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Calling Karinsdad - is your magic creation system anywhere?

Plane Sailing

Astral Admin - Mwahahaha!
Karinsdad,

I remember that you had created a detailed alternative system for creating magic items, revolving around feats that were divided into something like "create minor item", "create middling item" "create major item" and so forth.

Do you have that information posted anywhere and available (or would you be prepared to repost it again here)? I'd very much like to look at it.

Regards
 

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KarinsDad

Adventurer
They're long. Have fun wading through them.



Wizard Spells:

Since the cost of items is dropping rather drastically, the cost for Wizards to place a spell into their spell books drops from 200 GP per level to 100 GP per level.


Magical Aspects:

Most magical items have a single magical aspect. For example, +2 Chain mail is a +2 bonus item. However, when you combine more than one set of magic into an item, it is said to have multiple magical aspects. For example, a Crystal Ball with Detect Invisibility, a +2 Longsword (+2 to hit bonus, +2 damage bonus), and a set of +2 Shadow Chainmail are all considered to have multiple magical aspects. The cost (see below) is calculated for each magical aspect separately, and then added together.

Note: Creating a Cursed item requires an additional Magical Aspect using the Bestow Curse spell.

Note: Creating an item that is alignment restrictive such as a Robe of the Archmagi requires an additional Magical Aspect using the Bless or Emotion or Order’s Wrath or a similar spell.


Abilities:

The number of abilities are used to determine the final cost of items. All of the abilities for each different magical aspect of the magic item are totaled to determine the cost.

1) A spell or psionic power counts as one ability.

Note: Usually when I mention spells or spell casters below, this also refers to psionic powers or psionic characters as well. There will be notes when the two diverge.

2) A +1 bonus counts as one ability. A +2 bonus counts as two abilities, etc.

Note: Items which increase ability scores such as a +2 Amulet of Health are considered a +2 bonus item per +2 ability score that they add. The reason is that multiple elements of the game are benefited by these (i.e. +2 Dexterity gives +1 Reflex saves, +1 AC, and +1 thrown/finessed weapons, etc.).

Note: Items which increase a circumstance bonus to a skill do so at a 2 to 1 rate. For example, Boots of Elvenkind which give a +10 circumstance bonus to Move Silently checks are in reality, a +5 bonus item.

Note: Weapon bonuses normally add +1 to hit and +1 damage. But, to do this requires two abilities (for the same reason as ability score increase items). You can create +1 weapons that are either +1 to hit, or +1 damage if using one ability.

3) Special abilities of weapons or armor count as abilities. The number of abilities is one plus one per +1 bonus listed in the chart. So, a special ability of +2 uses up 3 abilities.

Note: For now, the special abilities in the DMG for armor and weapons will be used as is with respect to the bonus they give. The prerequisite spells will be used to create the bonus, but are not used in the equation to calculate spell level.

Number of Abilities for characteristics of items:

5 charges - zero
10 charges - one
20 charges - two
50 charges - three

1 charge per year - zero
1 charge per month - one
1 charge per week - two
1 charge per day - three
2 charges per day - four
3 charges per day - five

1 charge per day whose duration can be split up multiple times per day – four

continuous for bonus or special ability or intelligence portion of magical aspect – zero

continuous of 24 hour or more spell – four (slightly better than one per day since you do not have to turn it on)

continuous of one hour per level or 12 hours – six plus one added to spell level
continuous of ten minutes per level or one hour – seven plus two added to spell level
continuous of one minute per level or a set minute duration under an hour – eight plus three added to spell level

continuous of one round per level – nine plus four added to spell level
continuous of one round – ten plus five added to spell level

Note: Instantaneous effects or ones which are single charged single round (i.e. are like instantaneous, but not listed that way such as True Strike) cannot be made continuous.

Note: Most of the continuous effects increase the spell level. So, the ten minutes per level third level Vampiric Touch made continuous would have +7 added to abilities plus be a 5th level equivalent spell.

spell trigger – zero
command word – two
use activated – four
use activated for bonus item – zero

Note: These last three are as per their descriptions on page 175-176 of the DMG.

Note: None of these are applicable to potions or scrolls with the exception of use activated and spell trigger respectively. You cannot put charges, continuous, or command words on potions or scrolls.

4) Intelligence counts toward abilities. Semiempathic counts as one ability, Empathic counts as two abilities, Speech counts as three abilities, and Speech/Telepathy counts as four abilities. Each intelligence based ability the item possesses also counts as an ability, but does not incur the additional abilities penalty of rule #6 since they are considered part of the same intelligence ability.

