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Standard items can be made unique without changing their mechanics by adding flavorful descriptions or backstories.

Alternatively, making an item intelligent or cursed, combining two items into one, or adding an unusual power to an existing item are all perfectly good changes that can make items more memorable.

Similar to providing a historical background for an item, creating a story that directly connects the item to one or more player characters in the game allows a GM to spin a fascinating story—possibly one that is directly connected to a story feat.

A restless spirit haunts the item. This lingering spirit might be something that evokes sympathy from the PCs, such as a young child who died in a tragic way or a grandmother who was killed by her family so they could gain her fortune.

Alternatively, a nasty spirit could inhabit the item, in which case each use might require a battle of wills.

A mundane sword wielded by a famous war hero or a suit of leather armor crafted by artisans of a long-lost civilization could provide adventure hooks involving the historical figures or cultures associated with the item.

Historians and collectors alike would prize such items simply to study or own, and may send PCs on adventures to retrieve them. Bards in particular may be interested in tracking down such pieces, as the recovery could earn the lore masters prestige as procurers of museum-worthy items.

Give an item a spark of intelligence to make it more intriguing. Certainly the player characters are used to intelligent weapons, but what about an intelligent folding boat?

Once an item is imbued with intelligence, its use can no longer be taken for granted, instead requiring a diplomatic encounter or battle of wills.

Can the PCs convince the boat to unfold? If so, can they then persuade or cajole it to allow them aboard to make their journey? When you name an item, many players automatically think of it as something special.

Proper names pique interest, and you may find players asking to research the named item at various libraries and taking notes about the discovered references.

Sometimes, finding an item is necessary before a larger adventure can commence. Though required, such an item may have no further importance beyond being necessary to achieve another goal.

For example, suppose the PCs need to find the key to an otherwise impenetrable vault. The search for the sword thus becomes part of a larger campaign.

Who says every rod of rulership , cape of the mountebank , or flying carpet has to look exactly the same? Sure, the item works the same as the other ones, but making a small variation, even if just a minor or superficial change, opens a tremendous host of possibilities for making treasure more wondrous.

To make a fairly mundane item more prized, alter the materials used to craft it. Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch.

Fortunately, 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.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item.

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 ring of invisibility multiplied by 1.

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: The correct way to price an item is by comparing its abilities to similar items see Magic Item Gold Piece Values , 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.

The formula indicates this would cost 2, gp spell level 1, caster level 1. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item.

A 0-level spell is half the value of a 1st-level spell for determining price. If the spell has a hour duration or greater, divide the cost in half.

If it has some daily limit, determine as if it had 50 charges. If the GM is using the downtime system , both you and the other character must use downtime at the same time for this purpose.

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.

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.

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.

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. 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. To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools.

He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value.

Additional magic supply costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.

Creating magic armor has a special prerequisite: 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 or a magic shield 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 and must provide any material components or focuses the spells require.

Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Time Required Crafting magic armor requires one day for each 1, gp value of the base price. Craft Magic Arms and Armor.

Spellcraft or Craft 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.

A single suit of armor can be inscribed with a number of spells equal to its base armor bonus not including its enhancement bonus.

If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed. 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 3rdlevel 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 he is 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.

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.

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs 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. Creating a magic weapon has a special prerequisite: 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 a sorcerer or bard but need not provide any material components or focuses the spells require.

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 some weapons may entail other prerequisites beyond or other than spellcasting. Time Required Crafting a magic weapon requires 1 day for each 1, gp value of the base price.

Spellcraft , Craft bows for magic bows and arrows , or Craft weapons for all other weapons. The creator of a potion 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, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 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 a sorcerer or bard and must provide any material component or focus the spell requires.

Material components are consumed when he begins working, but a focus is not. The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells.

Time Required Brewing a potion requires 1 day. Spellcraft or Craft alchemy. To create a magic ring, a character needs a heat source.

He also needs 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 subsumed in the cost for creating the ring.

Ring costs are difficult to determine. Estimating Magic Item Gold Piece Values and use the ring prices in the ring descriptions as a guideline. Having a spell with a costly component as a prerequisite does not automatically incur this cost.

