Magic Item Creation
If you have item creation feats (or access to those feats from cohorts or other NPCs), you might want to use time between adventures to craft magic items, either to create new items from scratch or add abilities to existing items. If the desired item is something out of the Core Rulebook and you have the appropriate feats, the GM's role is mainly to approve or disapprove the creation of the item. If there is a chance for you to accidentally create a cursed item by failing the skill check by 5 or more, the GM should roll the check in secret so you don't know whether or not the item is cursed.
If you want to create an entirely new type of item or add properties to an existing item, the process requires discussion and cooperation between you and the GM. The following sections address common concerns and problems about magic item creation.
Pricing New Items
The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values in the Core Rulebook), and only if there are no similar items should you use the pricing formulas to determine an approximate price. If you discover a loophole that allows an item to have an ability for a much lower price than a comparable Core Rulebook item, the GM should require using the Core Rulebook price — 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 "command word" or "use-activated or continuous" descriptions.
Example — Continuous Spell Loophole
Rob's cleric wants a heavy mace with a continuous true strike ability granting a +20 insight bonus on attacks. The formula gives 2,000 gp (1st-level spell, CL 1). The GM notes that a +5 weapon enhancement costs 50,000 gp, and a +20 bonus is far better — suggesting 200,000 gp. Rob agrees the formula would be unreasonable and crafts a +1 heavy mace instead.
Example — Comparing to Existing Items
Patrick's wizard wants bracers with continuous mage armor for 2,000 gp (1st-level, CL 1). The GM points out that bracers of armor +4 cost 16,000 gp, and Patrick's bracers should match that price. With only 2,000 gp, Patrick crafts bracers of armor +1 using the standard pricing instead.
Items that are simply an existing magic item in a different form (a rapier instead of a dagger) just replace the masterwork base item price — a rapier of venom costs 8,320 gp vs. the dagger of venom's 8,302 gp.
Cooperative Crafting
If you need another character to supply one of an item's requirements (such as a wizard creating an item with a divine spell), both you and the other character must be present for the entire duration of the crafting process. If the GM is using the downtime system, both characters must use downtime at the same time. Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item, the GM makes the check in secret.
If the second character is providing a spell effect, that character's spell is expended for the day just as if you were using one of your own spells for a requirement. If the second character is a hired NPC, you must pay for the NPC's spellcasting service for each day of the item creation.
Upgrading Items
Adding more magic to an existing item can be quite simple or very math-intensive. If the item's current and proposed abilities follow the normal pricing rules (particularly with weapons, armor, and shields), adding the new abilities is a matter of subtracting the old price from the new price and determining how many days of crafting it takes to make up the difference.
For most other items, GMs should use the multiple different abilities rule: increase the cost of the new ability by 50%, add that to the item's current price to get the new total, then subtract the old price to determine the difference.
For staves and items without a magic item slot, pricing is more complex — the highest-level spell is at 100%, the next-highest at 75%, and all others at 50%. Adding a new spell between the lowest and highest level can alter the cost of other abilities. Because staff pricing is so complex, a GM might want to forbid adding new abilities to staves, or limit new abilities to the lowest-level spell already present.
Note: The multiple similar abilities rule is specifically for items that don't use a magic item slot; it cannot be used for slotted items.
Example — Simple Upgrade
Patrick's wizard upgrades his bracers of armor +1 to +3. The price difference is 8,000 gp — he spends 8 days and 4,000 gp (half the difference).
Example — Multiple Abilities
Lisa's paladin wants to add horseshoes of speed (3,000 gp) abilities to her horseshoes of a zephyr (6,000 gp). The new ability costs 4,500 gp (+50% for multiple abilities rule), requiring 5 days and 2,250 gp — producing an item worth 10,500 gp.
Example — Indeterminate Price
Lisa wants to add flaming to her holy avenger. The avenger's 20,000 gp premium over a +5 holy longsword bundles SR, greater dispel magic, and class restrictions — no one can agree on a fair upgrade price, so Lisa upgrades her armor instead.
Recharging Charged Items
The Core Rulebook doesn't allow item creation feats to recharge charged items such as wands. Wands are already the most cost-effective form of expendable spellcasting (minimum 15 gp per charge, vs. 25 gp per scroll use or 50 gp per potion use), and allowing recharging would devalue scrolls and potions further. A wand's lower price increment would also make partial recharging trivially easy during short downtime periods.
A GM who wants to allow wand recharging can require a minimum of 25 charges added to offset this advantage — forcing you to spend a larger amount of gold at once rather than topping up a few charges at a time.
Altering Existing Items
The Core Rulebook doesn't allow item creation feats to alter the physical nature of an item, its default size, shape, or magical properties — for example, changing a steel +1 longsword to adamantine, or converting boots of speed into an amulet of speed. Many GMs may decide these transformations are impossible or not cost-efficient. GMs who do allow them should keep the following warnings in mind:
Adjusting Character Wealth by Level
Crafters can build gear at half price, potentially exceeding the Character Wealth by Level guidelines — especially new characters starting above 1st level, or those with Craft Wondrous Item. GMs shouldn't negate this advantage by reducing treasure (that nullifies the feat choice), but also shouldn't let crafters double the expected wealth. As a guideline:
- Allow a crafting PC to exceed WBL by about 25% — fair for one crafting feat.
- Allow up to 50% if the PC has multiple crafting feats.
- If a crafter makes items for party members, count the excess value against the crafter's allotment — not each recipient's.
