Magic 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
|
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 50 x level of spell x level of caster |
50 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 25 x level of spell x level of caster |
25 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 750 x level of spell x level of caster |
750 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. |
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. |
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. |
5 Some items have additional value from a
masterwork item component. |
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 lower item cost by 1.5
|
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 |
7,785 gp
+630 XP |
5,625 gp
+450 XP |
4th |
10,500 gp
+840 XP |
12,000 gp
+960 XP |
15,000 gp
+1,200 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.
|