Magic Item Creation

Basics of Magic Item Creation

To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. This functions exactly as making a a mundane item with the Profession skill, but with a few additional requirements.

Crafting Prerequisites

All magic items have prerequisites in their descriptions which must be met for the magic item to be created. Most of the time, these take the form of spells that must be known by the item’s creator (although assistance is allowed, see Cooperative Crafting below).

Crafting DC

The DC to create a magic item is 5 + the caster level for the new 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 spells.

The DC increases by 5 for each prerequisite the caster does not meet. The requisite item creation feat is mandatory. You cannot create potions, spell-trigger, or spell-completion magic items without meeting the prerequisites.

The skill used to craft a magic item depends on the spells or other esoteric abilities being used. Arcane Lore is used for arcane spells, Theology or Natural Lore for divine spells, and so forth. When enchanting a mundane item, such as weapons or armor, the appropriate Profession skill is needed to craft the base item before it can be made magical.

Determine the Costs

As with mundane items, you must pay half of the base price of the item for raw materials. 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. See Magic Item Gold Piece Values below for more details on determining the exact costs.

Just as with mundane items, each item requires a number of craft points to complete the item. Each magic item requires 1 craft point for every 100 gp in its base price. In general, you can gain 1 craft point per hour of work (but see the Profession skill).

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. Costly material components also increase the number of craft points needed to complete the item.

You must spend the gold at the beginning of the construction process.

Any spell used in the crafting of the item must be expended as part of the process. When expended, a successful skill check is necessary to bind the magic to the item. If the check fails, then the spell is lost to no effect, and another casting of that spell must be expended before the item can be finished.

Cooperative Crafting

If a character needs another character to supply one of an item’s requirements (such as a wizard creating an item with a divine spell), the supporting character may make the skill check to bind the spell. The cleric providing the divine spell to the wizard mentioned above may choose to make the Theology skill check instead of the wizard.

Only the primary crafter needs to make the other skill checks to craft the item.

If the second character is providing a spell effect, that character’s spell is expended for the day, just as if the primary crafter were using one of his own spells for a requirement. If the second character is a hired NPC, the crafter must pay for the NPC’s spellcasting service for each day of the item creation.

Magic Item Gold Piece Values

Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.

Finding the Correct Value

The correct way to price an item is 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. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, 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 the table.

Some new items are really existing magic items with a different weapon or armor type, such as a dagger of venom that is a rapier 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 rapier of venom has a price of 8,320 gp instead of the dagger of venom’s price of 8,302 gp.

Table: Estimating Magic Item Gold Piece Values

EffectBase PriceExample
Ability bonus (enhancement)Bonus squared x 1,000 gpBelt of incredible dexterity +2
Armor bonus (enhancement)Bonus squared x 1,000 gp+1 chainmail
Bonus spellSpell level squared x 1,000 gpPearl of power
AC bonus (deflection)Bonus squared x 2,000 gpRing of protection +3
AC bonus (other)1Bonus squared x 2,500 gpIoun stone (dusty rose prism)
Natural armor bonus (enhancement)Bonus squared x 2,000 gpAmulet of natural armor +1
Save bonus (resistance)Bonus squared x 1,000 gpCloak of resistance +5
Save bonus (other)1Bonus squared x 2,000 gpStone of good luck
Skill bonus (competence)Bonus squared x 100 gpCloak of elvenkind
Spell resistance10,000 gp per point over SR 12; SR 13 minimumMantle of spell resistance
Weapon bonus (enhancement)Bonus squared x 2,000 gp+1 longsword
Spell EffectBase PriceExample
Single use, spell completionSpell level x caster level x 25 gpScroll of haste
Single use, use-activatedSpell level x caster level x 50 gpPotion of cure light wounds
50 charges, spell triggerSpell level x caster level x 750 gpWand of fireball
Command wordSpell level x caster level x 1,800 gpCape of the mountebank
Use-activated or continuousSpell level x caster level x 2,000 gp2Lantern of revealing
SpecialBase PriceAdjustment Example
Charges per dayDivide by (5 divided by charges per day)Boots of teleportation
No space limitation3Multiply entire cost by 2Ioun stone
Multiple different abilitiesMultiply lower item cost by 1.5Helm of brilliance
Charged (50 charges)1/2 unlimited use base priceRing of the ram
ComponentExtra CostExample
Armor, shield, or weaponAdd cost of masterwork item+1 composite longbow
Spell has material component costAdd directly into price of item per charge 4Wand of stoneskin

Multiple Similar Abilities

For items with multiple similar abilities that don’t take up space on a character’s body, 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 1/2 the value of any other abilities.

Multiple Different Abilities

Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character’s body, each additional power not only has no discount but instead has a 50% increase in price.

0-Level Spells

When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level.

Other Considerations

Once you have a cost figure, reduce that number if either of the following conditions applies:

Item Requires Skill to Use

Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use

Even more restrictive than requiring a skill, this limitation cuts the price by 30%.

Prices presented in the magic item descriptions (the gold piece value following the item’s slot) are the market value, which is generally twice what it costs the creator to make the item.

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.

Not all items adhere to these formulas. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.