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MAGIC
ITEMS I (BASICS & CREATION)
Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not one-of-a-kind items) or major (each one unique and extremely potent).
Armor and Shields: Magic armor (including
shields) offers improved, magical protection to the wearer. Some of these items
confer abilities beyond a benefit to Armor Class.
Weapons: Magic weapons are created with a
variety of combat powers and almost always improve the attack and damage rolls
of the wielder as well.
Potions: A potion is an elixir concocted with
a spell-like effect that affects only the drinker.
Rings: A ring is a circular metal band worn
on the finger (no more than two rings per wearer) that has a spell-like power
(often a constant effect that affects the wearer).
Rods: A rod is a scepter-like item with a
special power unlike that of any known spell.
Scrolls: A scroll is a spell magically
inscribed onto paper or parchment so that it can be used later.
Staffs: A staff has a number of different
(but often related) spell effects. A newly created staff has 50 charges, and
each use of the staff depletes one or more of those charges.
Wands: A wand is a short stick imbued with
the power to cast a specific spell. A newly created wand has 50 charges, and
each use of the wand depletes one of those charges.
Wondrous Items: These objects include
magic jewelry, tools, books, clothing, and much more.
Magic Items and Detect Magic
When detect magic identifies a
magic item’s school of magic, this information refers to the school of the spell
placed within the potion, scroll, or wand, or the prerequisite given for the
item. The description of each item provides its aura strength and the school it
belongs to.
If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.
Item Nature |
School |
Armor and protection items |
Abjuration |
Weapons or offensive items |
Evocation |
Bonus to ability score, on skill
check, etc. |
Transmutation |
USING ITEMS
To use a magic item, it must be
activated, although sometimes activation simply means putting a ring on your
finger. Some items, once donned, function constantly. In most cases, using an
item requires a standard action that does not provoke attacks of opportunity.
By contrast, spell completion items are treated like spells in combat and do
provoke attacks of opportunity.
Activating a magic item is a standard
action unless the item description indicates otherwise. However, the casting
time of a spell is the time required to activate the same power in an item,
regardless of the type of magic item, unless the item description specifically
states otherwise.
The four ways to activate magic items
are described below.
Spell Completion: This is the activation
method for scrolls. A scroll is a spell that is mostly finished. The
preparation is done for the caster, so no preparation time is needed beforehand
as with normal spellcasting. All that’s left to do is perform the finishing
parts of the spellcasting (the final gestures, words, and so on). To use a
spell completion item safely, a character must be of high enough level in the
right class to cast the spell already. If he can’t already cast the spell,
there’s a chance he’ll make a mistake. Activating a spell completion item is a
standard action and provokes attacks of opportunity exactly as casting a spell
does.
Spell Trigger: Spell trigger activation
is similar to spell completion, but it’s even simpler. No gestures or spell
finishing is needed, just a special knowledge of spellcasting that an
appropriate character would know, and a single word that must be spoken. Anyone
with a spell on his or her spell list knows how to use a spell trigger item
that stores that spell. (This is the case even for a character who can’t
actually cast spells, such as a 3rd-level paladin.) The user must still
determine what spell is stored in the item before she can activate it.
Activating a spell trigger item is a standard action and does not provoke
attacks of opportunity.
Command Word: If no activation method is
suggested either in the magic item description or by the nature of the item,
assume that a command word is needed to activate it. Command word activation
means that a character speaks the word and the item activates. No other special
knowledge is needed.
A command word can be a real word,
but when this is the case, the holder of the item runs the risk of activating
the item accidentally by speaking the word in normal conversation. More often,
the command word is some seemingly nonsensical word, or a word or phrase from
an ancient language no longer in common use. Activating a command word magic
item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to
activate an item is written right on the item. Occasionally, it might be hidden
within a pattern or design engraved on, carved into, or built into the item, or
the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge
(history) skills might be useful in helping to identify command words or
deciphering clues regarding them. A successful check against DC 30 is needed to
come up with the word itself. If that check is failed, succeeding on a second
check (DC 25) might provide some insight into a clue.
The spells identify and analyze
dweomer both reveal command words.
Use Activated: This type of item simply
has to be used in order to activate it. A character has to drink a potion,
swing a sword, interpose a shield to deflect a blow in combat, look through a
lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally
straightforward and self-explanatory.
Many use-activated items are objects
that a character wears. Continually functioning items are practically always
items that one wears. A few must simply be in the character’s possession (on
his person). However, some items made for wearing must still be
activated. Although this activation sometimes requires a command word (see
above), usually it means mentally willing the activation to happen. The
description of an item states whether a command word is needed in such a case.
Unless stated otherwise, activating a
use-activated magic item is either a standard action or not an action at all
and does not provoke attacks of opportunity, unless the use involves performing
an action that provokes an attack of opportunity in itself. If the use of the
item takes time before a magical effect occurs, then use activation is a
standard action. If the item’s activation is subsumed in its use and takes no
extra time use activation is not an action at all.
Use activation doesn’t mean that if
you use an item, you automatically know what it can do. You must know (or at
least guess) what the item can do and then use the item in order to activate
it, unless the benefit of the item comes automatically, such from drinking a
potion or swinging a sword.
SIZE AND MAGIC ITEMS
When an article of magic clothing or
jewelry is discovered, most of the time size shouldn’t be an issue. Many magic
garments are made to be easily adjustable, or they adjust themselves magically
to the wearer. Size should not keep characters of various kinds from using
magic items.
