Magic Item Crafting Rules

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Who Can Create Magic Items?

In Epic Path, any character who has the skills, talents, and resources may create magic items.

  • The Paladin praying before an altar, literally sweating blood from the force of her faithful devotion? She's making that amulet with her Divinity.
  • The Fighter crisping at an anvil as he welds honest steel to dragon claws in a fire fueled by an elemental? He can use his Warcraft for this job.
  • The Ranger standing in a forgotten grotto, singing as she weaves a cloak out of dryad hair and assassin-vines? She's using Naturalism.
  • The Rogue hiding in a bell tower, stealing chimes from the Great Bell to power her new Chime of Opening? That's Spycraft she's using to steal that magic.
  • The Monk meditating under a waterfall, infusing his Gauntlets with the pounding might of the plunging river? He's using his Reason to capture that power.
  • And yes, that Wizard casting spells in his tower as he labors over dusty tomes of lore? He's using boring old Spellcraft to get the job done.

They're ALL making things, and there's nothing any more or less magical about any of these methods of production.

Keep reading to see how this all works.


Magic Item Slots

Most magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time, plus another wielded in each hand for a total of 17 magic items. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.

Wielded
This is the slot used for wielded melee weapons, ranged weapons, thrown weapons, rods, staves, wands or holy symbols. Depending on the item, it is possible to wield more than one of these items, assuming you have enough hands free to do so. Some of these items require two hands (such as magic bows). The bonuses provided by these items nearly always require an attack to activate. If a weapon or item is wielded in the same hand that a shield is being worn, the shield's bonus is lost on any round in which the wielded weapon or item is used.
Armor
This slot is used for suits of armor that are worn.
Belts
This slot consists of belts and other items that can be worn around the waist.
Body
This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.
Chest
This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest.
Eyes
This slot consists of goggles, lenses, monocles, spectacles, masks and other items that can be worn over the eyes.
Feet
This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.
Hands
This slot consists of gauntlets, gloves, and other items that can worn on the hands.
Head
This slot consists of circlets, crowns, hats, helms, hoods and other items that can be worn on the head.
Headband
This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
Neck
This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
Ring (up to two)
rings.
Shield
This slot is for carried shields. Note that a carried shield uses the same slot as a wielded weapon, and while it is possible to 'stack' these items, there are penalties for doing so, including the loss of all bonuses provided by the shield in any round that the wielded weapon sharing the shield's hand is used to attack. This also occurs if the shield is used as a weapon, using shield bash.
Shoulders
This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
Wrists
This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Slotless
Items not worn or carried in one of the above slots are called “slotless” items. Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and/or activate the item.
Consumables
Consumable magic items are slotless, but have no effect until consumed. These items include potions, scrolls, alchemical creations and ammunition.

Each of these items must be wielded, worn, or consumed, depending on the item, in order to gain their benefits. If an item is worn, it takes up one of the body's magic item slots and no additional items of the same slot may be worn there. If it is wielded, it takes up one or two hands.

Magic rings, boots, hats, cloaks and basically "everything else" that isn't a weapon, armor, shield, rod, staff, wand or consumable magic item is considered a wondrous item. For those of you who need a tramp stamp, tattoo, rune or other weird atypical magic item, those are all treated like slotless wondrous items; simply follow the rules for creating a slotless wondrous item, and you can proudly proclaim your sexual availability to the world.

Magic items in each slot may only be enchanted with specific bonus types, to prevent stacking absurdities. For example, magic shields always use an enhancement to the Shield AC of the shield, and never any other kind of AC bonus (deflection, dodge, etc.). The specific bonus types allowed for each item type are described on the item type pages.

Of course, a character may carry or possess as many items of the same type as he wishes. However, only one item may be worn in a particular body slot, and additional items of the same body slot type grant no benefits to the character unless they swap out the other item first.

The exception to this rule is slotless items, which can be worn or carried without taking up a slot on a character's body. The description of an item indicates when it has this property.


