Table of Contents

Creating magic items

Basics

To create any sort of magic item you need the correct feat, base item, level, skill and money.

All base items must be of Good(+1) quality or better to be made into magic. Each quality step above that reduces the time to enchant something by 10%

Create Study materials

The study materials are things that wizards use to learn spells and others can use to expand the rituals they can cast.

To create study materials

  1. Find a Study Materials desk
  2. Place the paper inside the desk
  3. Close the desk
  4. Cast the spell for which you want to make the study material

Your Offtime activity will be set to create the study material.

To see how much money and time creating the material takes see: Learning Spells

Single Use Gem or Rune

This process either scribes a rune or embeds magic in a gem. Anyone can use the resulting rune or gem to cast the spell.

To create a gem or rune:

  1. Find an enchanting workbench
  2. Place the gem inside the workbench
  3. Close the workbench
  4. Cast the spell to start enchanting

The enchanting will become your Offtime activity.

spell levelBase TimeMinimum levelSpellcraft DC
0 3 weeks 1 10
1 5 weeks 2 12
2 7 weeks 4 14
3 9 weeks 6 16
4 11 weeks 8 18
5 13 weeks 10 20
6 15 weeks 12 22
7 20 weeks 14 24
8 30 weeks 16 26
9 50 weeks 18 28

Gem Value

The gem value decreases the crafting time by 10% for each money unit above copper.

Gem valueCreation Time
1-9 copper 100% base time
1-9 bronze 90% base time
1-9 silver 80% base time
1-9 gold 70% base time
1-9 platinum 60% base time
1-9 mithril 50% base time
10-99 mithril 40% base time
100-999 mithril 30% base time
1000-9999 mithril 20% base time
10000+ (mithril?) 10% base time

Potions

This process allows you to enchant a liquid with a particular spell. The spell can be cast once by anyone who drinks the potion. (does the spell automatically target the person drinking it?)

To create a potion

  1. Find an alchemy workbench
  2. Place the bottle inside the workbench
  3. Close the workbench
  4. Cast the spell to start enchanting

The enchanting will become your Offtime activity.

spell levelBase TimeMinimum levelHeal DC
0 3 weeks 1 10
1 6 weeks 2 13
2 9 weeks 4 16
3 12 weeks 6 19
4 15 weeks 8 22
5 20 weeks 10 25
6 30 weeks 12 28
7 50 weeks 14 31

Wands, Rods, Staffs

A wand, rod or staff may be enchanted with a spell. The spell level and the number of charges is determined by the base item being enchanted.

To create a wand, rod or staff:

  1. Find an alchemy workbench
  2. Place the bottle inside
  3. Close it and cast the spell to start enchanting

The enchanting then becomes your Offtime activity.

Wands

Wands can hold zero to first level spells and can cast them 10 times.

spell levelBase TimeMinimum levelSpellCraft DC
0 9 weeks 5 15
1 12 weeks 5 15

Rods

Rods can hold zero to fourth level spells and can cast them 30 times.

spell levelBase TimeMinimum levelSpellCraft DC
0 14 weeks 10 20
1 16 weeks 10 20
2 18 weeks 10 20
3 20 weeks 10 20
4 22 weeks 11 21

Staff

Staffs can hold zero to ninth level spells and can cast them 50 times.

spell levelBase TimeMinimum levelSpellCraft DC
0 19 weeks 15 25
1 21 weeks 15 25
2 23 weeks 15 25
3 25 weeks 15 25
4 27 weeks 15 25
5 29 weeks 15 25
6 31 weeks 15 25
7 36 weeks 20 30
8 46 weeks 30 40
9 66 weeks 50 60

Enchanting Items: Skill Bonus

Any wearable item can be enchanted to give the wearer a skill bonus.

To place a skill bonus enchantment on an item

Find a Enchanting placeable, place the item inside, close it and then roll a skill roll with player tool. That skill will then be enchanted into it.
On success, the item is enchanted and returned to your inventory. Failure by 1-5 does nothing. Failure by 6 or more destroys the item.
Note that to enchant the item to +2, you need to have first enchanted it to +1 and so on.

Skill BonusTimeSkill DC
+1 5 weeks 14
+2 10 weeks 18
+3 15 weeks 23
+4 25 weeks 29
+5 35 weeks 36
+6 50 weeks 44
+7 65 weeks 53
+8 80 weeks 63

Enchanting items: Armor

Any wearable non-weapon item can be enchanted to provide additional protection to the wearer.

To place an armour enchantment on an item

Find a Armor Enchanting placeable, place the item inside, close it.

On success, the item is enchanted and returned to your inventory.
Failure by 1-5 does nothing.
Failure by 6 or more destroys the item.

Note that to enchant the item to +2, you need to have first enchanted it to +1 and so on.

Armor BonusTimeSkill DC
+1 7 weeks 16
+2 12 weeks 18
+3 18 weeks 25
+4 39 weeks 45
+5 60 weeks 65

Enchanting items: Damage Resistance

Any armor or ring can be enchanted to be more resistant to damages. The damage resistance may be against a particular damage type or against a particular element.

To place a damage resistance enchantment on an item

Find an armor enchanting placeable, place the armor or the ring inside along with the essaence or a weapon.

Each of the six elements have an essaence, and the enchantment will then protect against that element.
To protect against weapons you need to place a weapon doing that damage type inside.
Note that in cases of armor, that enchantment is cumulative with that armors basic reduction against weapons.

Note: second enchantment on a single item doubles the time to do it, third triples and so on.

Enchanting items: Attack

Require Feat: Craft magical arms and armor Require material: Item to be enchanted Skill: Craft Weapon

Note: second enchantment on a single item doubles the time to do it, third triples and so on.

Enchanting items: Damage

Require Feat: Craft magical arms and armor Require material: Item to be enchanted Skill: Craft Weapon

Note: second enchantment on a single item doubles the time to do it, third triples and so on.

Special Enchantments

Require Feat: Craft wondrous item Require material: varies Skill: Craft Trap

Note: second enchantment on a single item doubles the time to do it, third triples and so on.