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.
- Required Feat: Scribe scroll
- Required material: Paper
- Skill check: Lore
To create study materials
- Find a Study Materials desk
- Place the paper inside the desk
- Close the desk
- 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.
- Required Feat: Scribe Scroll -or- Craft Wondrous Item
- Required material: Gem.
- Skill: Spellcraft
To create a gem or rune:
- Find an enchanting workbench
- Place the gem inside the workbench
- Close the workbench
- Cast the spell to start enchanting
The enchanting will become your Offtime activity.
spell level | Base Time | Minimum level | Spellcraft 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 value | Creation 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?)
- Required Feat: Brew potion
- Required material: Bottle
- Skill: Heal
To create a potion
- Find an alchemy workbench
- Place the bottle inside the workbench
- Close the workbench
- Cast the spell to start enchanting
The enchanting will become your Offtime activity.
spell level | Base Time | Minimum level | Heal 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.
- Required Feat: Craft Wand
- Required Material: Wand, Rod or Staff
- Skill: SpellCraft
To create a wand, rod or staff:
- Find an alchemy workbench
- Place the bottle inside
- 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 level | Base Time | Minimum level | SpellCraft 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 level | Base Time | Minimum level | SpellCraft 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 level | Base Time | Minimum level | SpellCraft 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.
- Require Feat: Craft magical arms and armor
- Require material: Item to be enchanted
- Skill: Craft Trap
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 Bonus | Time | Skill 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.
- Require Feat: Craft magical arms and armor
- Require material: Item to be enchanted
- Skill: Craft Armor
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 Bonus | Time | Skill 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.
- Require Feat: Craft magical arms and armor
- Require material: Armor/ring be enchanted and an essence or a weapon.
- Skill: Craft Armor
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.