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Alchemy Items

Armor Enchantments


-- Charging: A suit of Charging armor allows the wearer to inflict double damage on non-mounted charging attacks. If under the effect of a Haste spell, either via spell, Boots of Speed, or similar item, the wearer cannot use the move-equivalent action to withdraw from melee.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Haste; Market Price: +1 bonus.

How does Polymorph Any Object work on magic items?

It works just as described in the book, with the following clarifications for our purposes:

  • Polymorph Any Object cannot create value -- therefore, it cannot be used to make a slotless item from a slotted one. (E.g., you cannot use PAO to turn a Belt of Giant Strength +4 into an Ioun Stone +4 to Strength.)
  • In order to Polymorph an object into another type of magic item (Wondrous Items to Rings, for example), you must meet the minimum caster level requirement for the feat that would be used to create the new item. This applies even when casting from scrolls.
  • You cannot Polymorph an item into a form that it couldn't've been enchanted into in the first place. For example, you cannot make a Wand of Elvenkind from a Cloak.

How can I submit a custom item for consideration by staff?

You may do this one of two ways:

1.If you wish to invent the item ICly, or have it invented/created for you, you must send a full description and stats on the item to the Magic queue. All custom items are assessed a 33 percent cost for design and development the first time they are made. 2.If you wish to submit an item for consideration as a 'house rule' new item that your character did not invent ICly, you may submit the item's full description and statistics to the Policy queue. If used, these items sometimes gain small rewards from staff.

How much do NPC spellcasters charge to cast spells?

NPC spellcasting costs for any spell that is not on the specific list below are: 10 * Spell Level * Caster level (plus material component costs)

Spells listed below are calculated on the following formulas:

Spells Level 1-4.......10 * Spell Level * CL, plus material component costs

Spells Level 5-7.......25 * Spell Level * CL, plus material component costs

Spells Level 8-9.......50 * Spell Level * CL, plus material component costs

Costs of specific spells covered by this list:


Limited Wish...........3775


Plane Shift............1125

Raise Dead.............1625




Soul Bind..............7650 plus 1000gp per level of the creature bound

True Reincarnation.....7650

True Resurrection.....12650


How do I buy or sell magic items?

Buying magic items from the Mimmisbrunner, as a general policy, is at book price, potentially modified by bargain rolls as described in the House Rules. Buying items from the temples is at book price, which may be modified by bargain rolls as well, but a member of the faithful who has tithed or contributed to the temple may gain a reduction of up to 5 percent in cost over and above the bargaining. Please note that bargaining too hard with the clergy of your own temple may make them less pleasantly disposed toward you. See the Bargaining section in the main Rules FAQ for details on bargaining.

Bargain rolls may not be used to force PC crafters to give you a discount without the crafter's consent. You can buy items from PC crafters and PC-owned shops, as well, but those negotiations will not be handled by staff.

Magic items may be bought or sold through the trader objects. A PC seller may set any price he likes. These items are be available for purchase by other PCs. Note that no sale is guaranteed to a PC using the trader, but the PC can retrieve the object if it is not sold.

Selling items to the Mimmisbrunner will net you either 50 percent of the book price in cash, or 75 percent of the book price in credit with the Mimmi, which can be used to purchase other items. The temples also purchase items, within reason - they have less money to throw around, and do less trade in items. However, they will purchase items that fit their overall dogma, or their worshippers' general nature, at 50 percent in cash with room for negotiation, or 75 percent in enchanting or spellcasting credit with that temple only. Please note that they usually reserve this for their faithful, and will not buy things that do not fit their needs.

At times, these policies on NPC sales and purchases may be superseded by plot elements which alter the cost/trade value of certain items. Please check BB1 for any current information.

How do I cast spells on Winter's Edge?

Spellcasters wishing to cast a spell on another PC must have a DM present unless the situation is consensual. If OOC consent for the spellcasting is not granted, a member of staff must oversee the scene.

Healing spells ALWAYS need a DM present, in order to adjust the player's hit points.

Any spell a player casts must be +cast. If timing of the code does not allow for the +casting of a spell (due to spell refreshes at odd hours, for example), the spell must be +cast as soon as the PC is able to do so from his daily allotment, unless the issue is due to time-compression in a DM plot. In those cases, the DM will rule how it must be handled.