There may be rare exceptions,
especially with racial specific items.
Armor and Weapon Sizes: Armor and weapons that are
found at random have a 30% chance of being Small (01–30), a 60% chance of being
Medium (31–90), and a 10% chance of being any other size (91–100).
MAGIC ITEMS ON THE BODY
Many magic items need to be donned by
a character who wants to employ them or benefit from their abilities. It’s
possible for a creature with a humanoid-shaped body to wear as many as twelve
magic items at the same time. However, each of those items must be worn on (or
over) a particular part of the body.
A humanoid-shaped body can be decked
out in magic gear consisting of one item from each of the following groups,
keyed to which place on the body the item is worn.
• One headband, hat, helmet, or
phylactery on the head
• One pair of eye lenses or goggles
on or over the eyes
• One amulet, brooch, medallion,
necklace, periapt, or scarab around the neck
• One vest, vestment, or shirt on the
torso
• One robe or suit of armor on the
body (over a vest, vestment, or shirt)
• One belt around the waist (over a robe
or suit of armor)
• One cloak, cape, or mantle around
the shoulders (over a robe or suit of armor)
• One pair of bracers or bracelets on
the arms or wrists
• One glove, pair of gloves, or pair
of gauntlets on the hands
• One ring on each hand (or two rings
on one hand)
• One pair of boots or shoes on the
feet
Of course, a character may carry or
possess as many items of the same type as he wishes. However, additional items
beyond those listed above have no effect.
Some items can be worn or
carried without taking up space on a character’s body. The description of an
item indicates when an item has this property.
SAVING THROWS AGAINST MAGIC ITEM
POWERS
Magic items produce spells or
spell-like effects. For a saving throw against a spell or spell-like effect
from a magic item, the DC is 10 + the level of the spell or effect + the
ability modifier of the minimum ability score needed to cast that level of
spell.
Staffs are an exception to the rule.
Treat the saving throw as if the wielder cast the spell, including caster level
and all modifiers to save DC.
Most item descriptions give saving
throw DCs for various effects, particularly when the effect has no exact spell
equivalent (making its level otherwise difficult to determine quickly).
DAMAGING MAGIC ITEMS
A magic item doesn’t need to make a
saving throw unless it is unattended, it is specifically targeted by the
effect, or its wielder rolls a natural 1 on his save. Magic items should always
get a saving throw against spells that might deal damage to them— even against
attacks from which a nonmagical item would normally get no chance to save.
Magic items use the same saving throw bonus for all saves, no matter what the
type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 +
one-half its caster level (round down). The only exceptions to this are
intelligent magic items, which make Will saves based on their own Wisdom
scores.
Magic items, unless otherwise noted,
take damage as nonmagical items of the same sort. A damaged magic item
continues to function, but if it is destroyed, all its magical power is lost.
REPAIRING MAGIC ITEMS
Some magic items take damage over the
course of an adventure. It costs no more to repair a magic item with the Craft
skill than it does to repair its nonmagical counterpart. The make whole spell
also repairs a damaged—but not completely broken—magic item.
INTELLIGENT ITEMS
Some magic items, particularly
weapons, have an intelligence all their own. Only permanent magic items (as
opposed to those with a single use or those with charges) can be intelligent.
(This means that potions, scrolls, and wands, among other items, are never
intelligent.)
In general, less than 1% of magic
items have intelligence.
CURSED ITEMS
Some items are cursed—incorrectly
made, or corrupted by outside forces. Cursed items might be particularly
dangerous to the user, or they might be normal items with a minor flaw, an
inconvenient requirement, or an unpredictable nature. Randomly generated items
are cursed 5% of the time.
CHARGES, DOSES, AND MULTIPLE USES
Many items, particularly wands and
staffs, are limited in power by the number of charges they hold. Normally,
charged items have 50 charges at most. If such an item is found as a random
part of a treasure, roll d% and divide by 2 to determine the number of charges
left (round down, minimum 1). If the item has a maximum number of charges other
than 50, roll randomly to determine how many charges are left.
Prices listed are always for fully
charged items. (When an item is created, it is fully charged.) For an item
that’s worthless when its charges run out (which is the case for almost all
charged items), the value of the partially used item is proportional to the
number of charges left. For an item that has usefulness in addition to its
charges, only part of the item’s value is based on the number of charges left.
MAGIC ITEM DESCRIPTIONS
Each general type of magic item gets
an overall description, followed by descriptions of specific items.
General descriptions include notes on
activation, random generation, and other material. The AC, hardness, hit
points, and break DC are given for typical examples of some magic items. The AC
assumes that the item is unattended and includes a –5 penalty for the item’s
effective Dexterity of 0. If a creature holds the item, use the creature’s
Dexterity modifier in place of the –5 penalty.
Some individual items, notably those
that simply store spells and nothing else, don’t get full-blown descriptions.
Reference the spell’s description for details, modified by the form of the item
(potion, scroll, wand, and so on). Assume that the spell is cast at the minimum
level required to cast it
Items with full descriptions have
their powers detailed, and each of the following topics is covered in
notational form at the end of the description.
• Aura: Most of the time, a detect
magic spell will reveal the school of magic associated with a magic item
and the strength of the aura an item emits. This information (when applicable)
is given at the beginning of the item’s notational entry. See the detect
magic spell description for details.
