Magic Crafting

In Thrice The Brinded Cat, we have introduced some significant modifications to the way crafting magical items are to be handled.

House Rules
  • We have lifted the “caster” prerequisite for taking any of the crafting feats. The level prerequisites remain.
  • We have removed the 1/25th base price cost in XP. You no longer must pay this cost in the creation of magical items. XP expenditures required for “spell costs” of special spells, such as Wish, are still in effect when those spells are required in the creation process of the magical item.
  • “Spell Costs” as they relate to the creation of magical items are still in effect. Any spell required for the creation of the item must be cast on that item at the time of creation. The source of the spell does not have to originate from the crafter. The spell can come from another caster or even a scroll (but not from an effect from another crafted item – ring, wand, potion, etc.) All material components required of the spell being used for the item’s “spell cost” must also be used in accordance with the spell description.
  • The spell cost for enchanting a weapon is Greater Magic Weapon cast at the appropriate level for the intended enchantment bonus.
  • The spell cost for enchanting Armor or Shields is Magic Vestment cast at the appropriate level for the intended enchantment bonus.

Also, there are some special circumstance advantages to crafting magical items that are associated with the Shackled City Campaign.

Special Circumstances
  • Members of the School of Universality at the Blue Crater Academy have a very special bonus. The School will pay for the “material” costs of scribing scrolls (not extra-ordinary components or XP costs – check with your DM to see if the School will/can cover the material cost before you begin creating!). Universality Students gaining this “scholarship” bonus must create a duplicate of each scroll, one of which is donated back to the Academy.

Otherwise, the magic crafting rules are as described in the 3.h PHB. A quick run-down follows:

General Rules – standard
To create an magic item:

  • You must have the appropriate feat.
  • All prerequisites (exceptions noted above) must be met before item is created.
  • Caster levels can never be less than the minimum needed to cast the spell.
  • Metamagic feats can be used to enhanced the effects of the crafted item.
  • Magic supplies are required and consumed during the creation process. The supplies are half the base price of the item.
  • Base price and Market price are two difference concepts. It is nearly impossible to describe. Consider the base price to be the price a magic crafter might charge to create or enchant an item. In most cases, the base price is also the market price. In these cases, the materials used in the creation process are small enough that their cost is included in the base price. In some cases, however, the market price will be higher. When enchanting arms and armor, for example, the base price of the enchantment is added to the price of the masterwork weapon or armor to arrive at the market price.
  • Magic item creation must take place in a quiet, comfortable, well-lit place.
  • Construction takes one 8-hour day per 1000gp base price. Minimum 1-day. Potions always take 1 day to brew.
  • Only one item can be crafted at a time.
  • Crafting days do not have to be consecutive.
  • If work on an item is halted in order to begin a new item, all materials and costs associated with the first item are lost.
Armor & Shields
  • Must have the feat Craft Magic Arms and Armor
  • This feat allows you to enchant masterwork armor, not create it.
  • Must have heat source, masterwork armor or shield, appropriate tools and supplies.
  • Must have Magic Vestment cast at the appropriate caster level on the item at the time of creation.
  • Crafter’s level must be at least three times the enchantment bonus (+1-5th, +2-6th, +3-9th, +4-12th, +5-15th).
  • Crafter pays half the base price of the enchantment cost.
  • The process takes one 8-hour day of work to complete per 1000gp in the base price.
Magic Weapons
  • Must have the feat Craft Magic Arms and Armor
  • This feat allows you to enchant masterwork weapons, not create them.
  • Must have heat source, the masterwork weapon to be enchanted, appropriate tools and supplies.
  • Must have the spell Greater Magic Weapon cast at the appropriate caster level on the item at the time of creation.
  • Crafter’s level must be at least three times the enchantment bonus (+1-5th, +2-6th, +3-9th, +4-12th, +5-15th).
  • Crafter pays half the base price of the enchantment cost.
  • The process takes one 8-hour day of work to complete per 1000gp in the base price.
  • At the time of creation, the crafter must decide if the weapon has a glowing aura or not. There are no additional costs or time requirements for visible auras.
  • Enchanting a double-weapon counts as two separate enchantments.
Potions
  • Must have the feat Brew Potion.
  • Must have a level surface, containers, source of heat and required ingredients.
  • Only 1st-3rd level spells may be brewed into potions.
  • Potions with a

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Magic Crafting

Thrice The Brinded Cat Thom