibility - CL 3
    silence - CL 3
    sound bust - CL 3
    summon creature II - CL 3
    tasha's hideous laughter - CL 7
    ultravision - CL 3/6

    3
    bestow curse - CL 11
    charm monster - CL 5/10
    clairvoyance/clairaudience - CL 5/10
    confusion - CL 5
    cure serious wounds - CL 5/10
    dispel magic - CL 5
    displacement - CL 9
    fear - CL 5
    find traps - CL 3
    greater magic weapon - CL 10 (no wands)
    gust of wind - CL 10
    haste - CL 5
    invisibility sphere - CL 5
    keen edge - CL 10 (no wands)
    magic circle against alignment - CL 5
    remove curse - CL 5
    remove disease - CL 5
    slow - CL 5
    summon creature III - CL 5
    wounding whispers - CL 9

    4
    cure critical wounds - CL 7/12
    dismissal - CL 7/12
    dominate person - CL 7
    hold monster - CL 7
    improved invisibility - CL 7
    legend lore - CL 5 (no wands)
    neutralize poison - CL 5
    summon creature IV - CL 7
    war cry - CL 7 (no wands)