• Caster Level: The next item in a
notational entry gives the caster level of the item, indicating its relative
power. The caster level determines the item’s saving throw bonus, as well as
range or other level-dependent aspects of the powers of the item (if variable).
It also determines the level that must be contended with should the item come
under the effect of a dispel magic spell or similar situation. This
information is given in the form “CL x,” where “CL” is an abbreviation for
caster level and “x” is an ordinal number representing the caster level itself.
For potions, scrolls, and wands, the
creator can set the caster level of an item at any number high enough to cast
the stored spell and not higher than her own caster level. For other magic
items, the caster level is determined by the item itself. In this case, the
creator’s caster level must be as high as the item’s caster level (and
prerequisites may effectively put a higher minimum on the creator’s level).
• Prerequisites: Certain requirements
must be met in order for a character to create a magic item. These include
feats, spells, and miscellaneous requirements such as level, alignment, and
race or kind. The prerequisites for creation of an item are given immediately
following the item’s caster level.
A spell prerequisite may be provided
by a character who has prepared the spell (or who knows the spell, in the case
of a sorcerer or bard), or through the use of a spell completion or spell
trigger magic item or a spell-like ability that produces the desired spell
effect. For each day that passes in the creation process, the creator must
expend one spell completion item or one charge from a spell trigger item if
either of those objects is used to supply a prerequisite.
It is possible for more than one
character to cooperate in the creation of an item, with each participant providing
one or more of the prerequisites. In some cases, cooperation may even be
necessary.
If two or more characters cooperate
to create an item, they must agree among themselves who will be considered the
creator for the purpose of determinations where the creator’s level must be
known. The character designated as the creator pays the XP required to make the
item.
Typically, a list of prerequisites
includes one feat and one or more spells (or some other requirement in addition
to the feat).
When two spells at the end of a list
are separated by “or,” one of those spells is required in addition to every
other spell mentioned prior to the last two.
• Market Price: This gold piece
value, given following the word “Price,” represents the price someone should
expect to pay to buy the item. The market price for an item that can be
constructed with an item creation feat is usually equal to the base price plus
the price for any components (material or XP).
• Cost to Create: The next part of a
notational entry is the cost in gp and XP to create the item, given following
the word
“Cost.” This information appears only
for items with components (material or XP), which make their market prices
higher than their base prices. The cost to create includes the costs derived
from the base cost plus the costs of the components.
Items without components do not have
a “Cost” entry. For them, the market price and the base price are the same. The
cost in gp is 1/2 the market price, and the cost in XP is 1/25 the market price.
• Weight: The notational entry for
many wondrous items ends with a value for the item’s weight. When a weight
figure is not given, the item has no weight worth noting (for purposes of
determining how much of a load a character can carry).
Table: Random Magic Item Generation |
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Minor |
Medium |
Major |
Item |
01–04 |
01–10 |
01–10 |
Armor and shields |
05–09 |
11–20 |
11–20 |
Weapons |
10–44 |
21–30 |
21–25 |
Potions |
45–46 |
31–40 |
26–35 |
Rings |
— |
41–50 |
36–45 |
Rods |
47–81 |
51–65 |
46–55 |
Scrolls |
— |
66–68 |
56–75 |
Staffs |
82–91 |
69–83 |
76–80 |
Wands |
92–100 |
84–100 |
81–100 |
Wondrous items |
CREATING MAGIC
ITEMS
To create magic items, spellcasters
use special feats. They invest time, money, and their own personal energy (in
the form of experience points) in an item’s creation.
Note that all items have
prerequisites in their descriptions. These prerequisites must be met for the
item to be created. Most of the time, they take the form of spells that must be
known by the item’s creator (although access through another magic item or
spellcaster is allowed).
While item creation costs are handled
in detail below, note that normally the two primary factors are the caster
level of the creator and the level of the spell or spells put into the item. A
creator can create an item at a lower caster level than her own, but never
lower than the minimum level needed to cast the needed spell. Using metamagic
feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always
half of the base price in gp and 1/25 of the base price in XP. For many items,
the market price equals the base price.
Armor, shields, weapons, and items
with a value independent of their magically enhanced properties add their item
cost to the market price. The item cost does not influence the base price
(which determines the cost of magic supplies and the experience point cost),
but it does increase the final market price.
In addition, some items cast or
replicate spells with costly material components or with XP components. For
these items, the market price equals the base price plus an extra price for the
spell component costs. Each XP in the component costs adds 5 gp to the market
price. The cost to create these items is the magic supplies cost and the base
XP cost (both determined by the base price) plus the costs for the components.
Descriptions of these items include an entry that gives the total cost of
creating the item.
The creator also needs a fairly
quiet, comfortable, and well-lit place in which to work. Any place suitable for
preparing spells is suitable for making items. Creating an item requires one
day per 1,000 gp in the item’s base price, with a minimum of at least one day.
Potions are an exception to this rule; they always take just one day to brew.
The character must spend the gold and XP at the beginning of the construction
process.
The caster works for 8 hours each
day. He cannot rush the process by working longer each day. But the days need
not be consecutive, and the caster can use the rest of his time as he sees fit.
A character can work on only one item
at a time. If a character starts work on a new item, all materials used and XP
spent on the under-construction item are wasted.
The secrets of creating artifacts are
long lost.