Pre-Built Magic Items

Numerous pre-built magic items exist in Pathfinder, and all of those items are available, with GM review and approval, in Epic Path. The costs for these magic items is the same as that listed in Pathfinder. Examples of pre-built items include Boots of Striding and Springing, Rod of Maximize Spell and the Staff of the Magi.

While the rules below may allow players to construct items which are identical to the abilities and effects of the pre-built items, these rules should never be the basis for an argument that a pre-built item's retail price is incorrect. Even if it is. If you feel like it is overpriced, nothing stops you from getting the Creator feat and building it yourself. However, asking an NPC to craft a 'knock-off' version of a pre-built item with a corrected price will not work (although a very simple workaround would be to add another ability to the item to make it unique). This strongly suggests that the merchant's guild occasionally embarks on a little price-fixing.


Magic Item Creation

  • To create magic items, characters must have the Creator feat. No exceptions!
  • All items list a caster level required. Spellcasters use their own, natural caster level to satisfy this requirement. Non-spellcasters (who have the Creator feat) gain an Effective Caster Level based on the number of skill points they have spent on either Divinity, Naturalism, Reason, Spycraft, or Warcraft. This Effective Caster Level can never be higher than the class level of the class which qualifies for the skill they are using for the creation roll. For example, if a Paladin takes the Creator feat at 15th level and has spent seven skill points in Divinity, then for item creation purposes she has an effective caster level of seven (not ten). Conversely, if that same Paladin had fifteen ranks in Divinity, her Effective Caster Level is fifteen for item creation, even though her class skill bonus gives her effectively eighteen ranks of Divinity. Although, the extra ranks do make the item Creation roll easier(see below).
  • The Creator feat represents the innate talent required to handle magic and infuse it into an object. Creator allows a character to invest time and money in an item's creation. At the end of this process, the character must make a single skill check (using any of Divinity, Naturalism, Reason, Spellcraft, Spycraft, or Warcraft) 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 10 + the caster level of the item. Note that you CAN attempt to craft items with a Caster Level higher than your own Caster Level or Effective Caster Level! While possible, this is not recommended. 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 cursed items are almost always subtle, IE, the creator does not know they are cursed. All creation rolls with a chance for a cursed item are made in secret by the GM.
  • 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 creator does not meet. The only exception to this is the Creator feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites. Note that due to this requirement, it is much easier for a spellcaster to make these items, as seeking substitutes for a potion takes just as long as seeking a substitute for a mighty sword.
  • It should be stated clearly that the prerequisites are NOT set in stone. Substitutions are allowed and encouraged. Instead of a scroll of fireball to empower an item with magic, a barbarian might go and get breathed on by a red dragon while holding it. Instead of a Jump spell, a Monk might leap off a cliff while wearing the item to be empowered. Creativity is allowed and encouraged. In only the most prosaic of cases should hiring an NPC to cast a spell be the preferred method. How boring such a solution is.
  • 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 (or the allowed substitutions) 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. Similarly, if a spell is required that has a minimum caster level of five (such as a fireball) and you substitute a CR16 Dragon's breath for it, then the caster level of that substitution should be caster level 16. In all cases, the GM adjudicates and has the final say on substitutions. If a player tries to substitute a fire beetles blast for a meteor swarm, referee's are encouraged to be cruel.
  • Total Material costs 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 an appropriate place in which to work. The nature of such a place can vary wildly. A noisy pugilarium full of hard-training warriors might be ideal for a Brawler to work on his new amulet of natural armor, but it's probably not going to be a good place for a Sorcerer to get anything done.
    • For users of Spellcraft, any place suitable for preparing spells is suitable for making items.
    • Warcraft works best in forges and smithies and training halls; rough, rude places of strife.
    • Spycraft works best in hidden spyholes full of small secretive nooks and hidden tools.
    • Naturalism works great in grottoes and caves and glades, anywhere the Green is strong and vital.
    • Divinity works well in temples and crypts and ossuaries, anywhere the sense of the Divine is strong.
    • 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.
  • If the conditions are not good, then work can still progress on a magic item, but all times are tripled. It is really a good idea to find a good place to work.
  • 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 unduly by this rule. GM's are encouraged to be merciful. It is encouraged that GM's set 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.
  • For example: If a Warlord uses Warcraft and a forge to make a magic breastplate, then the time is as above for fast crafting. If that same warlord then tries to make a magical staff with that same forge, they certainly may do so, but the time for such a deed should be tripled at a minimum. Similarly, if a Wizard seeks to make a wand of fire in his study, such a feat is done in the time laid out above. If that same Wizard wants to make a flaming sword in his study, then the time required should be tripled. Note that simply changing workplaces has no effect on this process: The Warlord in the study makes the staff no more quickly, and the Wizard in the forge doesn't fare any better with the sword either. In all cases, they can both make the items they want, but it would be much quicker and easier if they made each others item, and simply swapped for them.
  • Potions and scrolls are an exception to these 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 such items.
  • 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.
  • The days spent to create an item need not be consecutive. Partially finished magic items stored so as to preserve their value keep indefinitely.
  • A creator can allocate his time 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. 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 finding three hours.
  • If time is dedicated to creation while afield, first you must find or create a makeshift workspace. This work is generally done in a controlled environment, where distractions are at a minimum, such as a well secured dungeon room, a laboratory with guards, or a friendly shrine. Up to 4 hours a day may be spent in magic item creation in such a makeshift location, but that time is NOT divided, as long as the location remains viable.
  • Work that is performed in a distracting, inappropriate, or dangerous environment nets only one third the amount of progress. See above.
  • 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.
  • Many magic items can be enchanted more than once. The most common examples are double weapons. Each end of a double weapon must be enchanted separately, and each end is treated as a separate weapon as regards to properties, etc. In NO case do any abilities ever stack! Adding Defending to both ends of a staff does NOT allow you to stack twice the AC. Ever. Somewhat more rare are suits of armor and shields with spikes. Spiked armor and shields can be enchanted twice, once as a suit of armor, and once as a weapon. Full price must be paid for all enchantments. Note that, again, in NO cases do any abilities ever stack! Placing the same enchantments on your shield spikes as the ones on your weapon or armor spikes provides the benefit of the enchantment only once. Also, as a note, some magic weapon properties, such as the Defending magic item property, require you to use your shield or armor as a weapon to gain its benefit of the property. The GM may rule that when using the shield or armor spikes as a weapon means you lose the actual shield or armor bonuses until the start of your next turn, just as if you used your shield for a shield bash.


