Cooperative Crafting
If you need another character to supply one of an item’s requirements (such as if you’re a
Wizard creating an item with a divine spell), both you and the other character must be present for the entire duration of the crafting process. Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item, the GM makes the check in secret.
If the second character is providing a spell effect, that character’s spell is expended for the day, just as if you were using one of your own spells for a requirement. If the second character is a hired NPC, you must pay for the NPC’s spellcasting service for each day of the item creation.
Creating Magic Armor and Shields
To create
Magic Armor and Shields, a character needs a heat source and some iron, wood, or leather-working tools. They also need a supply of materials, the most obvious being the shield, armor, or pieces of armor to be assembled. Armor and shields to be made into
Magic Armor and Shields must be masterwork, and the masterwork cost is added to the base price to determine final market value. Additional magic supply costs for the materials are covered in the cost for creating the magic armor; half the base price of the enchantments to be added.
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 and Shields must have at least a +1 enhancement bonus to have any armor or 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) but need not provide any material components or focuses the spells require. 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 the caster’s 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.
Feat(s) Required: Craft Magic Arms and Armor.
Skill(s) Required: Spellcraft or
Craft (armor).
Spellscribed Armor
The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells.
Any spellcaster with both
Craft Magic Arms and Armor and either
Scribe Scroll or
Brew Potion can create spellscribed armor. A single suit of armor can be inscribed with a number of spells equal to its base armor bonus (not including its enhancement bonus).
For example, a suit of breastplate armor (which has a +6 armor bonus) can have up to six spells inscribed on it.
The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed.
Light armor, a buckler, or a light shield can hold up to 3rd-level spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells.
An inscribed spell is a
Spell Completion Item that only the wearer of spellscribed armor may activate, and only if they are proficient with the type of armor worn. The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation. Otherwise, suits of spellscribed armor are treated as
Scrolls (except that using them doesn’t provoke an attack of opportunity) and use the rules for
Spell Completion Items.
As a
Spell Completion Item, the requirements for crafting spellscribed armor cannot be bypassed by increasing the DC of the check to craft it.
The process to create spellscribed armor requires access to expensive etching and scribing materials, carrying a base price equal to the inscribed spell’s level × the creator’s
Caster Level × 100 (plus the price of any expensive material components). As with all
Magic Items, the cost to inscribe a spell into armor is half the base cost of the inscription.
As with
Scrolls, the creator may choose to craft spells into the armor at a
Caster Level lower than their own, provided it is high enough to meet the minimum level required for the creator to cast that spell. Doing so lowers the effective
Caster Level of the inscribed spell, in turn reducing the cost to inscribe that spell.
Spells inscribed on armor can be dispelled as if they were separate
Magic Items (treat them as scrolls), wholly independent of the suit of armor on which they are etched.
Creating Magic Weapons
To create
Magic Weapons, a character needs a heat source and some iron, wood, or leather-working tools. They also need 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 covered in the cost for creating the magic weapon; half the base price of the enchantments to be added.
Creating
Magic Weapons 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 melee or ranged special weapon 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 spontaneous casters such as
Sorcerer or
Bard) but need not provide any material components or focuses the spells require. 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 the caster’s 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, and special abilities.
Creating magic ammunition bears the same cost and requirements as
Magic Weapons, but each use enchants 50 pieces of said ammunition.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Feat(s) Required: Craft Magic Arms and Armor.
Skill(s) Required: Spellcraft,
Craft (bows) (for magic bows and arrows), or
Craft (weapons) (for all other weapons).
Creating Potions
To create
Potions, one 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, they need ingredients. The costs for materials and ingredients are covered in the cost for brewing the potion. The market price for a potion is 50 gp x the level of the spell x the level of the caster. The
Caster Level for a potion is always the minimum level required for the caster to cast said spell, regardless of their actual
Caster Level. As with all
Magic Items, the cost to brew a potion is half its market price.
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 spontaneous casters such as
Sorcerer or
Bard) and must provide any material component or focus the spell requires.
As a
Use-Activated Item, the requirements for creating
Potions cannot be bypassed by increasing the DC of the check to craft it.
Material components are consumed when the creator 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 the caster’s currently prepared spells, just as if it had been cast).
Feat(s) Required: Brew Potion.
Skill(s) Required: Spellcraft or
Craft (alchemy)
Table: Potion Base Costs By Brewer’s Class
Spell Level
*
Caster Level is equal to class level –3.
The cost to create a potion is half the base cost.