Note: Intelligent items are automatically Continuous and Use Activated items for free for the intelligence portion of the magic item. Hence, potions and scrolls cannot be intelligent items. Also, the other abilities of intelligent items must be purchased in separate magical aspects.

5) Additional abilities added to a worn magic item (ring, boots, etc.) require an additional ability. So, +2 Strength Gauntlets require 2 abilities. +2 Strength / +2 Dexterity Gauntlets require 5 abilities (2 for Strength, 2 for Dexterity, 1 for additional ability in item). +2 Strength / +2 Dexterity / +2 Constitution Gauntlets require 8 abilities, etc.

Note: This does not count for special abilities or intelligence for worn items like armor since they already have a hefty bonus added in.

6) Adding a spell from a different school of magic costs an additional ability. Hence, two spells from two schools in an item require 3 abilities. Three spells from three schools require 5 abilities, etc.

Note: Bonus items and special ability items do not have a school per se. So, adding an additional spell to a special ability item does not incur a different school ability add. However, it will still require an additional ability if the bonus item is a worn item as per rule # 6.

7) Adding a spell from a different realm of magic (arcane, divine, or psionic) costs an additional three abilities. Hence, two spells / powers from two realms in an item require 5 abilities. Three spells / powers from all three realms require 9 abilities.

Note: Bonus items and special abilities do not have a realm per se. So, adding an additional spell to a special ability item does not incur a different realm ability add. However, it will still require an additional ability if the bonus item is a worn item as per rule # 6.


Caster and Spell Level:

Caster Level determines saving throws of the item, duration, area of effect, etc. as per the DMG. Only the most powerful caster level for a given magical aspect of the magic item is used.

Spell Level determines DC as per the DMG. DCs are calculated per spell in the item.

Note: Spell level also refers to Psionic level. You can replace the word spell with psionic when discussing the creation of psionic items below.

1) +1 bonus items require 3 caster levels per +1. So, a +3 Sword or +3 Ring of Deflection can be crafted at 9th level. This is the minimum level a spell caster can be to create this type of item.

The spell level for bonus items are one half the minimum caster level (round up): 2nd for +1, 3rd for +2, etc. unless the spell used to create the bonus increases the spell level.

Note: Bonus items are automatically Continuous items for free for their magical aspect of the magic item. This does not affect other magical aspects of the magic item. For example, a +2 Longsword that allowed a Lightning Bolt to be cast 3 times per day would require 4 abilities for the +2 (to hit and damage), 1 ability for the Lightning Bolt, and 5 abilities for the 3 charges per day, for a total of 10 abilities.

Note: Bonus items are also automatically Use Activated items for free for their magical aspect of the magic item. This does not affect other magical aspects of the magic item.

Note: For any normal +x to hit and damage weapon, the caster level required is x * 3. However, this takes x abilities in each of the two magical aspects. For example, a normal +3 to hit, +3 damage weapon has a caster level of 9, a spell level of 5, and requires 3 abilities in both magical aspects (to hit, and to damage).

Note: Bonus items still require spells to create. The spell used must add the appropriate type of bonus. The exception to this is a bonus to Circumstance which does not have an associated spell. Bonus items ignore the rules on additional abilities due to the same school and same realm of magic in an item. Even though a spell of a given school and realm is used to create a bonus item, bonus items are considered to be neutral with regard to spell schools and realms. Also, the spell used to create the bonus does not add an additional ability due to being a spell. It can, however, increase the spell level and the caster level, but usually, this is not the case.

Note: The types of bonus items that can be created consist of those listed on page 177 of the DMG.

Note: Multiple bonus item projectile weapons such as sling bullets, crossbow bolts, or arrows are created using charges. These items get Use Activated and Continuous automatically for free for their magical aspect of the magic item, just like other bonus items. However, if one of these items hits a target, they must make a DC 10 saving throw to not be destroyed. If they miss the target, the DC is 5. This is modified as per the caster level rules in the DMG (i.e. save bonus = 2 + (caster level / 2 round down)). So, a +1/+1 arrow that missed would be destroyed on a roll of 1. If it hits, it is destroyed on a roll of 6 or less.

2) +1 special abilities require 3 caster levels per +1 plus 3 caster levels. This is the minimum level a spell caster can be to create this type of item. So, a Spell Resistance 13 Armor (+2 bonus) can be crafted at 9th level.