Table: Summary of Magic Item
Creation Costs |
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|
|
|
Spell Component Costs |
|
|
|
Magic Item |
Feat |
Item Cost |
Material2 |
XP3 |
Magic Supplies Cost |
Base Price4 |
Armor |
Craft Magic Arms and Armor |
Masterwork armor |
Cost x 50 (usually none) |
x 50 (usually none) x 5 gp |
1/2 the value on Table: Armor and
Shields |
Value on Table: Armor and Shields |
Shield |
Craft Magic Arms and Armor |
Masterwork shield |
x 50 (usually none) |
x
50 (usually none) x 5 gp |
1/2 the value on Table: Armor and
Shields |
Value on Table: Armor and Shields |
Weapon |
Craft Magic Arms and Armor |
Masterwork weapon |
x 50 (usually none) |
x 50 (usually none) x 5 gp |
1/2 the value on Table: Weapons |
Value on Table: Weapons |
Potion |
Brew Potion |
— |
Cost (usually none) |
Cost (usually none) |
1/2 x 25 x level of spell x level
of caster |
25 x level of spell x level of
caster |
Ring |
Forge Ring |
— |
x 50 |
x 50 x 5 gp |
Special, see Table: Estimating
Magic Item Gold Price Values, below |
Special, see Table: Estimating
Magic Item Gold Price Values, below |
Rod |
Craft Rod |
1 |
x 50 (often none) |
x 50 (often none) |
Special, see Table: Estimating
Magic Item Gold Price Values, below |
Special, see Table: Estimating
Magic Item Gold Price Values, below |
Scroll |
Scribe Scroll |
— |
Cost (usually none) |
Cost (usually none) |
1/2 x 12.5 x level of spell x level
of caster |
12.5 x level of spell x level of
caster |
Staff |
Craft Staff |
Masterwork quarterstaff (300 gp) |
x 50 / (# of charges used to
activate spell) |
x 50 x 5 gp / (# of charges used to
activate spell) |
See Creating Staffs, below |
See Creating Staffs, below |
Wand |
Craft Wand |
— |
x 50 |
x 50 x 5 gp |
1/2 x 375 x level of spell x level
of caster |
375 x level of spell x level of
caster |
Wondrous Item |
Craft Wondrous Item |
5 |
x 50 (usually none) |
x 50 (usually none) x 5 gp |
Special, see Table: Estimating
Magic Item Gold Price Values, below |
Special, see Table: Estimating
Magic Item Gold Price Values, below |
1 Rods usable as weapons must
include the masterwork weapon cost. |
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2 This cost is only for spells
activated by the item that have material or XP components. Having a spell
with a costly component as a prerequisite does not automatically incur this
cost if the item doesn’t actually cast the spell. |
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3 If purchasing a staff, the buyer
pays 5 x the XP value in gold pieces. |
||||||
4 A character creating an item pays
1/25 the base price in experience points. |
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5 Some items have additional value
from a masterwork item component. |
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An item’s market price is the sum
of the item cost, spell component costs, and the base price. |
Table: Estimating Magic Item Gold Piece
Values |
||
Effect |
Base Price |
Example |
Ability bonus (enhancement) |
Bonus squared x 1,000 gp |
Gloves of Dexterity +2 |
Armor bonus (enhancement) |
Bonus squared x 1,000 gp |
+1 chainmail |
Bonus spell |
Spell level squared x 1,000 gp |
Pearl of power |
AC bonus (deflection) |
Bonus squared x 2,000 gp |
Ring of protection +3 |
AC bonus (other)1 |
Bonus squared x 2,500 gp |
Ioun stone, dusty rose prism |
Natural armor bonus (enhancement) |
Bonus squared x 2,000 gp |
Amulet of natural armor +1 |
Save bonus (resistance) |
Bonus squared x 1,000 gp |
Cloak of resistance +5 |
Save bonus (other)1 |
Bonus squared x 2,000 gp |
Stone of good luck |
Skill bonus (competence) |
Bonus squared x 100 gp |
Cloak of elvenkind |
Spell resistance |
10,000 gp per point over SR 12; SR 13 minimum |
Mantle of spell resistance |
Weapon bonus (enhancement) |
Bonus squared x 2,000 gp |
+1 longsword |
Spell Effect |
Base Price |
Example |
Single use, spell completion |
Spell level x caster level x 25 gp |
Scroll of haste |
Single use, use-activated |
Spell level x caster level x 50 gp |
Potion of cure light wounds |
50 charges, spell trigger |
Spell level x caster level x 750 gp |
Wand of fireball |
Command word |
Spell level x caster level x 1,800 gp |
Cape of the mountebank |
Use-activated or continuous |
Spell level x caster level x 2,000 gp2 |
Lantern of revealing |
Special |
Base Price Adjustment |
Example |
Charges per day |
Divide by (5 divided by charges per
day) |
Boots of teleportation |
Uncustomary space limitation3
|
Multiply entire cost by 1.5 |
Helm of teleportation |
No space limitation4 |
Multiply entire cost by 2 |
Ioun stone |
Multiple different abilities |
Multiply higher item cost by 2 |
Helm of brilliance |
Charged (50 charges) |
1/2 unlimited use base price |
Ring of the ram |
Component |
Extra Cost |
Example |
Armor, shield, or weapon |
Add cost of masterwork item |
+1 composite longbow |
Spell has material component cost |
Add directly into price of item per
charge5 |
Wand of stoneskin |
Spell has XP cost |
Add 5 gp per 1 XP per charge5
|
Ring of three wishes |
Spell Level: A 0-level spell is half
the value of a 1st-level spell for determining price. |
||
1 Such as a luck, insight, sacred,
or profane bonus. |
||
2 If a continuous item has an
effect based on a spell with a duration measured in rounds, multiply the cost
by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2,
and if the duration is 10 minutes/level, multiply the cost by 1.5. If the
spell has a 24-hour duration or greater, divide the cost in half. |
||
3 See Body Slot Affinities, below. |
||
4 An item that does not take up one
of the spaces on a body costs double. |
||
5 If item is continuous or
unlimited, not charged, determine cost as if it had 100 charges. If it has
some daily limit, determine as if it had 50 charges. |
MAGIC ITEM GOLD PIECE VALUES
Many factors must be considered when
determining the price of new magic items. The easiest way to come up with a
price is to match the new item to an item that is already priced that price as
a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic
Item Gold Piece Values.