Upgrading Existing Items

It is certainly true that getting a new, shiny item is a thrill. Many players greatly enjoy getting or making brand new magic items.

That said, there are also players who like their existing items. They have built back-story into an item, and it is now a part of the lore of their character. A classic example is the heirloom sword, passed down for generations, that the character has sworn to use.

Sadly, that +2 Scimitar with the fancy engraving that was so awesome and overpowered at level 4, is seeming a little...under-performing at level 14. Is the story-builder player just out of luck, stuck with an increasingly weaker weapon as they continue their career?

Of course not!

It is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place. If you wish to devote the resources to it, that family heirloom can become a sky-splitting artifact of blinding power. Indeed, GM's should encourage this sort of behavior! Storied items are fun!

Simply put, you never lose value by enhancing an existing item. Calculate the cost of the item as it will exist when you upgrade it. From that, subtract the cost of the item as it exists now. Voila! The difference is the cost of the upgrade. Don't tank that Creation roll!

For example: A +1 longsword can be made into a +2 holy longsword, with the cost to create it being equal to that of a +2 holy sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding an additional ability to that item which is NOT usually associated with that item slot increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a new ring of invisibility multiplied by 1.5. Once completed, the new Ring of Invisible Protection has a value of the total spent upon it. For more details, see the general rules below for magic item costs.


Available Enchantments For Magic Items

The possible enchantments you can put onto an item are always restricted by the item type. For example, weapons cannot be enchanted with spell effects or AC bonuses. However, pre-built items can occasionally break this rule, assuming your GM is okay with that. Furthermore, bonus types of the same type, as always, do not stack, so having multiple items that provide the same bonus isn't actually advantageous.

