From crafting fearsome weapons to brewing life-saving potions, creating magic items in your Dungeons and Dragons campaign is a gratifying pastime and exciting yet rarely used aspect of the game. In this article, we will explore official rules and non-canonical ideas for crafting magic items, weapons, and potions. We will also provide a table of examples at the end of crraft article of crafting requirements for homebrew magic items to players and Dungeon Masters alike. According to pages and of the Dungeon Masters Guide, a Dungeon Master can allow a player to craft magic items, though it is form expensive and lengthy task. Remember: all aspects of crafting magic items are under the purview of the Dungeon Master, who has final say on pathflnder. A player crafting a magic item makes progress in increments of spending 25 gp of the Creation Cost per day, assuming they work for 8 hours each of those days. This includes having or expending if required by the spell material components once each day, unless the item has a patbfinder use like a spell scrollin which case, the components are only consumed. Finding components can make for a frm side quest. Multiple Contributors. If multiple characters meet the level requirements, they can work together to create a magic item. Each character can contribute spells, spell slots, and components, and all characters must participate during the entire crafting process each crafting day.
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Alright, so we’ve all been there where we have a lot of downtime and nothing to do but make lots of money, but how do we go about that? I have seen multiple threads over a period of time of «How do I make effective use of my time during down time when I want to make money? Everything is allowed but lets try to keep 3rd party rulebooks excluded as that is hit or miss for most DMs. Best part is, generally this will undercut the local merchants meaning people will want to stop by your store first for items. This works even better if you can get your face to participate. And by the way, the week and a half is most likely the maximum amount of time it will take you to sell those items. This will require just a few things to be effective: people who want to buy minor magical items and people who have the means. So set up in a city and sell your junk, not some small town. Well, since magic items are sold at half price, you only break even with this tactic unless you choose to sell only to party members. A better tactic is using the craft skill. He does so in 1 minute using the Fabricate spell. My favorite use of this trick is to make small, but expensive items and just sell them here and there and of course to party members. Spyglasses are worth GP.
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They take This is not game breaking unless your DM let’s you flood the market but it is a nice way to subsidize your spell book.
By using our site, you acknowledge that you have read and understand our Cookie Policy , Privacy Policy , and our Terms of Service. Our DM is putting us into a war and we have to prepare for said war. We have X amount of time not known to make money and then we make the purchases with the money. We already have armor and weapons.
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Ring costs are difficult to formularize. And the 2E Playtest Discussion. He cannot rush the process by working longer each day. 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. You can pathfinder making money from craft wondrous items the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. 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. Your DM should now be cackling maniacally. Rods usable as weapons must include the masterwork weapon cost. Using metamagic feats, a caster itens place spells in items at a higher level than normal. Every item has a «caster level» listed in the item description—you can think about it as a rough approximation of the item’s power. A creator can add new magical abilities to a magic moneyy with no restrictions. The item cost does not influence the base price which determines the cost of magic supplies and the experience point costbut it does increase the final market price. Amking the items that have a spell knowledge requirement pretty much all of them?
To create cragt items, spellcasters use special feats. Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be pathfinfer. 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. For many items, the market price equals the base price. Armor, shields, weapons, and items with a value independent of their magically enhanced properties mxking 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 costbut 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 pathfinder making money from craft wondrous items 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. Potions crafh 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. Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to iems the new item to an item that wonvrous already priced that price as a guide.
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. Once you have a final cost figure, reduce that number if either of the following conditions applies:. Some items require a specific skill to get them to function. 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 ite,s lowest possible level can make it. 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. 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, ptahfinder other items require at least some judgment calls. Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. Makign 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.
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. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
If spells are involved in the prerequisites for making the armor, the creator must have prepared monye spells to be cast or must know the spells, in the case of a sorcerer or bardmust provide any material components or focuses the spells pathfidner, and must pay any XP costs required for the spells.
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. 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.
If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met. 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 iteks of the item.
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. 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. Wondeous addition, he needs ingredients. 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 patfinder 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. 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. Makking is, that spell slot is expended from his currently prepared spells, just as if it had been cast. Brewing a potion requires one day. To create a magic ring, a character pathinder 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. Having a spell with mking costly component as a prerequisite does not automatically incur this cost. Creating some rings may entail other prerequisites beyond or other makign spellcasting. 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. 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.
Creating some rods may entail other prerequisites beyond or other than spellcasting. 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— 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. 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. 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. 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.
Creating Magical Items! (GM Tips w/ Matt Mercer)
Anyone can use a wondrous item unless specified otherwise in the description. Usually use-activated or command wordbut details vary from item to item. An 01 result indicates the wondrous item is intelligent, indicates that something a design, inscription, or the like provides a clue to its function, and indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. This miney is a golden disk on a chain.
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It usually bears the image of a lion or other powerful animal. This device usually appears to be a black circular amulet, although any character looking closely pathfinder making money from craft wondrous items it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make wondrou DC 15 Intelligence check in order to get the amulet to take her to the plane and the specific location on that plane that she wants. This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. This item appears to be a large, sealed iron barrel, but it has a secret catch Search DC 20 to locate that opens a hatch in one end. Anyone who crawls inside finds ten unlabeled levers: The device has the following characteristics: hp ; hardness 15; Spd 20 ft. Operating a lever is a windrous actionand no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to feet deep. When activated, the apparatus looks something like a giant lobster. Strong evocation and transmutation; CL 19th; Craft Wondrous Itemanimate objectscontinual flamecreator must have 8 ranks in the Knowledge architecture and engineering skill; Price 90, gp; Weight lb. This appears to be a common cloth sack about 2 feet by 4 feet in size.
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