Multiple Similar Abilities: For items with multiple
similar abilities that don’t take up space on a character’s body use the
following formula: Calculate the price of the single most costly ability, then
add 75% of the value of the next most costly ability, plus one-half the value
of any other abilities.
Multiple Different Abilities: Abilities such as an
attack roll bonus or saving throw bonus and a spell-like function are not
similar, and their values are simply added together to determine the cost. For
items that do take up a space on a character’s body each additional power not
only has no discount but instead has a 50% increase in price.
0-Level Spells: When multiplying spell
levels to determine value, 0- level spells should be treated as 1/2 level.
Other Considerations: Once you have a final cost
figure, reduce that number if either of the following conditions applies:
—Item Requires Skill to Use: Some
items require a specific skill to get them to function. This factor should
reduce the cost about 10%.
—Item Requires Specific Class or
Alignment to Use: Even more restrictive than requiring a skill, this
limitation cuts the cost by 30%.
Prices presented in the magic item
descriptions (the gold piece value following the item’s caster level) are the
market value, which is generally twice what it costs the creator to make the
item.
Since different classes get access to
certain spells at different levels, the prices for two characters to make the
same item might actually be different. An item is only worth two times what the
caster of lowest possible level can make it for. Calculate the market price
based on the lowest possible level caster, no matter who makes the item.
Not all items adhere to these
formulas directly. The reasons for this are several. First and foremost, these
few formulas aren’t enough to truly gauge the exact differences between items.
The price of a magic item may be modified based on its actual worth. The
formulas only provide a starting point. The pricing of scrolls assumes that,
whenever possible, a wizard or cleric created it. Potions and wands follow the
formulas exactly. Staffs follow the formulas closely, and other items require
at least some judgment calls.
MASTERWORK ITEMS
Masterwork items are extraordinarily
well-made items. They are more expensive, but they benefit the user with
improved quality. They are not magical in any way. However, only masterwork
items may be enhanced to become magic armor and weapons. (Items that are not
weapons or armor may or may not be masterwork items.)
CREATING MAGIC ARMOR
To create magic armor, a character needs
a heat source and some iron, wood, or leatherworking tools. He also needs a
supply of materials, the most obvious being the armor or the pieces of the
armor to be assembled. Armor to be made into magic armor must be masterwork
armor, and the masterwork cost is added to the base price to determine final
market value. Additional magic supplies costs for the materials are subsumed in
the cost for creating the magic armor—half the base price of the item.
Creating magic armor has a special
prerequisite: The creator’s caster level must be at least three times the
enhancement bonus of the armor. If an item has both an enhancement bonus and a
special ability, the higher of the two caster level requirements must be met.
Magic armor or a magic shield must
have at least a +1 enhancement bonus to have any of the abilities listed on
Table: Armor Special Abilities and Table: Shield Special Abilities.
If spells are involved in the
prerequisites for making the armor, the creator must have prepared the spells
to be cast (or must know the spells, in the case of a sorcerer or bard), must
provide any material components or focuses the spells require, and must pay any
XP costs required for the spells. The act of working on the armor triggers the
prepared spells, making them unavailable for casting during each day of the
armor’s creation. (That is, those spell slots are expended from his currently
prepared spells, just as if they had been cast.)
Creating some armor may entail other
prerequisites beyond or other than spellcasting. See the individual
descriptions for details.
Crafting magic armor requires one day
for each 1,000 gp value of the base price.
Item Creation Feat Required: Craft
Magic Arms and Armor.
CREATING MAGIC WEAPONS
To create a magic weapon, a character
needs a heat source and some iron, wood, or leatherworking tools. She also
needs a supply of materials, the most obvious being the weapon or the pieces of
the weapon to be assembled. Only a masterwork weapon can become a magic weapon,
and the masterwork cost is added to the total cost to determine final market
value. Additional magic supplies costs for the materials are subsumed in the
cost for creating the magic weapon—half the base price given on Table: Weapons,
according to the weapon’s total effective bonus.
Creating a magic
weapon has a special prerequisite: The creator’s caster level must be at least
three times the enhancement bonus of the weapon. If an item has both an
enhancement bonus and a special ability the higher of the two caster level
requirements must be met.
A magic weapon must have at least a
+1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon
Special Abilities or Table Ranged Weapon Special Abilities.