The most common type of enchantment is a spell effect, which provides a huge variety of possible abilities for magic items. Although spell effects cannot be applied to weapons, shields or armor, they can be applied to nearly all other magic item slots. Creators should pay close attention to the bonus types provided by the spell effects (if applicable) to avoid stacking violations.

This list is a comprehensive overview of what is possible with magic item creation. Refer to the page for the specific body slot to determine which of these enchantments are available for that particular item type.

Ability Scores
Magic items can be enchanted to provide a permanent bonus to one or more ability scores. It is also possible to enchant an item to provide a bonus to one or more ability scores only under specific circumstances (such as 'while underwater', or 'when Raging'), or when using the ability score for specific actions (such as "when calculating encumbrance" or "when performing a disarm action").
Alternate Movement Types
An item can be enchanted to grant one or more additional movement types, such as flying, burrowing or climbing.
Alternate Senses
An item can be enchanted to grant one or more additional types of senses, or enhance an existing sense to greater efficacy.
Armor Enhancement Bonus
Armor can be enchanted with an enhancement bonus that improves your Armor bonus to AC. This enhancement bonus stacks with the armor's existing armor bonus to AC.
Combat Maneuver Bonus (CMB)
A magic item can be enchanted to provide an enhancement bonus to CMB for all maneuvers. It is also possible to enchant an item to provide a bonus to CMB for one or more specific maneuvers (such as "reposition" or "bull rush"). It is also possible to limit the use of the CMB bonus to specific circumstances (for example, the first round of combat, surprise rounds, etc.)
Combat Maneuver Defense (CMD)
A magic item can be enchanted to provide an enhancement bonus to CMD for all maneuvers. It is also possible to enchant an item to provide a bonus to CMD to resist only one or a few specific maneuvers (such as "trip" or "disarm"). It is also possible to limit the use of the CMD bonus to specific circumstances (for example, "while underwater" or "against giants").
Damage Resistance (DR)
An item can be enchanted to provide an enhancement bonus to Damage Resistance. This can be DR against all physical damage types (DR x/-), or resistance which is vulnerable against a specific type of physical damage (for example, DR x/bludgeoning).
Deflection AC
Magic items can be enchanted to provide an Deflection bonus to your AC. The classic example of this is the Ring of Protection.
Dweomermetals And Other Special Materials
Some items can be crafted from a magical dweomermetal or special material which grants the item certain benefits, in addition to improved hardness and hit points. Note that no item may ever be constructed of more than one dweomermetal or special material.
Energy Resistance (ER)
An item can be enchanted to provide an enhancement bonus to Energy Resistance. This can be ER against all energy damage types (ER x/-), or resistance against one or more specific energy types (for example, ER x/Fire).
Increased Movement
An item can be enchanted to increase your speed with one of your movement types, though typically this will be your base walking speed. You can increase your speed with any movement type, several movement types or all movement types. Adding speed to a movement type you don't already have does not grant you that movement type (but see "Alternate Movement Types").
Magic Armor Properties
Armor can be enchanted to include one or more magic armor properties. Magic properties increase the cost of the item as though its enhancement bonus were higher by the amount listed for the property.
Magic Shield Properties
Shields can be enchanted to include one or more magic shield properties. Magic properties increase the cost of the item as though its enhancement bonus were higher by the amount listed for the property.
Magic Weapon Properties
Weapons can be enchanted to include one or more magic weapon properties. Magic properties increase the cost of the item as though its enhancement bonus were higher by the amount listed for the property.
Natural AC
Magic items can be enchanted to provide an enhancement bonus to your Natural Armor. The classic example of this is the Amulet of Natural Armor.
Saving Throws
Magic items can be enchanted to provide a permanent bonus to one or more saving throws. It is also possible to enchant an item to provide a bonus to one or more saving throws only under specific circumstances (such as 'while already afflicted with a status condition'), or when making the saving throw against specific effects (such as "when saving against fear" or "when resisting illusions").
Shield Enhancement Bonus
Shields (and rarely, an item held in the off-hand which isn't a shield) can be enchanted to provide an enhancement bonus to Shield AC. This enhancement bonus stacks with a shield's existing shield bonus to AC.
Skill Bonuses
Magic items can be enchanted to provide a circumstance bonus to one or more skills. Note that circumstance bonuses stack with other circumstance bonuses. It is also possible to enchant an item to provide a bonus to one or more skills only under specific circumstances (such as 'while underwater', or 'when Raging'), or when using the skill for specific actions (such as "when walking on a slippery surface" or "when speaking to someone of the opposite sex").
Spell Effects
Most item slots can be enchanted with the effects of one or more spells.
Spell Resistance
An item can be enchanted to grant spell resistance. Note that spell resistance is always on unless you turn it off (which is a standard action, and another standard action to turn it back on), and while on, even beneficial spells, such as healing, must be resisted. Note that spell resistance can never be modified to occur only under certain circumstances or against a limited set of spells.
Weapon Enhancement Bonus
Weapons can be enchanted to add a bonus to to-hit and damage rolls, via an enhancement bonus.


