Magic Item Creation

To create Magic Items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the Caster Level of the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a Cursed Item.   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). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create Potions, Spell Capsules, Spell Trigger Items, or Spell Completion Items without meeting their prerequisites.  
Note that Caster Level may appear twice in a magic item description, and each location has a different meaning. The Caster Level in the description of the item (present for all magic items) represents the power of the item and the difficulty to craft it. This value determines the skill check required to craft it, and is the opposed value used for Caster Level checks made against the item, such as when a Dispel Magic is cast on it. If a Caster Level is present in the requirements of an item, that is the minimum Caster Level needed to craft that item, and failing to meet that level increases the DC to craft it by 5, as with any other unmet prerequisite.
  Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with 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), but it does increase the final market price.   In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost 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 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 2 hours for items costing 250gp or less. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than two Magic Items per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.   The caster can work for up to 8 hours each day. they cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of their time as they see fit. If the caster is out adventuring, they can devote 4 hours each day to item creation, although they net only 2 hours worth of work (see Downtime for more details. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).   A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

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
Spell LevelFull Casters (Sorcerer, Wizard, etc)Hybrid Casters (Magus, Bard, etc)Partial Casters* (Paladin, Ranger, etc)
0th25 gp25 gp
1st50 gp50 gp50 gp
2nd400 gp400 gp400 gp
3rd900 gp1,050 gp1,050 gp
* 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 LevelFull Casters (Sorcerer, Wizard, etc)Hybrid Casters (Magus, Bard, etc)Partial Casters* (Paladin, Ranger, etc)
0th12 gp 5 sp12 gp 5 sp
1st25 gp25 gp25 gp
2nd200 gp200 gp200 gp
3rd450 gp525 gp525 gp
4th800 gp1,000 gp1,000 gp
5th1,250 gp1,625 gp
6th1,800 gp2,400 gp
7th2,450 gp
8th3,200 gp
9th4,050 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
Spell LevelFull Casters (Sorcerer, Wizard, etc)Hybrid Casters (Magus, Bard, etc)Partial Casters* (Paladin, Ranger, etc)
0th25 gp25 gp
1st50 gp50 gp50 gp
2nd400 gp400 gp400 gp
3rd900 gp1,050 gp1,050 gp
* 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 LevelFull Casters (Sorcerer, Wizard, etc)Hybrid Casters (Magus, Bard, etc)Partial Casters* (Paladin, Ranger, etc)
0375 gp375 gp
1st750 gp750 gp750 gp
2nd6,000 gp6,000 gp6,000 gp
3rd13,500 gp15,750 gp15,750 gp
4th24,000 gp30,000 gp30,000 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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