If spells are involved in the
prerequisites for making the weapon, the creator must have prepared the spells
to be cast (or must know the spells, in the case of a sorcerer or bard) but
need not provide any material components or focuses the spells require, nor are
any XP costs inherent in a prerequisite spell incurred in the creation of the
item. The act of working on the weapon triggers the prepared spells, making
them unavailable for casting during each day of the weapon’s creation. (That
is, those spell slots are expended from his currently prepared spells, just as
if they had been cast.)
At the time of creation, the creator
must decide if the weapon glows or not as a side-effect of the magic imbued
within it. This decision does not affect the price or the creation time, but
once the item is finished, the decision is binding.
Creating magic double-headed weapons
is treated as creating two weapons when determining cost, time, XP, and special
abilities.
Creating some weapons may entail
other prerequisites beyond or other than spellcasting. See the individual
descriptions for details.
Crafting a magic weapon requires one
day for each 1,000 gp value of the base price.
Item Creation Feat Required: Craft
Magic Arms and Armor.
CREATING POTIONS
The creator of a potion needs a level
working surface and at least a few containers in which to mix liquids, as well
as a source of heat to boil the brew. In addition, he needs ingredients. The
costs for materials and ingredients are subsumed in the cost for brewing the
potion—25 gp x the level of the spell x
the level of the caster.
All ingredients and materials used to
brew a potion must be fresh and unused. The character must pay the full cost
for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the
caster and the target. Spells with a range of personal cannot be made into
potions.
The creator must have prepared the
spell to be placed in the potion (or must know the spell, in the case of a
sorcerer or bard) and must provide any material component or focus the spell
requires.
If casting the spell would reduce the
caster’s XP total, he pays the XP cost upon beginning the brew in addition to
the XP cost for making the potion itself. Material components are consumed when
he begins working, but a focus is not. (A focus used in brewing a potion can be
reused.) The act of brewing triggers the prepared spell, making it unavailable
for casting until the character has rested and regained spells. (That is, that
spell slot is expended from his currently prepared spells, just as if it had
been cast.) Brewing a potion requires one day.
Item Creation Feat Required: Brew
Potion.
Potion Base Prices (By Brewer’s
Class) |
||||
Spell Level |
Clr, Drd, Wiz |
Sor |
Brd |
Pal, Rgr* |
0 |
25 gp |
25 gp |
25 gp |
— |
1st |
50 gp |
50 gp |
100 gp |
100 gp |
2nd |
300 gp |
400 gp |
400 gp |
400 gp |
3rd |
750 gp |
900 gp |
1,050 gp |
750 gp |
* Caster level is half class level. |
||||
Prices assume that the potion was
made at the minimum caster level. |
Base Cost to Brew a Potion (By
Brewer’s Class) |
||||
Spell Level |
Clr, Drd, Wiz |
Sor |
Brd |
Pal, Rgr* |
0 |
12 gp 5 sp +1 XP |
12 gp 5 sp +1 XP |
12 gp 5 sp +1 XP |
— |
1st |
25 gp +2 XP |
25 gp +2 XP |
50 gp +4 XP |
50 gp +4 XP |
2nd |
150 gp +12 XP |
200 gp +16 XP |
200 gp +16 XP |
200 gp +16 XP |
3rd |
375 gp +30 XP |
450 gp +36 XP |
525 gp +42 XP |
375 gp +30 XP |
* Caster level is half class level. |
||||
Costs assume that the creator makes
the potion at the minimum caster level. |
CREATING RINGS
To create a magic ring, a character
needs a heat source. He also needs a supply of materials, the most obvious
being a ring or the pieces of the ring to be assembled. The cost for the
materials is subsumed in the cost for creating the ring. Ring costs are
difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece
Values and use the ring prices in the ring descriptions as a guideline.
Creating a ring generally costs half the ring’s market price.
Rings that duplicate spells with
costly material or XP components add in the value of 50 x the spell’s component
cost. Having a spell with a costly component as a prerequisite does not
automatically incur this cost. The act of working on the ring triggers the
prepared spells, making them unavailable for casting during each day of the
ring’s creation. (That is, those spell slots are expended from his currently
prepared spells, just as if they had been cast.)
Creating some rings may entail other
prerequisites beyond or other than spellcasting. See the individual
descriptions for details.
Forging a ring requires one day for
each 1,000 gp of the base price.
Item Creation Feat Required: Forge
Ring.
CREATING RODS
To create a magic rod, a character
needs a supply of materials, the most obvious being a rod or the pieces of the
rod to be assembled. The cost for the materials is subsumed in the cost for
creating the rod. Rod costs are difficult to formularize. Refer to Table:
Estimating Magic Item Gold Piece Values and use the rod prices in the rod
descriptions as a guideline. Creating a rod costs half the market value listed.
If spells are involved in the
prerequisites for making the rod, the creator must have prepared the spells to
be cast (or must know the spells, in the case of a sorcerer or bard) but need
not provide any material components or focuses the spells require, nor are any
XP costs inherent in a prerequisite spell incurred in the creation of the item.
The act of working on the rod triggers the prepared spells, making them
unavailable for casting during each day of the rod’s creation. (That is, those
spell slots are expended from his currently prepared spells, just as if they
had been cast.)
Creating some rods may entail other
prerequisites beyond or other than spellcasting. See the individual
descriptions for details.
Crafting a rod requires one day for
each 1,000 gp of the base price.
Item Creation Feat Required: Craft
Rod.