Restricted Enchantments For Magic Items

A number of effects are simply not available with magic item creation. This is largely to ensure some semblance of game balance. This list is not a comprehensive list of everything dis-allowed, and GMs may also add some items from the permitted list for their particular campaign. Note that many of these effects can be achieved by finding a spell effect which grants the ability, a magic weapon or armor property, or by finding a pre-built item which grants it.

Ability Damage
Items cannot be enchanted to inflict ability damage, except through a spell effect.
Base Attack Bonus (BAB)
Items cannot be enchanted to increase your BAB, though weapons can be enchanted to boost to-hit rolls (see Weapon Enhancement Bonus).
Caster Level Checks
Magic items cannot be enchanted to improve your caster level checks.
Circumstance Bonuses
Magic items cannot be enchanted to provide circumstance bonuses to anything except skills, since circumstance bonuses stack with themselves.
Class-Specific Abilities
Magic items cannot be enchanted to replicate the effects of class-specific abilities, either of your own class or another class. This includes class-specific bonuses, such as a fighter's Combat Edge, dice-based abilities, such as a rogue's Sneak Attack or a ranger's Quarry Pool, class-specific talents, such as the alchemist's Discoveries, or the fighter's Combat Tactics, or class-specific abilities, such as a barbarian's Rage ability. Furthermore, magic items cannot be enchanted to boost the effects of these abilities, even temporarily or situationally.
Dodge AC
Magic items cannot be enchanted to provide a Dodge bonus to AC, since Dodge bonuses stack with themselves.
Elemental Damage
Weapons and items cannot be converted to elemental damage types, except through the use of magic weapon properties or a spell effect.
Feats
Feats or their benefits cannot be added to magic items.
Hit Points
A magic item cannot be enchanted to provide additional hit points, even situationally, except through a spell effect.
Initiative
Magic items cannot be enchanted to improve a character's initiative. On the upside, the Improved Initiative feat has been changed to be pretty awesome.
Other Classes' Class Features
Magic items cannot be used to grant you the abilities of another class.
Racial Abilities
Magic items cannot replicate or improve racial abilities, either for your own race, or some other race.
Ranged Damage
A weapon or item which normally only deals damage via melee cannot be enchanted to deal ranged damage instead.
Reach
A weapon or item cannot be enchanted to have increased reach, except through the use of magic weapon properties or a spell effect.
Skill Ranks
A magic item cannot be enchanted to grant you ranks in one or more skills. Magic items can certainly be enchanted to grant you a BONUS to skills, but not ranks. In particular, no magic item may ever allow your ranks in a skill to exceed your level.
Spell Save DC
Magic items cannot be enchanted to increase the save DC of your spells.
Status Conditions
Items cannot be enchanted to inflict status conditions, except through a spell effect.
Temporary Hit Points
A magic item cannot be enchanted to provide (or increase the value of) temporary hit points, except through a spell effect.
Touch Attacks
A weapon or item cannot be enchanted to perform touch attacks instead of standard attacks.
Traits
Traits or their benefits cannot be added to magic items.