Creating some rings may entail other prerequisites beyond or other than spellcasting. Spellcraft or Craft jewelry. To create a magic rod, 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 subsumed in the cost for creating the rod. Rod costs are difficult to determine. Estimating Magic Item Gold Piece Values and use the rod prices in the rod descriptions as a guideline.

Creating a rod costs half the market value listed. 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.

Creating some rods may entail other prerequisites beyond or other than spellcasting. Spellcraft , Craft jewelry , Craft sculptures , or Craft weapons.

To create a scroll , a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: 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 a sorcerer or bard and must provide any material component or focus the spell requires.

A material component is consumed when she begins 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. Time Required Scribing a scroll requires 1 day per 1, gp of the base price.

Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

Spellcraft , Craft calligraphy , or Profession scribe. To create a magic staff, 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 subsumed in the cost of creation: Staves are always fully charged 10 charges when created. 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 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 a 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 he begins working, but focuses are not. A focus used in creating a staff can be reused.

Creating a few staves may entail other prerequisites beyond spellcasting. Spellcraft , Craft jewelry , Craft sculptures , or Profession woodcutter.

To create a rune , a character needs a supply of arcane inks and scar-inducing irritants. The cost for the materials is subsumed in the cost for creating the rune.

Rune costs are difficult to determine. Creating a rune costs half the market value listed. If spells are involved in the prerequisites for making the rune, 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.

Creating some rune may entail other prerequisites beyond or other than spellcasting. Spellcraft or an applicable Craft or Profession skill check.

To create a magic wand , 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: Market value is double this creation cost.

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 a 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. To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item.

She also needs 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 subsumed in the cost for creating the item.

Wondrous item costs are difficult to determine. Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline.

Creating an item costs half the market value listed. 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 a sorcerer or bard but need not provide any material components or focuses the spells require.

Creating some items may entail other prerequisites beyond or other than spellcasting. Time Required Crafting a wondrous item requires 1 day for each 1, gp of the base price.

With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate.

Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation. Along with adding flavor to the crafting of magic items, this system changes the average cost of magic item creation to be variable—generally more expensive for a single creator, and possibly less expensive for a group that works together.

The standard system for the creation of magic items leads to automatic successes during crafting, and given enough days of downtime, it can lead to a wild power imbalance between PCs who opt into the crafting system and all other characters.

For groups that prefer a more in-depth experience, replace the required skill checks below with roleplaying scenes. The magic item creation system in this section divides the creation of magic items other than potions and scrolls into a series of challenges that the creators try to overcome.

These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: Between those steps, the characters face a number of random challenges based on the total market price of the item.

Each challenge the PCs face represents a setback or opportunity in the magic item creation process.

This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables.

It allows the entire party to participate, so anyone who wishes to help counts as a creator, and only one creator needs to have the required item creation feat.

Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task.

This choice of tasks to attempt must be made before rolling any associated checks. If a creator takes on such a task, it must be completed before attempting a task that involves a check.

If the creators decide to attempt both tasks for a given challenge, each task must be attempted by a different creator.

For instance, when faced with a sesquipedalian elucidation challenge, a wizard might pull out his dictionary and attempt a Linguistics check, while a rogue might choose to make up her own big words and attempt a Use Magic Device check.

The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below. These are the options a creator can choose from when trying to complete the challenge.

They contain only short titles, and the GM should interpret the specifics in an interesting way that makes sense based on the story.

These entries cover the consequences of success or failure. Various challenges can raise and lower this amount.

You must purchase weapons, armor, and other items that require masterwork or ingredient components separately to begin the process.

As part of the final challenge, the PCs must pay the remaining amount, accounting for any adjustments. The PCs can abandon an item at any time. The default amount of time it takes to create an item with this system is the same as in the normal item creation rules.

Space the challenges out evenly. For instance, having four challenges for a 10, gp item two base, two random means having a challenge at the beginning, another after 3 days of work, the third challenge 7 days in, and the final on day The first challenge, preparing the vessel, sets some base statistics for the new magic item.