How much does it cost to add a spell to a wizard's spellbook?

Scribing spells into a wizard's spellbook costs 100 gp/level. The wizard must either copy from another PC wizard, or buy a scroll of the spell.

How much do scrolls cost?

Most scrolls of minimal CL of the following levels have prices as specified. Note that spells with a material component cost will cost more, as will the spells with higher caster costs.

Spell level Price, in gp Spell level Price, in gp
0 12.5 5 1125
1 25 6 1650
2 150 7 2275
3 375 8 3000
4 700 9 3825
Exceptions to the scroll cost rules:
Spell Cost (gp)
Arcane lock 175
Circle of death 2150
Clone 4000
Commune 1625
Forcecage 3775
Geas/Quest 4125
Greater restoration 4775
Hallow*** 6125
Identify 125
Limited Wish* 5687.5
Miracle* 19125
Nondetection 425
Plane Shift (arcane) 5687.5
Plane Shift (divine) 2812.5
Protection From Spells 3500
Raise Dead 3312.5
Regenerate 5687.5
Restoration 800
Resurrection 6187.5
Soul Bind** 19125
Stoneskin 950
Sympathy 4500
True Reincarnation 19125
True Resurrection 24125
True Seeing 1900
Unhallow*** 6125
Vision 3025
Wall of Iron 1175
Wish* 19125

* - Does not include XP or Material component costs

** - Add 1000 gp/HD of the creature bound

*** - Allows for up to a 4th-level spell to be tied to the (un)hallowed area.

What magic items have been disallowed or modified?

The following enchantments have been disallowed on Winter's Edge:

  • Speed armor enchantment (from Defenders of the Faith)
  • Bow of True Arrows (from Sword and Fist)

The following enchantments have been modified for use on Winter's Edge.

  • The Wounding weapon enchantment is a +2 bonus, per the DMG Errata available on the Wizards web site.
  • Commanding armor enchantment: Use the Arms & Equipment Guide description for this enchantment and not the one in Defenders of the Faith. (This enchantment grants +4 to Charisma checks/skills as in A&EG, not +4 to Charisma as in DotF.)
  • Arrows may be enchanted in batches of 10, 25, or 50, as required. Every batch will still require 1 day per 1000 gp or portion thereof to enchant, and the cost for XP and materials will be divided by 2 or 5 as appropriate, rounded up.

Just to clarify, no, you cannot have a weapon enchanted with both Holy and Unholy, or both Lawful and Chaotic.

Price changes: (Please note that all prices corrected in the Wizards 3e errata are used here. If you have a question about an enchantment or item, feel free to +qmail Magic for information!)

  • Boots of Speed - 12,000 gp
  • Boots of Striding and Springing - 6,000 gp
  • Bracers of Armor +7 - 49,000 gp
  • Wings of Flying - 22,000 gp

How can I craft magic items?

Here's what you need to know about magic item crafting:

Processing crafting requests:

Because of some issues with figuring out exactly when a queue item is to be processed, we have a new policy regarding magic item crafting queue requests. From now on, when you put in a magic item crafting request, you have to wait for that one to be completed before submitting additional requests.

The sole exception to this is when the queue item has been pending for more than the time the crafting takes - in those cases, the item's crafting duration will be backdated to the date it was submitted to the queue, and another item may be submitted. If a second item is submitted before the duration of crafting for the first has elapsed, the first item will be considered abandoned and will result in a loss of materials and xp.

In all cases, staff will @mail you when the queue item is claimed. Unless the crafter specifies a starting date in the request, crafting will be considered to start on the day the queue item is submitted, and no backfill will be allowed without permission of the staff. Any combat roleplay in the crafting period will result in a loss of materials and xp with no item.

Creating custom magic items:

At Winter's Edge, we allow enchanters to develop custom magic items. These items' cost are calculated at the book price for the item, plus 1/3 (33 percent) development cost. However, we really don't want the database clogged with a bunch of items that emulate one part of a multi-powered DMG item. If you want to make an item that is identical in part to a DMG item, we'd prefer you just made the DMG item, and let us note the item as a different form.

Example: Bracers of Dexterity are functionally identical to Gloves of Dexterity, except for the slot they occupy. 
We can note a set of Gloves of Dex, which are already coded, as being Bracers instead an reduce DB bloat. 