CREATING SCROLLS
To create a scroll, a character needs
a supply of choice writing materials, the cost of which is subsumed in the cost
for scribing the scroll—12.5 gp x the level of the spell x the level of the
caster.
All writing implements and materials
used to scribe a scroll must be fresh and unused. A character must pay the full
cost for scribing each spell scroll no matter how many times she previously has
scribed the same spell.
The creator must have prepared the
spell to be scribed (or must know the spell, in the case of a sorcerer or bard)
and must provide any material component or focus the spell requires. If casting
the spell would reduce the caster’s XP total, she pays the cost upon beginning
the scroll in addition to the XP cost for making the scroll itself. Likewise, a
material component is consumed when she begins writing, but a focus is not. (A
focus used in scribing a scroll can be reused.) The act of writing triggers the
prepared spell, making it unavailable for casting until the character has
rested and regained spells. (That is, that spell slot is expended from her
currently prepared spells, just as if it had been cast.)
Scribing a scroll requires one day
per each 1,000 gp of the base price.
Item Creation Feat Required: Scribe
Scroll.
Scroll Base Prices (By Scriber’s
Class) |
||||
Spell Level |
Clr, Drd, Wiz |
Sor |
Brd |
Pal, Rgr* |
0 |
12 gp 5 sp |
12 gp 5 sp |
12 gp 5 sp |
— |
1st |
25 gp |
25 gp |
50 gp |
50 gp |
2nd |
150 gp |
200 gp |
200 gp |
200 gp |
3rd |
375 gp |
450 gp |
525 gp |
375 gp |
4th |
700 gp |
800 gp |
1,000 gp |
700 gp |
5th |
1,125 gp |
1,250 gp |
1,625 gp |
— |
6th |
1,650 gp |
1,800 gp |
2,400 gp |
— |
7th |
2,275 gp |
2,450 gp |
— |
— |
8th |
3,000 gp |
3,200 gp |
— |
— |
9th |
3,825 gp |
4,050 gp |
— |
— |
* Caster level is half class level. |
||||
Prices assume that the scroll was
made at the minimum caster level. |
Base Magic Supplies and XP Cost to
Scribe a Scroll (By Scriber’s Class) |
||||
Spell Level |
Clr, Drd, Wiz |
Sor |
Brd |
Pal, Rgr* |
0 |
6 gp 2 sp 5 cp +1 XP |
6 gp 2 sp 5 cp +1 XP |
6 gp 2 sp 5 cp +1 XP |
— |
1st |
12 gp 5 sp +1 XP |
12 gp 5 sp +1 XP |
25 gp +1 XP |
25 gp +2 XP |
2nd |
75 gp +6 XP |
100 gp +8 XP |
100 gp +8 XP |
100 gp +8 XP |
3rd |
187 gp 5 sp +15 XP |
225 gp +18 XP |
262 gp 5 sp +21 XP |
187 gp 5 sp +15 XP |
4th |
350 gp +28 XP |
400 gp +32 XP |
500 gp +40 XP |
350 gp +28 XP |
5th |
562 gp 5 sp +45 XP |
625 gp +50 XP |
812 gp 5 sp +65 XP |
— |
6th |
826 gp +66 XP |
900 gp +72 XP |
1,200 gp +96 XP |
— |
7th |
1,135 gp 5 sp +91 XP |
1,225 gp +98 XP |
— |
— |
8th |
1,500 gp +120 XP |
1,600 gp +128 XP |
— |
— |
9th |
1,912 gp 5 sp +153 XP |
2, 025 gp +162 XP |
— |
— |
* Caster level is half class level. |
||||
Costs assume that the creator makes
the scroll at the minimum caster level. |
CREATING STAFFS
To create a magic staff, a character
needs a supply of materials, the most obvious being a staff or the pieces of
the staff to be assembled.
The cost for the materials is
subsumed in the cost for creating the staff—375 gp x the level of the
highest-level spell x the level of the caster, plus 75% of the value of the
next most costly ability (281.25 gp x the level of the spell x the level of the
caster), plus one-half of the value of any other abilities (187.5 gp x the
level of the spell x the level of the caster). Staffs are always fully charged
(50 charges) when created.
If desired, a spell can be placed
into the staff at only half the normal cost, but then activating that
particular spell costs 2 charges from the staff. The caster level of all spells
in a staff must be the same, and no staff can have a caster level of less than
8th, even if all the spells in the staff are low-level spells.
The creator must have prepared the
spells to be stored (or must know the spell, in the case of a sorcerer or bard)
and must provide any focus the spells require as well as material and XP
component costs sufficient to activate the spell a maximum number of times (50
divided by the number of charges one use of the spell expends). This is in
addition to the XP cost for making the staff itself. Material components are
consumed when he begins working, but focuses are not. (A focus used in creating
a staff can be reused.) The act of working on the staff triggers the prepared
spells, making them unavailable for casting during each day of the staff ’s
creation. (That is, those spell slots are expended from his currently prepared
spells, just as if they had been cast.)
Creating a few staffs may entail
other prerequisites beyond spellcasting. See the individual descriptions for
details.
Crafting a staff requires one day for
each 1,000 gp of the base price.
Item Creation Feat Required: Craft
Staff.
CREATING WANDS
To create a magic wand, a character
needs a small supply of materials, the most obvious being a baton or the pieces
of the wand to be assembled. The cost for the materials is subsumed in the cost
for creating the wand—375 gp x the level of the spell x the level of the
caster. Wands are always fully charged (50 charges) when created.
