Magic Item Crafting Rules: Difference between revisions

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**Reason works best in libraries and meditation halls, dojos and saunas, places where quiet thought is enhanced.
**Reason works best in libraries and meditation halls, dojos and saunas, places where quiet thought is enhanced.


*Once you have a good work place, creating any item requires at least one day (eight hours of uninterrupted work) for every caster level the item has. The minimum time to create any item is seven days of work, no matter how low the caster level is.
*Once you have a good work place, the Abstract Encounter of creating the item begins. The Interval is one day, which is filled with eight hours of uninterrupted work. Each such Interval allows a Bailiwick skill roll to generate Action Dice, which are then rolled, and the player discards half of them to bank the other half. The minimum time to create any item is seven days of work, no matter how low the caster level is or how incredibly well the creator rolled on their Action Dice.


*If the conditions are poor, work can still progress on a magic item but all times are tripled.  Crafting in a bad workspace is very time-consuming.
*If the conditions are poor, work can still progress on a magic item but the number of pips you can bank per day is divided by three(round down).  Crafting in a bad workspace is very time-consuming.


*If the item being made is not one that naturally 'fits' with the skill being used, then all creation times are tripled.  It's a bad idea for a Wizard to try and make a suit of armor using Spellcraft, just like its a bad idea for a Prowler to try to make wand using Warcraft.  Note that many items are just weird (like Wondrous items) and such items should not be penalized by this rule.  GM's are encouraged to be merciful.  GMs should also consider setting times 'in-between' fast and slow as they see fit, to fine-tune the process.
*If the item being made is not one that naturally 'fits' with the skill being used, then all creation times are tripled as above.  It's a bad idea for a Wizard to try and make a suit of armor using Spellcraft, just like its a bad idea for a Brawler to try to make wand using Warcraft.  Note that many items are just weird (like Wondrous items) and such items should not be penalized by this rule.  GM's are encouraged to be merciful.  GMs should also consider setting times 'in-between' fast and slow as they see fit, to fine-tune the process.


*These time penalties DO NOT stack!  If you're going to use Spycraft to make a great axe, you might as well not worry about finding a proper hole to work in, it's not going to get any slower.
*These time penalties DO NOT stack!  If you're going to use Spycraft to make a great axe, you might as well not worry about finding a proper hole to work in, it's not going to get any slower.
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* Potions and scrolls are an exception to the 'time to craft' rules; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a creator can create no more than one magic item per day. This time can be halved by increasing the DC to create the item by 5.  So a potion worth less than 250 gold can be made in an hour if the DC is increased by 5.  In all cases, 1 hour is the minimum time to create any scroll or potion.
* Potions and scrolls are an exception to the 'time to craft' rules; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a creator can create no more than one magic item per day. This time can be halved by increasing the DC to create the item by 5.  So a potion worth less than 250 gold can be made in an hour if the DC is increased by 5.  In all cases, 1 hour is the minimum time to create any scroll or potion.


* A creator can work for up to 8 hours each day in a proper setting and fulfill one day of the creation time.  A creator cannot rush the process by working longer each day. Working sixteen hours in a single day does nothing but make you tired.
* A creator can work for up to 8 hours each day in a proper setting and fulfill one day of the creation time.  A creator cannot rush the process by working longer each day, there is only one Interval per day. Working sixteen hours in a single day does nothing but make you tired.


* The hours and days spent to create an item need not be consecutive.  Partially finished magic items stored in a safe fashion will keep indefinitely.  A creator can allocate his days as he sees fit. Since magic items in progress keep indefinitely, he may schedule time to work on one as he wishes.
* The daily Intervals spent to create an item need not be consecutive.  Partially finished magic items stored in a safe fashion will keep indefinitely.  A creator can allocate his days as he sees fit. Since magic items in progress keep indefinitely, he may schedule time to work on one as he wishes.


* If the creator is out adventuring and wants to make progress on an item even as he's busy swinging his sword, he can devote up to 3 hours each day to item creation, although he nets only 1 hours' worth of useful progress (because he's working in a poor workspace). This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.  In this way, 1 hour of progress is made per day, and no special requirements must be met, aside from declaring that he is working on the item during any and all downtime available.
* If the creator is out adventuring and wants to make progress on an item even as he's busy swinging his sword, he can devote up to 3 hours each day to item creation, although he nets only 1 hours' worth of useful progress (because he's working in a poor workspace). This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.  In this way, 1 hour of progress is made per day, and no special requirements must be met, aside from declaring that he is working on the item during any and all downtime available. This is a special case, in whcih the Interval of the creation process is set to eight days for all work done in this way. It is possible to build up to skill rolls using both Intervals on the same item, but all progress must be tracked for both Intervals separately.


* It is possible to create a reasonable workspace out in the wilderness or in a dungeon, to really work on magic item creation with focus and dedication, but it requires first building a secure area, such as a fortified camp, or a locked off laboratory in the dungeon.  If such efforts are made, and the GM deems the workspace suitable, then item creation in this space is treated just like working in town (i.e. each hour counts as an hour of creation time).  Of course, if the workspace is right next to that hobgoblin torture pit that the players haven't cleared out yet, the workspace isn't really considered a peaceful work environment and should suffer the 3:1 time penalty for a poor workspace.
* It is possible to create a reasonable workspace out in the wilderness or in a dungeon, to really work on magic item creation with focus and dedication, but it requires first building a secure area, such as a fortified camp, or a locked off laboratory in the dungeon.  If such efforts are made, and the GM deems the workspace suitable, then item creation in this space is treated just like working in town (i.e. the Interval is one day for each skill roll).  Of course, if the workspace is right next to that hobgoblin torture pit that the players haven't cleared out yet, the workspace isn't really considered a peaceful work environment and should suffer the 3:1 penalty to the banked pips for a poor workspace.


* To Sum Up: Work that is performed in a distracting, inappropriate, or dangerous environment nets only one third the amount of progress.
* To Sum Up: Work that is performed in a distracting, inappropriate, or dangerous environment nets only one third the amount of progress.


* A character can work on only one item at a time. If a character starts work on a new item, all progress and materials used on the previous item are lost.  So don't do that.
* A character can work on only one item at a time. If a character starts work on a new item, all progress and materials used on the previous item are lost.  So don't do that.


===Dual-Slot Items===
===Dual-Slot Items===

Revision as of 01:44, 30 June 2016