Enchanting teams:

One point they never consider in the books is that enchanters working in teams can work shifts, rather than groups. Two or more enchanters may work on a single enchantment together, so long as all team members meet the requirements (or have a spellcaster or scroll handy, if they don't know the spell) on their individual shifts.

Each shift on an item reduces the time to craft by one day. An item can be 'rushed' with up to three enchanting shifts of eight hours each, per day. The additional cost for a 'rush' job is 25 percent additional over book price, per additional enchanter, with a maximum of three enchanters for any one item (due to the limit of 24 hours per day, and 8 hours per shift).

Item limitations:

The magical item limitation table in the DMG is not very clear, nor very informative. However, we would like to allow limitations, so we have come up with a table of our own to illustrate the sort of limitations we will allow in enchanting and crafting items. Please note that some of these limitations are open to interpretation; in these cases, +qmail Magic to describe the limitation and have a discount percentage assigned. Items with limitations take slightly less time to enchant: to figure out their enchanting time, divide their book cost after limitation by 1,000 gp.

Note that where it states 'IC-definable class,' this refers to classes that are part of the IC world. For example, a paladin -knows- he is a paladin. A wizard -knows- he is a wizard. Most classes can be defined this way, except rogues and fighters. In the case of items for those two classes, the limitation can instead be tied to a class feature that is ICly-definable (such as the ability to duck out of the way of oncoming area attacks [Evasion]).

  • 5 percent: Ugly or obvious appearance, conditional functioning 1
  • 10 percent: Requires training in a skill to use (i.e. 5+ ranks)
  • 15 percent: Race, conditional functioning level 2
  • 20 percent: IC-definable class (paladin, cleric, wizard, elite PrC, etc.)
  • 25 percent: Followers of a specific god, conditional functioning level 3

Conditional functioning is defined as follows:

  • Level 1: Will not function on rare occasions or under very uncommon conditions.(not underwater, not on specific holy days)
  • Level 2: Will not function in uncommon circumstances, or unless specific but not arduous conditions are met. (must draw blood with the sword when drawn, not on holy ground, only non-spellcasters, etc.)
  • Level 3: Only functions in very specific circumstances. (only at night, only underground, etc.)

Attribute-boosting items:

Instead of the odd selections of spells and caster levels for attribute-boosting items, we will be using the following guidelines: The item's caster level is equal to the bonus x2. The rules to craft +2 stat boosting ioun stones remain unchanged. Note that this rule also applies to custom attribute-boosting items.

  • Amulet of Health - Bear's Endurance
  • Belt of Giant Strength - Bull's Strength
  • Circlet of Intellect - Fox's Cunning
  • Cloak of Charisma - Eagle's Splendor\
  • Gauntlets of Ogre Power - Bull's Strength
  • Gloves of Dexterity - Cat's Grace
  • Periapt of Wisdom - Owl's Wisdom

How does WE deal with spell components?

We do not charge for spell components, normally, but any spell which requires a focus or component with a listed GP value will, from this point forward, require a payment at the time of casting.

How do magical detection abilities work here?

There are a bevy of abilities that on the surface of them, allow you to detect alignment extremes, i.e. Good, Evil, Chaos and Law. The definition in the books, however, says that you must concentrate for at least two rounds.

The first round, all you will sense is that there is something evil/good/etc. within the area of effect. The second, you will sense the number of evil auras, and the power of the strongest aura in the room of that type. On the third round, you sense them all, and their relative strengths.

This means that you can't look at a PC whose alignment you know OOCly and decide that you detect evil/good/etc. on him automatically. Three rounds is enough time for people to figure out what you're doing. Your poses must reflect the time taken to perform these acts. Keep in mind that it is considered exceptionally rude to use these spells on people without reason or permission.

What if I want to learn a version of an Evocation spell with a different element type? Do I have to create a new spell?

For people trying to render a different elemental type in a spell, rather than make a whole new spell, they may the spell as a variant type of the main one. This means your spell will always be that elemental type, however -- you cannot change it at convenience. I.e. You could use the base Fireball spell to render an electrical attack instead with the same damage, but your version of Fireball would always use lightning.

