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Adventurer's Vault.pdf

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198<br />

The value of an item’s enhancement bonus increase<br />

equals the difference in cost between the item’s<br />

lower-level form and its higher-level form. This value<br />

should be primarily subtracted from the magic items<br />

given out in an adventure, with only a small portion<br />

coming from gold or other monetary treasure.<br />

For example, a PC with +1 delver’s armor wants<br />

to increase the effectiveness of that armor rather<br />

than seek another set of more powerful armor.<br />

According to the table, that PC should be of a level<br />

suitable for using 6th-level items before such an<br />

increase can occur. The difference in cost between<br />

+1 delver’s armor and +2 delver’s armor in the Player’s<br />

Handbook is 2,720 gp—roughly the cost of a 7thlevel<br />

magic item (2,600 gp). The item level can thus<br />

replace a 7th-level item normally placed as treasure<br />

(see Treasure Parcels in Chapter 7 of the Dungeon<br />

Master’s Guide), with the additional 120 gp taken out<br />

of monetary treasure. Likewise, the increase in the<br />

armor’s enhancement bonus could partially take the<br />

place of an 8th-level treasure (worth 3,400 gp), with<br />

the difference (680 gp) made up by a 3rd-level magic<br />

item of use to the party.<br />

This system can even be used to turn mundane<br />

items into magic items. A PC’s nonmagical heirloom<br />

longsword might be empowered by exposure to magic<br />

or a heroic deed to become a signature magic weapon.<br />

APPENDIX 1 | Item Level<br />

Empowering Events<br />

Whether a magic item increases its power through<br />

level scaling or the granting of item levels as treasure,<br />

the nature of that increase should be tied to<br />

an empowering event. The transition points where<br />

new item powers are revealed should be triumphant<br />

moments for the wielder and the party as a whole—<br />

the defeat of a significant foe, the completion of a<br />

major quest, and so on.<br />

Such events should let the players and the characters<br />

know that something about the affected item<br />

has changed. A being from another plane might show<br />

up to reward the PCs for service, imbuing the item in<br />

question with newfound power. Perhaps the death of<br />

a mighty enemy suffuses the party with supernatural<br />

energy that coalesces in the weapon that slew the foe.<br />

An eldritch font uncovered at the climax of an adventure<br />

could instill a single item with greater potency.<br />

Whatever the case, the effect of increasing a magic<br />

item’s level should be both impressive and apparent.<br />

ENCHANTING EN ENCHANTING NCHANTING ANT ANTING N ITEMS<br />

TE S<br />

The use of the Enchant Magic Item ritual is straightforward<br />

enough, allowing characters to make magic items<br />

of their level or lower. However, the ritual can also be<br />

used to place a property in a magic item that has no<br />

property, or to upgrade a magic item to a more powerful<br />

version 5 levels higher. This use of the ritual follows<br />

the same rules for enchanting a magic item from a<br />

mundane item but reduces the cost. The ritual caster<br />

must still be high enough level to create the final item,<br />

but the caster pays only the difference in cost between<br />

the final version and the item in its current form.<br />

For example, a 5th-level ritual caster wishing to<br />

imbue a +1 longsword (1st level, 360 gp) with the<br />

properties of a +1 flaming longsword (5th level, 1,000<br />

gp) needs to pay a component cost of only 640 gp.<br />

Likewise, a 6th-level ritual caster could spend 1,440<br />

gp to make a +1 wand (360 gp) into a +2 wand (1,800<br />

gp), while a 10th-level ritual caster could spend<br />

4,640 gp to make a suit of +1 chainmail (360 gp) into<br />

+2 exalted chainmail (5,000 gp), a huge leap in the<br />

armor’s potency.<br />

The Enchant Magic Item ritual cannot convert one<br />

item property into another. For example, a character<br />

could not use the ritual to turn a +1 flaming longsword<br />

into a +2 lifedrinker longsword. However, at the DM’s<br />

option, a character can upgrade a magic item to<br />

another item with similar properties. For example, a<br />

thundering bow might be upgraded to a thunderburst<br />

bow in this way.<br />

As normal, this use of the Enchant Magic Item<br />

ritual does not allow a character to ignore restrictions<br />

on the creation of magic items. A ranged weapon<br />

cannot be given a property restricted to melee weap-<br />

RYAN BARGER

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