Magic Item Gold Piece Values

Magic items have always had a certain mystery to them. Yes, there are comprehensive rules below for creating literally hundreds or thousands of items, but those rules should never get in the way of creativity. If a referee wants to put a cool item into her game, she can certainly do so, no matter how 'off the beaten path' that item is.

But then, the players will inevitably get tired of the shiny toy at some point and want to sell it.

How much is it worth?

Answering that question is fairly easy if you follow the guidelines below. But for many items, the GM is going to simply assign a value. This has a solid basis in reality: Many items are 'collector's items', and such things are, simply put, worth what someone will pay for them.

Assuming the item is a custom one, and is not TOO strange, the easiest way to come up with a price is to compare the new item to a reasonably similar item that is already priced, and use that price as a guide. For example, suppose the game includes a magical crowbar that will open windows. A handy thing, certainly. But if you compare the price to a Chime of Opening, the magical crowbar is obviously not as useful as the chime is. So the referee would be fully justified in saying that the magic crowbar that opens windows is worth half what a Chime of Opening is worth. Almost any item, no matter how fanciful, can usually be given a reasonable price using this method.

If, on the other hand, you like a little more certainty in your game, you can use the rules and tables below. But remember one thing: ALWAYS assess any item for relative merit. Players will want to use every technique and method they can to make their characters better. It is the referee's job to make sure that things stay in balance. Maintaining balance with custom items is quite difficult, so it is recommended that referrees use the rules laid out below for the large majority of their magic item rewards.

As stated above, the correct way to price an item is ALWAYS by comparing its abilities to similar items, and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item.

It is inevitable that players will discover loopholes that allows an item to have an ability for a much lower price than is given for a comparable item. In all such cases, the GM should require using the price of the more expensive item as a minimum guideline, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from the "command word" or "use-activated or continuous" lines of Table: Estimating Magic Item Gold Piece Values.

Example: Rob's cleric wants to create a heavy mace with a continuous true strike ability as a continuous spell effect, granting its wielder a +20 insight bonus on attack rolls. Holy mackerel! The formula for a continuous spell effect is spell level × caster level × 2,000 gp, for a total of 2,000 gp (spell level 1, caster level 1). +20 to-hit for a meager 2000 gold? To put it mildly, this is an effect that would break the game completely, and is so good that if the GM allows it for one player, ALL the players will want it as well. Consulting the Weapon Enhancement chart below, we see that a +5 enhancement bonus on a weapon costs 50,000 gp, and the +20 bonus from true strike is actually BETTER than the chart goes, even for Epic levels. A +18 enhancement costs 23 million gold, and a +20 enhancement would more than likely be somewhere around 70 million gold. Obviously this puts the idea of permanent True Strike out of reach for the player, and rightly so! Using the standard weapon enhancement rules, Rob buys a far more reasonable +1 mace.
Example: Patrick's wizard wants to create bracers with a continuous mage armor ability, granting the wearer a +4 armor bonus to AC. The formula indicates this would cost 2,000 gp (spell level 1, caster level 1). Checking the Armor table shows that bracers of armor +4 are priced at 16,000 gp and Patrick's bracers should have that price as well. Patrick agrees, and because he only has 2,000 gp to spend, he decides to spend 1,000 gp of that to craft bracers of armor +1 using the standard bracer prices.

These examples are extreme, but illustrate the pitfalls that GM's must be on the lookout for. At the same time, the GM should be careful to allow the players plenty of avenues for creativity. Don't strangle the life out of a game by outlawing all the fun, cool, wacky ideas that players come up with.

Last, there is a special case, where a player really likes a magic item's effects, but not how it looks. Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a great sword instead of a dagger or a lion's shield that's a wooden shield instead of a metal shield. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item. For example, a great sword of venom has a price of 8,350 gp instead of the dagger of venom's price of 8,302 gp. And honestly, a great sword of venom? That's cool!


