Magic Item Crafting Rules: Difference between revisions

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* 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.
* 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)).
* 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.)
 
* 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 ==
== Making the Creation Check ==
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These examples are extreme, but illustrate the pitfalls that GM's must be on the lookout for.  At the same time, the GM should be careful to allow the players plenty of avenues for creativity.  Don't strangle the life out of a game by outlawing all the fun, cool, wacky ideas that players come up with.
These examples are extreme, but illustrate the pitfalls that GM's must be on the lookout for.  At the same time, the GM should be careful to allow the players plenty of avenues for creativity.  Don't strangle the life out of a game by outlawing all the fun, cool, wacky ideas that players come up with.


Last, there is a special case, where a player really likes a magic item's effects, but not how it looks.  Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a greatsword instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item. For example, a greatsword  of venom has a price of 8,350 gp instead of the dagger of venom's price of 8,302 gp.  And honestly, a greatsword of venom?  That's cool!
Last, there is a special case, where a player really likes a magic item's effects, but not how it looks.  Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a greatsword instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the non-magical item with the cost of the new type of item. For example, a greatsword  of venom has a price of 8,050 gp instead of the dagger of venom's price of 8,002 gp.  And honestly, a greatsword of venom?  That's cool!
 


==Synergy and Discord==
==Synergy and Discord==
Magic items can have multiple enchantments applied to them, but unless there is a blatant thematic similarity to the combination of enchantments, the cost of the magic item is greatly increased.  Magic items with a strong, consistent theme of enchantments receive a Synergy discount to their price, while magic items with multiple dissimilar enchantments get a Discord multiplier applied to their cost.
Magic items can have multiple enchantments applied to them, but unless there is a blatant thematic similarity to the combination of enchantments, the cost of the magic item is greatly increased.  Magic items with a strong, consistent theme of enchantments receive a Synergy discount to their price, while magic items with multiple dissimilar enchantments get a Discord multiplier applied to their cost.


===Synergy Discount===
===Synergy Discount===

Revision as of 13:55, 10 August 2017