Magic Item Crafting Rules: Difference between revisions
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Of course, some players just don't want honest, hard-working townsfolk to earn a living for themselves, and would rather save some money by making magic items for themselves. Sure, they'll waste weeks of their own time, as well as that of their loyal party, frittering away their days toiling over a workbench while the barbarian blows all his hard-earned gold on booze and, um, other recreations. What could go wrong? If your party demands to make their own stuff, with their own hands, these rules can also be used to determine the costs and time required for that, as well. | Of course, some players just don't want honest, hard-working townsfolk to earn a living for themselves, and would rather save some money by making magic items for themselves. Sure, they'll waste weeks of their own time, as well as that of their loyal party, frittering away their days toiling over a workbench while the barbarian blows all his hard-earned gold on booze and, um, other recreations. What could go wrong? If your party demands to make their own stuff, with their own hands, these rules can also be used to determine the costs and time required for that, as well. | ||
== Magic Item Caster Level == | |||
* Every magic item has a caster level (CL). This is the minimum caster level required to create the item. In Epic Path, a character with the [[Creator (Feat)|Creator]] feat has an effective caster level equal to the number of ranks in their bailiwick skill. | |||
* If you are attempting to create a custom magic item (one which does not already have a pre-defined caster level), you must determine the caster level yourself, or ask the GM to establish one. | |||
* | |||
* | * Items which have more than one enchantment on them use the enchantment with the highest caster level as the base, and add +3 to the caster level for each additional enchantment being added. | ||
* | * You may not always know the exact CL of the item you are attempting to create. In such a case, only the GM knows the true CL. | ||
* The DC to create a magic item | == Creation Requirements == | ||
* All items have requirements in their descriptions. These requirements 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). The DC to create a magic item increases by 5 for each requirement the creator does not meet. The only exception to this is the Creator feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites. Note that due to this requirement, it is much easier for a spellcaster to make these items, as seeking substitutes for a potion takes just as long as seeking a substitute for a mighty sword. | |||
* It should be stated clearly that the prerequisites are NOT set in stone. Substitutions are allowed and encouraged. Instead of a scroll of fireball to empower an item with magic, a barbarian might go and get breathed on by a red dragon while holding it. Instead of a Jump spell, a Monk might leap off a cliff while wearing the item to be empowered. Creativity is allowed and encouraged. In only the most prosaic of cases should hiring an NPC to cast a spell be the preferred method. How boring such a solution is. | |||
* Using the metamagic feat [[Heighten Spell]] (or the metamagic rod, if you have one), it is also possible to place spells in items at a higher level than normal. The primary reason to do this is to make the saving throw DC higher, though this is only really applicable to offensive spells. Note that this obviously increases the item's caster level. | * Using the metamagic feat [[Heighten Spell]] (or the metamagic rod, if you have one), it is also possible to place spells in items at a higher level than normal. The primary reason to do this is to make the saving throw DC higher, though this is only really applicable to offensive spells. Note that this obviously increases the item's caster level. | ||
* | == Magic Item Creation Cost == | ||
* The cost to make an item yourself with the Creator feat is half of the cost to purchase the same item on the market. This cost represents the material costs of building the item. Whether the magic item creation check succeeds or fails, these materials are always used up in the creation process and cannot be recovered. The cost of a workshop and its tools are not part of the cost of item creation. | |||
* For magic weapons, armor and shields, the cost of a masterwork version of the base item must also be added to the total cost of the item. This cost is not reduced by half when making the item yourself (unless you also make the masterwork item yourself with that Profession (Weaponsmith) or Profession (Armorsmith) skill you took). Similarly, if a magic enchantment is being placed in an object that has a value when it is non-magical, a masterwork version of that object must be purchased at full market cost in addition to the material costs for enchanting the item. For example, to create a +1 flaming longsword, the Creator must first purchase a masterwork longsword (300 gp for masterwork, 15 gp for the longsword), and then spend the 4,000 gp in materials to create a weapon with an absolute bonus of +2 (the +1 enchantment and the +1 magic property "flaming" equals an absolute bonus of +2; the market cost of a +2 absolute bonus is 8,000 gp, so the Creator has to spend half that for materials)). | |||
* In addition, some items cast or replicate spells with costly material components. The cost of the spell components must be factored into the overall cost of the enchantment, as described in the [[Magic_Item_Enchant_-_Spell_Effects|Spell Effects]] page. (Spoiler: The spell component cost varies depending on how many times per day the spell effect can be used.) | |||
== Making the Creation Check == | |||
* To create magic items, characters must have the [[Creator]] feat. No exceptions! The Creator feat represents the innate talent required to handle magic and infuse it into an object, allowing a character to invest time and money in an item's creation. | |||