Estimating Magic Item Gold Piece Values

Effect Base Price Example
Ability bonus (enhancement) Bonus squared x 1,000 gp Belt of Incredible Dexterity +2
Natural armor bonus (enhancement) Bonus squared x 2,000 gp Amulet of Natural Armor +1
AC bonus (deflection) Bonus squared x 2,000 gp Ring of Protection +3
AC bonus (other)1 Removed from Game Ioun Stone (Dusty Rose Prism) (also removed from game)
Bonus spell Spell level squared x 1,000 gp Pearl of Power
Save bonus (resistance) Bonus squared x 1,000 gp Cloak of Resistance +5
Save bonus (other)1 Removed from Game Stone of Good Luck (also removed from game)
Skill bonus (competence) Bonus squared x 100 gp Cloak of elvenkind
Spell resistance 45,000gp for SR18, + added SR squared times 5000gp Mantle of spell resistance
Single use, spell completion Spell Effect: Spell level x caster level x 25 gp Scroll of haste
Spell Effect: Single use, use-activated Spell level x caster level x 50 gp Potion of cure light wounds
Spell Effect: 50 charges, spell trigger Spell level x caster level x 750 gp Wand of fireball
Spell Effect: Command word Spell level x caster level x 1,800 gp Cape of the mountebank
Spell Effect: Use-activated or continuous Spell level x caster level x 2,000 gp2 Lantern of revealing
Charges per day Divide by (5 divided by charges per day) Boots of Teleportation
No space limitation3 Multiply entire cost by 2 Ioun Stone
Multiple different abilities Multiply lower item cost by 1.5 Helm of Brilliance
Charged (50 charges) 1/2 unlimited use base price Ring of the Ram
Component: Armor, shield, or weapon Add cost of masterwork item +1 composite longbow
Component: Spell has material component cost Add directly into price of item per charge4 Wand of stoneskin
  • Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
  • 1 Such as a luck, insight, sacred, or profane bonus.
  • 2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
  • 3 An item that does not take up one of the spaces on a body costs double.
  • 4 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.


Other Cost Considerations

  • Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar. The most expensive ability on the item is priced at its normal cost, but all of the additional different abilities cost 1.5 times their normal cost. The final item cost is the sum of all of these costs.
  • Upgrading an item with multiple different abilities: If the item has taken the "multiple different abilities" cost multiplier of 1.5x, it is still possible to enhance one or more of those properties individually post-creation. The cost to do so is calculated as normal, subtracting the cost of any existing lower-level version of the property being upgraded, and the final cost is multiplied by 1.5. Note that when creating a complex magic item with multiple different properties, the most expensive property is NOT multiplied by 1.5x, only the secondary properties. However, when upgrading any property on such an item, the cost is ALWAYS multiplied by 1.5x, even for the most expensive property. (This is to avoid confusing situations where the most expensive property changes several times over the item's life.)
  • Multiple Similar Abilities: For items whose magical abilities are synergistic and similar, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 50% the value of any other abilities. This discount rewards items which are thematic and have abilities which cultivate that theme.
  • Upgrading an item with multiple similar abilities: If an item gained the "multiple similar abilities" cost discount at creation, the cost to upgrade individual properties of that item post-creation is the full (non-discounted) cost of the upgrade. Upgrades never gain the benefit of the "multiple similar abilities" discount.
  • Losing the multiple similar abilities discount: Adding new properties to such an item may cause the item to lose its "multiple similar abilities" discount, if the new property doesn't align with the item's theme. In such a case, the total item cost is recalculated to account for all of the cost penalties of a "multiple different abilities" item. This means adding a disparate ability to a well-themed item can be catastrophically expensive, as even the thematically consistent properties lose their discount and gain the 1.5x cost penalty.
  • Body Slot Affinities: After much careful thought, we have decided to follow the Pathfinder model on this topic, and simply remain silent upon it. This means that yes, you CAN make a pair of goggles that increases your Strength if you want to. Since all the items that increase Strength use the same magical bonus type, they do not stack. Changing the bonus type to allow bonuses to stack is strictly not allowed, as such tricks are very destructive to game balance.
  • Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
  • Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.
  • Caster Level: 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 of the lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.
  • 0-Level Spells: When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level.