Example
An 8th-level character should have ~33,000 gp in items. Patrick's wizard with Craft Wondrous Item may exceed that by 8,250 gp (25%). If Patrick crafts items for the rest of the party, the extra value those characters carry counts toward his 8,250 gp allotment.
Creating Items For Profit
The standard campaign expectation is that PCs earn wealth through adventuring, not by running a crafting business. Selling items to an NPC shopkeeper only returns half price, so simply crafting items at half cost and selling them full price is not intended. However, the downtime system lets you build a magic shop and earn income from it. A typical magic shop earns about 3–5 gp per day — not because items sell fast, but because expensive items sell rarely. GMs have two options for resolving this:
The simplest solution. Assume you are spending downtime running the business rather than crafting specific items — the details of what was crafted don't matter, just that you are using your crafting feat to increase profits.
Example
Patrick owns a magic shop and has 5 free days. Instead of tracking specific items, he uses the run a business downtime activity — his crafting feat is assumed to boost the shop's earnings.
Apply a flat adjustment to expected wealth — no item tracking required. This works well for ongoing crafting-focused PCs who operate a business as background income.
Example
Rob's cleric has Brew Potion and owns a magic shop. The GM allows him to exceed his wealth by level by 25%. The extra doesn't have to be potions — Rob's shop sells them, and he uses the profits to purchase other items.
Talismanic Components
Fantasy and myth are rife with exotic materials used to create magic items — meteoric iron, unicorn horn, dragon blood, vampire ichor. The Core Rulebook's item creation system is very abstract, treating all crafting supplies as a generic gold cost. Talismanic components add story flavor and local color: a +1 flaming longsword becomes a more interesting artifact if giving a weapon a +1 enhancement requires stardust, and a flaming weapon requires a fragment of a fire elemental's spirit.
Spend talismanic components exactly like gp for the purpose of crafting magic items — they are destroyed or incorporated during creation. They don't change crafting time, DC, or any other aspects; they are simply a substitute for the gp cost to craft.
Example
Patrick's wizard crafts a wand of burning hands (cost: 375 gp). He uses 300 gp worth of dragon heartblood toward the cost and pays the remaining 75 gp in gold.
Most components are only usable for certain item types (see catalog below), but some — like dragon heartblood and arcane residue — work for any item. A GM may allow a desperate crafter to use an inappropriate component at a higher crafting DC.
- Requiring Components
- The GM may require components for some or all item creation — available for purchase in cities, or acquired only by hunting creatures or exploring remote locations. This creates adventure opportunities for crafting PCs.
- Components as Commodities
- Components are trade goods. Acquire them at listed cost or sell found components at listed cost. Prices may vary by supply and demand.
- Components as Treasure
- The value of a looted component should be subtracted from the monster's treasure award — don't grant extra wealth just because a creature yields usable crafting material. Harvesting may require skill checks (Craft (alchemy), Knowledge (nature), Profession (herbalist), etc.).
Example Components
| Component | Used For |
|---|---|
| Adamantine Ore | Metal armor, metal weapons, and items that manipulate or create earth or metal. |
| Arcane Residue | Salvaged from destroyed magic items (often crystalline or powder form); any kind of magic item. |
| Astral Essence | Scraped from deep Astral Plane creatures; plane-traveling, teleportation, and time-manipulating items. |
| Demon Blood | Taken from powerful demons; chaotic, evil, demon-summoning, electricity-resistance, and good- or lawful-repelling items. |
| Devil Blood | Taken from powerful devils; lawful, evil, devil-summoning, and fire-resistance items. |
| Dire Animal Brain | Animal-influencing and physical enhancement items. |
| Doppelganger Ichor | Disguise and polymorph items. |
| Dragon Bone | Rods, staves, wands, and dragon-controlling items. Also items with abilities or energy types matching the dragon's breath weapon (copper → slow, red → fire, etc.). |
| Dragon Heartblood | The freshest blood from the dragon's heart; any kind of magic item. Spoils if exposed to air — must be transported in sealed vials. |
| Elemental Spirit | Taken from powerful elementals; items appropriate to the element or associated energy type. |
| Ethereal Essence | Dusted from deep Ethereal Plane creatures; plane-traveling and dream items. |
| Giant Squid Ink | Scrolls and water items. |
| Hand of a Murderer | Must be taken shortly after the murderer's death; death, evil, and undead-creating items — also items involving a preserved hand (e.g., hand of glory). |
| Heart of the Mountain | Mined from deep underground or the Plane of Earth; metal armor, metal weapons, and items that manipulate earth or stone. |
| Holy/Unholy Symbol | Items appropriate to the religion, items opposing the religion's enemies, or items suited for divine spellcasters of that faith. |
| Mithral Crystal | A rare crystallized form of mithral; defensive, light, and lycanthrope-repelling items. |
| Naga Brain | Metamagic and poison items. |
| Rare Herbs | Varies by herb — nox mushrooms for shadow items, bloodvine for bleeding/healing, wolfsbane for lycanthrope-repelling, and so on. |
| Stardust | Collected from dead stars, meteorites, or void creatures; cold, darkness, light, and shadow items. |
| Troll Blood | Healing and regenerative items. |
| Unicorn Horn | Intact for healing and poison-resisting wands and staves; powdered for evil-repelling, healing, and teleportation items. |
| Vampire Dust/Ichor | Dust from a destroyed vampire, ichor from a living one; blood, life-draining, mind-controlling, and necromantic items. Ichor spoils instantly in sunlight or on holy ground. |
| Virgin's Blood | Acquired in pints or more; blood, fiend-summoning, and purity items. |
| Wyvern Poison | Corruption and poison items. |