Creating Rings
To create magic
Rings, a character needs a heat source. they also need 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 covered in the cost for creating the ring. The market costs of
Rings are typically given in their descriptions. Creating a ring generally costs half the ring’s market price.
Rings that duplicate spells with costly material components add in the value of 50 × 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 the caster’s 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.
Feat(s) Required: Forge Ring.
Skill(s) Required: Spellcraft or
Craft (jewelry).
Creating Rods
To create magic
Rods, 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 covered in the cost for creating the rod. Rod costs are difficult to determine. The market cost of a given rod is typically given in its description. Creating a rod costs half the rod’s market price.
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. 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 the caster’s 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.
Feat(s) Required: Craft Rod.
Skill(s) Required: Spellcraft,
Craft (jewelry),
Craft (sculptures), or
Craft (weapons).
Creating Scrolls
To create
Scrolls, a character needs a supply of choice writing materials, the cost of which is covered in the cost for scribing the scroll. The market price for a scroll is double the cost to craft it, or 25 gp × the level of the spell × 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 spontaneous casters such as
Sorcerer or
Bard) and must provide any material component or focus the spell requires. A material component is consumed when they begin 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 the caster’s currently prepared spells, just as if it had been cast).
The creator of a scroll may choose to craft spells into it at a
Caster Level lower than their own, provided it is high enough to meet the minimum level required for the creator to cast that spell. Doing so lowers the effective
Caster Level of the scribed spell, in turn reducing the cost to inscribe that spell.
Feat(s) Required: Scribe Scroll.
Skill(s) Required: Spellcraft,
Craft (calligraphy), or
Profession (scribe).
Table: Scroll Base Costs By Scriber’s Class
Spell Level | Full Casters (Sorcerer, Wizard, etc) | Hybrid Casters (Magus, Bard, etc) | Partial Casters* (Paladin, Ranger, etc) |
0th | 12 gp 5 sp | 12 gp 5 sp | — |
1st | 25 gp | 25 gp | 25 gp |
2nd | 200 gp | 200 gp | 200 gp |
3rd | 450 gp | 525 gp | 525 gp |
4th | 800 gp | 1,000 gp | 1,000 gp |
5th | 1,250 gp | 1,625 gp | — |
6th | 1,800 gp | 2,400 gp | — |
7th | 2,450 gp | — | — |
8th | 3,200 gp | — | — |
9th | 4,050 gp | — | — |
*
Caster Level is equal to class level –3.
Prices assume that the scroll was made at the minimum
Caster Level. The cost to create a scroll is half the base price.
Creating Spell Capsules
To create
Spell Capsules, a character needs a supply of materials, as well as a clean, steady surface on which to perform the delicate work. The costs for materials are covered in the cost for crafting the spell capsule. The market price for a spell capsule is 100 gp × the level of the spell × the level of the caster. The
Caster Level for a spell capsule is always the minimum level required for the caster to cast said spell, regardless of their actual
Caster Level. As with all
Magic Items, the cost to craft a spell capsule is half its market price.
Only spells that are 2nd level or lower, have a casting time of less than 1 minute, and that affect an area can be made into
Craft Spell Capsule. Regardles of the description of the spell, a spell capsule cannot affect an area larger than a 10 foot cube, and has a duration of no more than 1 minute. Any spell used with a larger area of effect and/or longer duration is reduced to meet these limitations.
The creator must have prepared the spell to be placed in the spell capsule (or must know the spell, in the case of spontaneous casters such as
Sorcerer or
Bard) and must provide any material component or focus the spell requires.
As a
Use-Activated Item, the requirements for creating
Spell Capsules cannot be bypassed by increasing the DC of the check to craft it.
Material components are consumed when the creator begins working, but a focus is not. (a focus used in crafting a spell capsule can be reused.) The act of crafting 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 the caster’s currently prepared spells, just as if it had been cast).
Feat(s) Required: Craft Spell Capsule.
Skill(s) Required: Spellcraft or
Craft (alchemy)
Table: Potion Base Costs By Brewer’s Class
Spell Level
*
Caster Level is equal to class level –3.
The cost to create a potion is half the base cost.
Creating Staves
To create magic
Staves, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.
The materials cost is covered in the cost of creation. The market price of a staff is 800 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (600 gp × the level of the spell × the level of the caster), plus 1/2 the value of any other abilities (400 gp × the level of the spell × the level of the caster).
Staves are always fully charged (10 charges) when created. As with all
Magic Items, the cost to craft a staff is half the market price.
If desired, a spell can be placed into the staff at less than the normal cost, but then activating that particular spell drains additional charges from the staff. Divide the cost of the spell by the number of charges it consumes to determine its final price. Note that this does not change the order in which the spells are priced (the highest level spell is still priced first, even if it requires more than one charge to activate).