GM's are encouraged to 'rein in' the excesses of players. It is highly recommended that following the general thematic guides here is good for keeping the tone of the game. Of course, every referee is allowed to run their game as they wish, and remember that fun is the final goal.


Stacking Bonuses

With the exception of dodge bonuses to AC, bonuses from multiple sources which use the same bonus type (e.g. enhancement, item, morale, etc.) do not stack with each other. Similarly, you may not create custom magic items which evade this rule by providing the same magical benefit, such as a bonus to Intelligence, but use a different bonus type. This is strictly against the rules as it will break the game.

Note also that dodge bonus to AC is not one of the permissible bonus types you can enchant into an item.

Example: Jojo the alchemist has a Headband of Vast Intelligence, which provides him a +4 enhancement bonus to his Intelligence ability score. He wants to build a custom magic item called "Inventor's Goggles" which gives a +4 insight bonus to Intelligence. Sounds like a great idea, but it is against the rules. Sorry, Jojo!


Cooperative Crafting

If you need another character to supply one of an item's requirements (e.g. a wizard creating an item with a divine spell requirement might request the assistance of his party's paladin), both you and the other character must be present for the entire duration of the crafting process. If neither character has the Cooperative Crafting feat, the assistance of the second character provides no benefit other than fulfilling the spell requirement of the item's creation.

Only one person involved in a magic item's creation needs to have a 'good' skill for the item. A Barbarian can use her Naturalism skill to help a Fighter make a cloak that shape-shifts him into the form of a boar, and their progress will not be divided by three. Similarly, the Fighter can use his well-equipped foundry workshop to make that cloak with no loss in time, since only one of them needs a 'good' working environment to avoid the time penalty.

In general, the person who is going to keep and use the item (or offer it for sale to NPC's) makes 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 person who is going to keep and use the item has a lower skill than one of the people assisting, then it is allowed for the person with the highest skill to make the roll and allow the others to assist them. In all cases, if there is a chance for a cursed item, the GM makes the roll in secret. You never know if you got a cursed item until you try it out....

If a second player character is providing a spell to fulfill one of the prerequisites of item creation, that character's spell is expended for each day of the creation process, just as if you were using one of your own spells for a requirement. Note that if you are substituting for a spell effect, you generally only have to supply the substituted material once, with GM approval. Getting breathed upon by a dragon a dozen times in a row is reeeaally unpleasant.

NPC's can be hired to fulfill a spell prerequisite. If you do so, you must pay for the NPC's spell casting service for each day of the item creation. Note that NPC's will rarely if ever have the Cooperative Crafting feat.

If at least one of the characters involved in the item creation has the Cooperative Crafting feat, they are allowed to use the Aid Another action during the crafting process to provide a +2 untyped bonus on any Craft, Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warcraft checks related to the making of the item, and their assistance doubles the number of hours of progress made each day. Note that multiple people with the Creator feat and Cooperative Crafting can assist in creating a magic item. In such cases, each person with the Cooperative Crafting feat may use the Aid Another action to add a +2 untyped bonus to the creation roll, and adds another multiple to the amount of progress made each day.

  • Example: Two Creators work on an item together. One has a 'good' skill for the item (Spycraft used to make a crystal ball, for example) and one of them has a 'good' place to work (a quiet sylvan grove for a Druid's Naturalism.). They would normally gain eight hours of progress per day of work, but since they are both working and the Druid has the Cooperative Crafting feat, they make sixteen hours of progress each day, and the final creation roll gains a +2. If three Creators work together and any of them have a 'good' skill and any of them have a 'good' work place, they make 24 hours of progress for each day of work, and at least two of them have the Cooperative Crafting feat, the final roll is at +4. Any number of player characters may aid another using Cooperative Crafting. I mean, they paid a feat for the privilege!

No matter how many creators work together, no item can be made in less than three days. The only way to craft any faster is to have the Efficient Item Creation feat, at Epic levels.

Note that in order to use the "aid other" ability while making magic items, the assisting character must have the Cooperative Crafting feat.