The creator must have prepared the
spell to be stored (or must know the spell, in the case of a sorcerer or bard)
and must provide any focuses the spell requires. Fifty of each needed material
component are required, one for each charge. If casting the spell would reduce
the caster’s XP total, she pays the cost (multiplied by 50) upon beginning the
wand in addition to the XP cost for making the wand itself. Likewise, material
components are consumed when she begins working, but focuses are not. (A focus
used in creating a wand can be reused.) The act of working on the wand triggers
the prepared spell, making it unavailable for casting during each day devoted
to the wand’s creation. (That is, that spell slot is expended from her
currently prepared spells, just as if it had been cast.)
Crafting a wand requires one day per
each 1,000 gp of the base price.
Item Creation Feat Required: Craft
Wand.
Wand Base Prices (By Crafter’s
Class) |
||||
Spell Level |
Clr, Drd, Wiz |
Sor |
Brd |
Pal, Rgr* |
0 |
375 gp |
375 gp |
375 gp |
— |
1st |
750 gp |
750 gp |
1,500 gp |
1,500 gp |
2nd |
4,500 gp |
6,000 gp |
6,000 gp |
6,000 gp |
3rd |
11,250 gp |
13,500 gp |
15,750 gp |
11,250 gp |
4th |
21,000 gp |
24,000 gp |
30,000 gp |
21,000 gp |
* Caster level is half class level. |
||||
Prices assume that the wand was
made at the minimum caster level. |
Base Magic Supplies and XP Cost to
Craft a Wand (By Crafter’s Class) |
||||
Spell Level |
Clr, Drd, Wiz |
Sor |
Brd |
Pal, Rgr* |
0 |
187 gp 5 sp +15 XP |
187 gp 5 sp +15 XP |
187 gp 5 sp +15 XP |
— |
1st |
375 gp +30 XP |
375 gp +30 XP |
750 gp +60 XP |
750 gp +60 XP |
2nd |
2,250 gp +180 XP |
3,000 gp +240 XP |
3,000 gp +240 XP |
3,000 gp +240 XP |
3rd |
5,625 gp +450 XP |
6,750 gp +540 XP |
7,875 gp +630 XP |
5,625 gp +450 XP |
4th |
10,500 gp +840 XP |
12,000 gp +960 XP |
15,000 gp +1200 XP |
10,500 gp +840 XP |
* Caster level is half class level. |
||||
Costs assume that the creator makes
the wand at the minimum caster level. |
CREATING WONDROUS ITEMS
To create a wondrous item, a
character usually needs some sort of equipment or tools to work on the item.
She also needs a supply of materials, the most obvious being the item itself or
the pieces of the item to be assembled. The cost for the materials is subsumed
in the cost for creating the item. Wondrous item costs are difficult to
formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the
item prices in the item descriptions as a guideline. Creating an item costs
half the market value listed.
If spells are involved in the
prerequisites for making the item, the creator must have prepared the spells to
be cast (or must know the spells, in the case of a sorcerer or bard) but need
not provide any material components or focuses the spells require, nor are any
XP costs inherent in a prerequisite spell incurred in the creation of the item.
The act of working on the item triggers the prepared spells, making them
unavailable for casting during each day of the item’s creation. (That is, those
spell slots are expended from his currently prepared spells, just as if they
had been cast.)
Creating some items may entail other
prerequisites beyond or other than spellcasting. See the individual
descriptions for details.
Crafting a wondrous item requires one
day for each 1,000 gp of the base price.
Item Creation Feat Required: Craft
Wondrous Item.
INTELLIGENT ITEM CREATION
To create an intelligent item, a
character must have a caster level of 15th or higher. Time and creation cost
are based on the normal item creation rules, with the market price values on
Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as
additions to time, gp cost, and XP cost. The item’s alignment is the same as
its creator’s. Determine other features randomly, following the guidelines in
the relevant section.
ADDING NEW ABILITIES
A creator can add new magical
abilities to a magic item with no restrictions. The cost to do this is the same
as if the item was not magical. Thus, a +1 longsword can be made into a +2
vorpal longsword, with the cost to create it being equal to that of a +2
vorpal sword minus the cost of a +1 sword.
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%. For example, if a character adds the power to
confer invisibility to her ring of protection +2, the cost of
adding this ability is the same as for creating a ring of invisibility multiplied
by 1.5.
BODY SLOT AFFINITIES
Each location on the body, or body
slot, has one or more affinities: a word or phrase that describes the general
function or nature of magic items designed for that body slot. Body slot
affinities are deliberately broad, abstract categorizations, because a
hard-and-fast rule can’t cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.
Some body slots have different
affinities for different specific items.
Body Slot |
Affinity |
Headband, helmet |
Mental improvement, ranged attacks |
Hat |
Interaction |
Phylactery |
Morale, alignment |
Eye lenses, goggles |
Vision |
Cloak, cape, mantle |
Transformation, protection |
Amulet, brooch, medallion,
necklace, periapt, scarab |
Protection, discernment |
Robe |
Multiple effects |
Shirt |
Physical improvement |
Vest, vestment |
Class ability improvement |
Bracers |
Combat |
Bracelets |
Allies |
Gloves |
Quickness |
Gauntlets |
Destructive power |
Belt |
Physical improvement |
Boots |
Movement |
Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.