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Section 10: Magical Item Creation
by dgh20

Magic Item Creation
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The following rules outline magical item creation, to be able to use any of the following the prerequisites must be met as well as listed costs. The DM has to approve and detail out any item for creation prior to its start. However characters may start by setting aside the required costs ahead of time without letting the DM know what is planned. All spells involved must be castable by the creator or another PC/NPC must be involved. Characters may only create a total of magic items equivalent to 75% of the next level requirement worth of experience, plus 50 per current level, in item base price cost as listed below.
Magic Item Creation Limits* Level Max Base Level Max Base
1 800 7 21,350 2 2,350 8 27,400 3 4,650 9 34,200 4 7,700 10 41,750 5 11,500 11 50,050 6 16,050 12 59,100
Level Max Base
13 68,900 14 79,450 15 90,750 16 102,800 17 115,600 18 129,150
Level Max Base
19 143,450 20 158,500 21 174,300 22 190,850 23 208,150 24 226,200
Level Max Base
25 245,000 26 264,550 27 284,850 28 305,900 29 327,700 30 350,250
*Starting characters may create only the magic items listed in this handbook at character creation.
Intelligent Items
Items created by PC’s have a base 1% chance of becoming an “Intelligent Item” and gain a +1% per level of Exp used to create the item. The roll must be made with the DM watching, no exceptions!!! If the item is determined to be an “Intelligent Item”, the DM will detail the item from that point forward. Some weapons can have limited sentience without being fully “Intelligent Items”.
Cursed Items
There is a 1% chance that any created item turns out to be a cursed item. This roll must be made with the DM watching!!! An item that is cursed actually grants an insight on the item creation and therefore the creator receives all expended Exp back.
Attune Gem
Prerequisite: Int 13+, arcane caster level 3+, gem cutting proficiency. Benefit: You can store an arcane spell in a gem. A gem can only be attuned with a single spell. Using the gem’s stored magic does not destroy the gem, but it may not be used again for magic use (to include use for spells). You must spend 10% of the gems value in XP. The gem must have a minimum value equal to the value required for casting a spell of the level to be stored. Attunement requires 1 hour per level of the spell, plus the spell’s normal casting time.
Brew Potion
Prerequisite: Spellcaster level 3+, alchemy proficiency Benefit: The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a creature or creatures. Brewing a potion takes 1 day per spell level. The base price of a potion is as listed or its spell level x caster level x 100gp. To brew a potion, the character must spend 10% of this base price in XP and use up raw materials costing 1/2 the base price. When the character creates a potion, the character makes any choices that the character would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Craft Construct
Prerequisite: Spellcaster level 12+, appropriate proficiency/ies (determined by DM) to create the item. Benefit: The character can create any construct whose prerequisites it meets. Enchanting a construct takes 1 day for each 1,000gp in its Magical Adjust (see DM for prices). To enchant a construct, a character must spend 45% the item’s base price in XP and use up raw materials costing 1/2 the base price. The character can repair constructs that have taken damage. In one day of work the character can repair up to 20 points of damage by expending 50gp per point of damage repaired. A newly created construct has average HP for its HD.
Craft Magic Arms and Armor
Prerequisite: Spellcaster level 5+ (all others 9+), appropriate proficiency/ies (determined by DM) to create the item. Benefit: The character can create any magic weapon, armor, or shield whose prerequisites the character meets. Enchanting a weapon, suit of armor, or shield takes 1 day for each 1,000gp in the price of its magical features, use of the enchantment spell removes this requirement. To enchant a weapon, suit of armor, or shield, the character must spend 30% of its features’ total price in XP and use up raw materials costing 1/2 of this total price. The character can also mend a broken magic weapon, suit of armor, or shield if it is one that the character could make. Doing so costs 1/2 the XP, 1/2 the raw materials, and 1/2 the time it would take to enchant that item in the first place.
Craft Magic Tattoo
Prerequisite: Arcane caster level 5+, artistic ability proficiency. Benefit: You can apply your magic and artistry together to create a magic tattoo. The tattoo is created to emulate the effects of a single spell (no higher than 5th level) as if it were a spell like ability. The base price for a tattoo of this nature is spell level x caster level x 100gp. Crafting a magic tattoo takes one day for each 1,000gp of its base price. To craft a magic tattoo, you must spend 25% of its base price in XP. The creator must also use up raw materials costing 1/2 of the base price. Special: The power of the tattoo can only be used once each day. Only one magic tattoo may be on a character (regardless of size). A magic tattoo can be removed using a successful dispel magic (cast directly on the tattoo), erase or remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo. The act only takes away the magic. The tattoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.
Craft Rod
Prerequisite: Spellcaster level 9+, appropriate proficiency/ies (determined by DM) to create the item. Benefit: The character can create any rod whose prerequisites the character meets. Crafting a rod takes 1 day for each 1,000gp in its base price. To craft a rod, the character must spend 35% of its base price in XP and use up raw materials costing 1/2 of its base price.
Craft Staff
Prerequisite: Spellcaster level 12+, appropriate proficiency/ies (determined by DM) to create the item. Benefit: The character can create any staff whose prerequisites the character meets. Crafting a staff takes 1 day for each 1,000gp in its base price. To craft a staff, the character must spend 35% of its base price in XP and use up raw materials costing 1/2 of its base price. A newly created staff has 50 charges.
Craft Wand
Prerequisite: Spellcaster level 5+, appropriate proficiency/ies (determined by DM) to create the item. Benefit: The character can create a wand of any spell of 4th level or lower that the character knows. Crafting a wand takes 1 day for each 1,000gp in its base price. The base price of a wand is its spell level x caster level x 500gp. To craft a wand, the character must spend 35% of the base price in XP and use up raw materials costing 1/2 of the base price. A newly created wand has 50 charges.
Craft Wondrous Item
Prerequisite: Spellcaster level 3+ (all others 7+), appropriate proficiency/ies (determined by DM) to create the item. Benefit: The character can create any miscellaneous magic item whose prerequisites the character meet. Enchanting a miscellaneous magic item takes 1 day for each 1,000gp in its price, use of the enchantment spell removes this requirement.