If you wish to be able to change the elemental type of a spell at will when memorizing/preparing (i.e making your Magic Missiles made of fire one day or electricity the next), you need to buy the Energy Substitution feat.

To recap: The energy type with which you learn a spell is the energy type with which it will always be cast. If you wish to be able to use multiple energy types with the same basic spell, you must either learn each variant separately or take the Energy Substitution feat.

Why do I need Use Magic Device?

Unless you have the Use Magic Device skill and roll to do so, you cannot use any spell-completion item (scroll or wand) for a spell that is not on your class list. UMD is a trained-use-only skill, meaning you cannot roll it unless you have ranks in it.

Are travel spells and transportational magic affected by the Mists?

Many of the spells in the DMG may work oddly on Winter's Edge due to the Mists. Refer to the Winter's Edge Setting Document (WESD) for more details. The following spells are affected:

  • Astral Projection
  • Blink
  • Dimension Door
  • Dismissal
  • Ethereal Jaunt
  • Etherealness
  • Find the Path
  • Locate Object
  • Phase Door
  • Plane Shift
  • Refuge
  • Shadow Walk
  • Teleport
  • Teleport Without Error
  • Teleportation Circle
  • Vanish

Spells NOT affected by the Mists:

  • Discern Location
  • Planar Binding
  • Transport via Plants
  • Tree Stride
  • Wind Walk
  • Word of Recall

What is the Revelry domain?

Revelry Domain

Granted Power: Once per day, the Cleric may use music, be it song or an instrumental performance, to affect all listeners within 60' + 5'/Cleric Level with Charm, Sleep, or Fear. The Cleric may choose which effect to use, but one performance can only generate one specific effect. The DC for these abilities is a Caster Level Check (1d20 + Caster Level), and those who fail are affected as though targeted with the indicated spells cast by a 10th level Wizard/Sorcerer.

Revelry Domain Spells

1.Charm Person 2.Pyrotechnics 3.Emotion 4.Rainbow Pattern 5.Fabricate 6.Heroes' Feast 7.Insanity 8.Irresistable Dance 9.Sympathy

What is the Unlife domain?

Unlife Domain

Granted Power: Once per day, you can perform a greater rebuking against undead in place of a regular rebuking attempt. The greater rebuking is like a normal rebuking attempt except that the undead creatures that would be rebuked are commanded instead. This effect lasts for 1 minute, during which time the undead commanded can exceed your normal level limit. After the minute has expired, undead that you had commanded that had exceeded your level limit are considered uncontrolled.

Unlife Domain Spells:

1.Ray of Enfeeblement 2.Ghoul Touch 3.Vampiric Touch 4. Enervation 5. Unhallow 6. Circle of Death 7. Finger of Death 8. Create Greater Undead 9. Energy Drain

What about the Ultimate Equipment Guide?

For those of you who have not seen it, Mongoose Publishing put out a really handy book of MW gear and so forth called the Ultimate Equipment Guide. It's all non-magical stuff, but much of it is useful.

For those of you playing spellcasters, you will want to take special note of the special robe types allowed. If you wish to purchase one of these robe types, you may - the unenchanted robes are sold through many wizard's and alchemist's shops, and the Mimmi. The robes, unless enchanted in some way, are not subject to bargain rolls - they're relatively cheap compared to magical items, and the Mimmi in particular sees them as 'something we can enchant up' and not a primary line of trade.

How do I invent new spells?

There are spellcrafting rules in Tome & Blood, which are used here. To create a new spell, you must:

  • Be able to cast spells of that level
  • Have access to a spell research library worth 10,000 gp or more
  • Have spent one successful week per level of the spell in research.
  • Have the spell pre-approved by staff.
  • Succeed in a Spellcraft check at DC 10 + spell level at the end of each week for that week's research to count toward the total needed.

To get a spell approved, submit the spell to the +request queue with a full writeup. Characters who do not possess a spell research library must pay the Mimmisbrunner 1000 gp/week for the use of theirs, or find a character with a library and bargain for research time. (Note: Spellcraft book lots do not apply for this purpose; only a specifically purchased spell research library may be used.)

Once a spell is approved, it is added to the database with a marker to denote that it is a PC-created spell. Characters who wish to learn the spell must do so through the PC who created it.