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. | ||
* | * 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 | 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=== |