Further challenges can cause adjustments to the magic item. Challenges with lower DCs should typically have benefits that merely avoid negative adjustments, while challenges with higher DCs should be more likely to add beneficial adjustments.

Challenges may add or subtract the number of remaining days of work required to create the item. When this happens, adjust the timing of challenges accordingly.

The total number of days of work can never decrease below 1, nor can it decrease below the number of days the characters have already spent crafting the item.

For example, if on day 3 of a 5-day process a successful challenge decreases the time by 1 day, the final challenge will happen on day 4 instead.

But if the result says to decrease the time by 3 days, the PC is instead able to attempt the final challenge immediately.

Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item see pages — These three types of adjustments give an item a distinct flavor that sets it apart from others of its kind.

The GM should secretly roll for perks, quirks, and flaws as they occur, rerolling duplicate or contradictory results. A few challenges can, if critically failed, destroy the in-progress item, which costs the PCs their current investment.

Such challenges come with enticing benefits for critically succeeding, making them potentially worth the risk. The following two challenges bookend the dynamic magic item creation process.

Preparing the vessel is always the first challenge, and completing the item is always last. Critical Success You have a superlative and efficient vessel.

Success You have a satisfactory vessel. Failure You have a flawed vessel. Critical Success You complete the item with a masterful flourish.

The Gamemaster should roll on the table below to determine which challenges the player characters face while making the item.

Alternatively, the GM can instead choose a particular challenge based on the circumstances of the campaign.

Analyze Mutation Knowledge dungeoneering DC Critical Failure Mutation spirals out of control. Item switches to a random item of the same type or slot, but of lesser value.

Blueprint and Plan Knowledge engineering DC Follow the Footnotes Linguistics DC Critical Failure Eldritch explosion.

Creators take 1d6 points of damage per caster level of the item. A shady figure approaches you with an offer that would make completing your item faster and cheaper.

Critical Failure Item destroyed. Your creation techniques have run across a challenging difficulty experienced by many past crafters. Learn from History Knowledge history DC One or more of the necessary ingredients is flagrantly illegal, and needs to be acquired through criminal means.

Critical Failure Arrested and fined. Critical ingredients were infested by an exotic rot or colony of vermin, rendering them unusable.

Critical Success Item proceeds as normal but becomes an intelligent item of your alignment , and it likes you. Success Ingredients work with you.

Critical Failure Item proceeds as normal but becomes an intelligent item of a contrary alignment , and it hates you. Exorcise Spirit Knowledge religion DC The magical auras of several components thrum with a strange resonance whenever they are near each other.

Improvise a Substitution Craft alchemy DC Critical Failure Impurities and ostracism. The instructions for your next component are nearly impossible to understand due to abstruse language.

Critical Failure Item destroyed in disassembly. To generate a class-specific challenge, determine which of the following challenges applies to at least one creator working on the item and pick one randomly from among those options.

If none of these applies, choose a fitting challenge from the previous section such as illegal ingredients for a rogue or rare reference for a wizard.

Instability from within Spellcaster who draws power from within, such as an oracle or a sorcerer. Natural disaster Creator with a connection to nature, such as a druid or a ranger.

Natural wonder Creator with a connection to nature, such as a druid or a ranger. Otherworldly aid Creator with a connection to outsiders , spirits, a patron, or a curse, such as an infernal sorcerer , an oracle , or a witch.

Otherworldly interference Creator with a connection to outsiders , spirits, a patron, or a curse, such as an infernal sorcerer , an oracle , or a witch.

Personal surge Spellcaster who draws power from within, such as an oracle or a sorcerer. During the creation process, you experience ill omens from your patron deity that make you question your very faith.

Critical Failure Disastrous consequences. Perks are beneficial adjustments to an item, often gained from critical success at a challenge.

The strongest perks tend to have the highest numbers on the table below. Feel free to invent your own perks or apply an appropriate perk without rolling.

Determine a random type of chromatic or metallic dragon. The item has twice as many hit points as it normally would. The item always wants to be worn or held by its owner.