* The base number of days required to create a magic item are 2 days + 1 day per caster level of the item. | |||
* | * You also need an appropriate place in which to work. The nature of such a place can vary wildly. A noisy pugilarium full of hard-training warriors might be ideal for a Brawler to work on his new amulet of natural armor, but it's probably not going to be a good place for a Sorcerer to get anything done. | ||
* | ** For users of [[Spellcraft]], any place suitable for preparing spells is suitable for making items. [[Warfare]] works best in forges and smithies and training halls; rough, rude places of strife. [[Spycraft]] works best in hidden spyholes full of small secretive nooks and hidden tools. [[Naturalism]] works great in grottoes and caves and glades, anywhere the Nascent Seed is strong and vital. [[Divinity]] works well in temples and crypts and ossuaries, anywhere the sense of the Divine is strong. [[Reason]] works best in libraries and meditation halls, dojos and saunas, places where quiet thought is enhanced. | ||
** If the workspace is considered a poor fit for the item being created, the time required is doubled. | |||
** If the workspace is inconsistent, or the item is being moved around between creation days (such as attempting to create an item while journeying overland), the required time is doubled again. | |||
* | * Each day of crafting requires 8 hours of work, with no more than 1 hour of interruptions (not counting food and rest breaks). If you are unable to work 8 hours in a given day, the entire day's efforts are wasted, and not counted toward your progress. | ||
* | * The days spent creating a magic item need not be consecutive. Partially finished magic items stored in a safe fashion will keep indefinitely. Since magic items in progress keep indefinitely, you may schedule time to work on one as you wish. | ||
* | * Once you have determined the total number of days required to craft the magic item, you must craft the item for half this amount of time before you may make a skill check to determine the item's success or failure. | ||
* At the midway point of the item's creation, the GM makes a single bailiwick skill check ([[Divinity]], [[Naturalism]], [[Reason]], [[Spellcraft]], [[Spycraft]] or [[Warfare]]) on your behalf to determine the efficiency of your crafting process. | |||
[[ | ** If the bailiwick skill check result is less than an [[Skill DC|Easy]] DC for the CL of the magic item, or you roll a natural 1 on the die, the magic item creation process fails, and the material costs are wasted. | ||
** If the bailiwick skill check result is at least an [[Skill DC|Easy]] DC for the CL of the magic item, but less than the [[Skill DC|Average]] DC, a cursed version of the item is created. (see cursed items, below). | |||
** If the bailiwick skill check result is at least an [[Skill DC|Average]] DC for the CL of the magic item, but less than a [[Skill DC|Challenging]] DC, the required time to complete the magic item is unchanged. Once you complete the remaining days of crafting, the magic item is successfully created. | |||
** If the bailiwick skill check result is at least a [[Skill DC|Challenging]] DC for the CL of the magic item, but less than the [[Skill DC|Hard]] DC, the required time to complete the magic item is reduced by 1 day OR 10%, whichever is better. Once you complete the remaining days of crafting, the magic item is successfully created. | |||
** If the bailiwick skill check result is at least a [[Skill DC|Hard]] DC for the CL of the magic item, but less than the [[Skill DC|Impossible]] DC, the required time to complete the magic item is reduced by 3 days OR 25%, whichever is better. Once you complete the remaining days of crafting, the magic item is successfully created. | |||
** If the bailiwick skill check result is at least an [[Skill DC|Impossible]] DC for the CL of the magic item, the required time to complete the magic item is reduced by 5 intervals OR 50%, whichever is better. | |||
* No magic item can ever be created in less than 1 full day of crafting. The exceptions to this are consumable items and ammunition. | |||
* | |||
[[Image:Workshop_1.png|484px|right|Where did I put that treatise on Time-Spalled Anguishes?]] | |||
===Dual-Slot Items=== | ===Dual-Slot Items=== | ||
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Some GM's might consider ruling that when using the shield or armor spikes as a weapon, you lose the actual shield or armor bonuses until the start of your next turn, just as if you used your shield for a shield bash. GM's should only really do this if the shield or armor is being used as a weapon very frequently (like more than once per encounter). If it's only a rare case, it's way too much paperwork to ask a player to subtract all their armor or shield bonuses from everything. Remember that these spiked shields or spiked armors cost as much to enchant as a magic weapon and a magic shield (or a magic weapon and magic armor), so the character has already paid a fair market value for being able to use the item as both a weapon and as a shield (or armor). | Some GM's might consider ruling that when using the shield or armor spikes as a weapon, you lose the actual shield or armor bonuses until the start of your next turn, just as if you used your shield for a shield bash. GM's should only really do this if the shield or armor is being used as a weapon very frequently (like more than once per encounter). If it's only a rare case, it's way too much paperwork to ask a player to subtract all their armor or shield bonuses from everything. Remember that these spiked shields or spiked armors cost as much to enchant as a magic weapon and a magic shield (or a magic weapon and magic armor), so the character has already paid a fair market value for being able to use the item as both a weapon and as a shield (or armor). | ||
== Magic Item Slots== | == Magic Item Slots== |