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Item Creation

Character Feats
Divine Feats
Epic Feats
General Feats
Item Creation
Metamagic
Monster
Rage Feats
Special
Wild Feats
Fighter Bonus Feats
Feat Name Prerequisites Description
Brew Potion Caster Level 3+ 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. When the character creates a potion, the character sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the character's own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, the character must spend 1/25 of this base price in XP and use up raw materials costing half this 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.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when creating the potion.

Craft Magic Arms and Armor Caster Level 5+

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Magic Tattoo Caster Level 9+, 5 or more ranks in Craft (Artist) Benefits: 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 as if ti were a spell like ability.  The base price for a tattoo of this nature is spell level x caster level x 400 gp.  Crafting a magic tattoo takes one day for each 1,000gp of its base price.  To craft a magic tattoo, you and the recipient must each spend 1/25th of its base price in XP and use up raw materials costing half of the base price.

Special: The power of the tattoo can only be used once each day.  The caster level is based on the lowest caster level needed to cast the spell.  If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell) or a similar method).  The act of casting remove curse only takes away the magic.  The tatoo itself remains until removed through mundane methods.  the tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.

Craft Rod Caster Level 9+ Benefit: The character can create any rod whose prerequisites the character meets. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.  Some rods incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Craft Staff Caster Level 12+ Benefit: The character can create any staff whose prerequisites the character meets. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.  A newly created staff has 50 charges.  Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Craft Wand Caster Level 5+ 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 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, the character must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.  A newly created wand has 50 charges.  Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, the character must expend fifty copies of the material component or pay fifty times the XP cost.
Craft Wondrous Item Caster Level 3+

Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Create Infusion Wilderness Lore 4 ranks, Caster level 3+ Benefits: You create an infusion of any divine spell available to you.  Infusing an herb with a spell takes one day.  When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question but not higher than your own level.  The base price of an infusion is the spell level times its caster level times 50 gp.  To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.  Any infusion that stores a spell with a costly material component or an XP cost also carries a commensurate cost.  In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion.
Forge Ring Caster Level 12+ Benefit: The character can create any ring whose prerequisites the character meets. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, the character must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.  The character can also mend a broken ring if it is a ring that the character could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that ring in the first place.  Some magic rings incur extra costs in material components or XP as noted in their descriptions.
Scribe Scroll Spellcaster level 1st+ Benefit: The character can create a scroll of any spell that the character knows. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, the character must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.  Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the XP when scribing the scroll.

An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.

XP Cost: Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.

Raw Materials Cost: The cost of creating a magic item equals one-half the sale cost of the item.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.

Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.

Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

Scrolls: Base price = spell level x caster level x  25 gp.

Potions: Base price = spell level x  caster level x  50 gp.

Wands: Base price = spell level x  caster level x  750 gp.

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.

For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.

Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

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