The owner can draw an eager weapon or handheld item as a swift action , don eager armor in half the time, and don any other eager item as a swift action , though it takes twice as long as normal to remove eager armor and 1 full round to remove or stow any other eager item.

The DC to disarm or steal an eager item increases by 5. The item glows when a specific type of creature is nearby. The item deals 1 additional point of damage of an energy type randomly determined upon creation.

The item is a perfect example of its kind, granting advantages against similar items. If more than one creator qualifies, the creators must choose one of their patrons.

The weapon deals 1 additional point of damage when it hits a specific type of creature. The bearer of this item regains 1 additional hit point from any magical effect that causes her to regain hit points.

This message remains invisible until either the next time a creature holds the item or a specific passphrase is spoken.

Inscribing a new message erases the previous one. While exposed to moonlight, this item causes any enemy adjacent to the bearer to take a —1 penalty on saving throws against sleep and similar effects.

Once per week, the item can transform into an animal and deliver a message as the animal messenger spell. The item is linked to the owner, who can command it mentally.

This item automatically resizes itself to match the size of its bearer. The size change takes 1 minute. This item negates the first magic missile directed at it or its bearer each day.

If a caster directs multiple missiles at the bearer simultaneously, reduce the number of missiles that strike the bearer by one.

While exposed to sunlight, this item causes an enemy adjacent to the bearer to become dazzled for as long as the two remain adjacent.

As the aberrant quirk, but the tentacles can extend, allowing the item to deliver any touch effects with an additional 5 feet of reach.

This does not increase the weapon reach of a magic weapon. The item registers as though it were non-magical, as though affected by a magic aura spell.

The more beneficial or double-edged quirks are higher on the following table. Feel free to invent your own quirks or apply an appropriate quirk without rolling.

The item is connected to another plane, bringing its bearer into telepathic contact with an otherworldly entity.

The entity can communicate with the bearer to serve its own ends. Choose an appropriate entity or choose randomly from among outsider subtypes.

The item is always covered in dirt or mud, no matter how often it is washed or cleaned. The item leaves a trail of glowing, magical motes as it moves.

They dissipate after 1 round. This effect can be activated or deactivated with a command word. The item is infested with vermin or other Fine creatures that do not interfere with its operation or harm the bearer.

The item looks extremely old, worn, rusted, or otherwise of low quality, hiding its true power. This item always floats slightly above the ground when laid down, dropped, or otherwise unattended.

The item offers a perk determined randomly upon creation when used by one of its creators, but it presents a flaw determined randomly upon creation for all other users.

Scaled skin covers this item, and the item occasionally sheds the skin and grows a new one. The item changes colors to reflect the mood of the bearer.

The item is covered in putrid slime, which seeps out to cover the bearer as well. When activating the item, roll 1d6.

If this puts the item below the minimum caster level for the intended effect, the activation fails but any charge or daily use is still consumed.

The item is an odd color for an item of its type, such as a sword that is bright pink. The item and bearer are constantly soaking wet.

Flaws are adjustments to an item that are detrimental in nature. Most are similar to curses, but not nearly as damaging or restrictive to the bearer.

Whenever a challenge would add a flaw to an item, roll on the following table. In general, the more harmful flaws have higher numbers on the table.

Reroll duplicates and flaws that do not fit the item. Feel free to invent your own flaws or simply choose an appropriate one.

The more flaws the item has, the more likely it is to become cursed. When you decide to create a new flaw or choose an appropriate one rather than rolling, you should still roll first to determine whether the item gains a curse instead.

The owner does not want to give up the item under any circumstances, and suffers the effects of severe addiction when denied access to the item.

The item is especially sensitive to the presence of a particular type of creature, and ceases all magical functions whenever it is within 30 feet of such a creature.

The item is instead another random magic item of the same type or slot and the same or similar cost as the intended item. When attacking with or activating the item, the user takes 1d6 points of damage from magical energy backlash.

The item gains a curse. Roll to determine the curse, or choose an appropriate curse. The item is particularly vulnerable to one random energy type.

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