The creator may choose a
Caster Level for a staff lower than their actual
Caster Level, but it must be high enough to cast all the spells within 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 spells, in the case of spontaneous casters such as
Sorcerer or
Bard) and must provide any focus the spells require as well as material component costs sufficient to activate the spell 50 times (divide this amount by the number of charges one use of the spell expends). Material components are consumed when work begins, 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 the caster’s currently prepared spells, just as if they had been cast).
Creating some
Staves may entail other prerequisites beyond spellcasting. See the individual descriptions for details.
Feat(s) Required: Craft Staff.
Skill(s) Required: Spellcraft,
Craft (jewelry),
Craft (sculptures), or
Profession (woodcutter).
Creating Magical Tattoos
Inscribing
Magical Tattoos requires appropriate tattooing tools, as well as a willing or helpless host to inscribe them on to (including the crafter themselves). The creator also needs a supply of materials, primarily magically infused inks. The cost for the materials is covered in ther cost for creating the item. The market cost of
Magical Tattoos are typically given in their descriptions. The market cost for a spell tattoo is 100 x the level of the spell x the level of the caster. As with all
Magic Items, the cost to inscribe a magical tattoo is half its market price.
The recipient of the tattoo must be present (and willing or helpless) during the entire tattooing process. Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots. A single slot can only hold one magical tattoo (non-magical tattoos and tattoos acquired from the tattooed
Sorcerer archetype do not count against this limit).
Magical Tattoos do not interfere with and can share a slot with other
Magic Items.
The creator must have prepared the required spell or spell to be inscribed (or must know the spell, in the case of spontaneous casters such as
Sorcerer or
Bard) and must provide any material component or focus the spell requires. A material component is consumed when they begin inscribing, 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 the caster’s currently prepared spells, just as if it had been cast). As spell tattoos are
Spell Completion Items, a crafter cannot take a -5 penalty to the
Craft check to obviate the spell requirement, though they can for other
Magical Tattoos.
The creator of a spell tattoo may choose to inscribe spells at a
Caster Level lower than their own, provided it is high enough to meet the minimum level required for the creator to cast that spell. Doing so lowers the effective
Caster Level of the inscribed spell, in turn reducing the cost to craft the tattoo.
Feat(s) Required: Inscribe Magical Tattoo.
Skill(s) Required: Spellcraft,
Craft (calligraphy),
Craft (paintings), or
Craft (tattoos).
Creating Wands
To create magic
Wands, 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. The market price of a wand is 750 gp × the level of the spell × the level of the caster. As with all
Magic Items, the cost to craft a wand is half its market price.
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 spontaneous casters such as
Sorcerer or
Bard) and must provide any focuses the spell requires. Fifty of each needed material component are required (one for each charge). Material components are consumed when work begins, 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 the caster’s currently prepared spells, just as if it had been cast).
As with
Scrolls, the creator may choose to craft a wand with a
Caster Level lower than their own, provided it is high enough to meet the minimum level required for the creator to cast that spell. Doing so lowers the effective
Caster Level of the wand, in turn reducing the cost to craft it.
Feat(s) Required: Craft Wand.
Skill(s) Required: Spellcraft,
Craft (jewelry),
Craft (sculptures), or
Profession (woodcutter).
Table: Wand Base Costs By Crafter’s Class
Spell Level | Full Casters (Sorcerer, Wizard, etc) | Hybrid Casters (Magus, Bard, etc) | Partial Casters* (Paladin, Ranger, etc) |
0 | 375 gp | 375 gp | — |
1st | 750 gp | 750 gp | 750 gp |
2nd | 6,000 gp | 6,000 gp | 6,000 gp |
3rd | 13,500 gp | 15,750 gp | 15,750 gp |
4th | 24,000 gp | 30,000 gp | 30,000 gp |
*
Caster Level is equal to class level –3.
Prices assume that the wand was made at the minimum
Caster Level. The cost to create a wand is half the base price.
Creating Wondrous Items
To create
Wondrous Items, a character usually needs some sort of equipment or tools to work on the item. They also need 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 covered in the cost for creating the item. The market cost of
Wondrous Items are typically given in their descriptions. Creating a wondrous item costs half the item’s market price.
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 spontaneous casters such as
Sorcerer or
Bard) but need not provide any material components or focuses the spells require. 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 the caster’s 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.
Feat(s) Required: Craft Wondrous Item.
Skill(s) Required: Spellcraft or an applicable
Craft or
Profession skill check.
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