The spell level for these items are one half the minimum caster level (round up) unless a prerequisite spell increases the spell level.

Note: Special Abilities ignore the rules on additional abilities due to the same school and same realm of magic in an item.

3) Spells require a caster level of the minimum caster level to cast the spell. So, to craft a pair of Boots of Speed (i.e. 3rd level Haste) requires a spell caster level of 5. However, the caster can sometimes raise the item caster level in order to make the item more powerful.

The spell level for these items are the level of the spell.


Cost:

Base for scrolls = (number of abilities * 10 GP).

 Note: Scrolls are always Spell Trigger items.

 Note: Scrolls usually have one ability, a single spell embedded within them. However, they can have multiple spells written on them, but each is a separate magical aspect and each can only be activated one at a time.

 Note: This base is per magical aspect of the item. So, if you have a scroll with two spells, there will be a base for each spell.

Base for potions = (number of abilities * 20 GP).

 Note: Potions are always Use Activated items, but this does not add to their number of abilities.

 Note: Potions always have a single charge at no modification to their number of abilities. They cannot be set up with a different number of charges, nor can they be continuous.

 Note: Potions usually have one ability, the spell embedded within them. They can have multiple spells, but all of them are activated simultaneously.

 Note: This base is per magical aspect of the item. So, if you have a potion with two spells, there will be a base for each spell.

Base for spells in items = (number of abilities * 50 GP).

 Note: This base is per magical aspect of the item. So, if you have a +2 to hit, +1 to damage weapon, it would have a base for +2 to hit and a separate base for +1 damage.

Partial Market Value = (caster level + (spell level * 2)) * base of the appropriate magical aspect * (sum of all cost reductions + sum of all cost additions + 100% as a numeric value, i.e. 90% = 0.9)

Magic Items (not potions or scrolls) also incur an additional cost of 100 GP for masterwork, regardless of type of item. Items also have an additional cost of the original item.


Total Market Value for potions and scrolls = Sum of the Partial Market Value for each individual magical aspect in item.

Total Market Value for other items = Sum of the Partial Market Value for each individual magical aspect in item (e.g. +2 Keen Longsword has 3 different PMVs: Keen, +2 to hit, and +2 damage) + the original item cost + the masterwork cost of 100 GP + the cost for superior materials such as Mithral.

Note: The creator of the item decides which magical aspect is the original one of the item. Any additional magical aspects may then be affected by additional abilities due to additional magical aspects added to a worn magic item; due to a different school of magic; or due to a different realm.

Note: The superior materials costs in the DMG are divided by 5.

Note: Magical aspects with an overall number of charges (i.e. not charges per time interval) can only be used via spell trigger and are limited to the realm of the user. So, a divine Wand of Cure Light Wounds with 20 charges can only be used by Clerics, Druids, Paladins, and Rangers, not by Bards, Wizards, Fighters, etc.

Note: Magical aspects with charges per interval are automatically (i.e. at no additional ability add) used via command word. A Wand of Cure Light Wounds 3 times per day can be used by any class unless it is restricted (see cost reductions below).

Cost Reductions – The cost of a PMV is reduced by 10% for a given magical aspect for limiting factors of the item. No more than a 50% reduction can be made this way per magical aspect (i.e. only 5 reductions can be taken).

 When the magical aspect does not get all of the advantageous abilities of the spell. For example, Horseshoes of Speed get the double movement of Expeditious Retreat, but not the extra jumping ability.

 When the magical aspect requires a skill to use. For example, a Crystal Ball requires the Scry skill. A musical instrument might require the Perform skill.

 When the magical aspect requires a partial alignment (i.e. lawful or good) to use. This decrease can be added twice to limit the item to a specific alignment (e.g. CG). If the item itself is just harmful to other alignments, the Bless spell is required (see above in magical aspects section).

 To decrease the number of times per interval. This drops the interval to the next lower value and doubles the frequency. For example, once per day magical aspect costs drop by 10% for twice per week. Once per week magical aspect costs drop by 10% for twice per month, etc. This can only be taken once.

 When the magical aspect requires a specific feat to use.

Note: This aspect can be taken multiple times, once for each different feat.

 When the magical aspect requires a specific realm to use.

 When the magical aspect requires that the spell associated with it be on the user’s spell list.

Note: This reduction cannot be added to a spell trigger magical aspect since they automatically get this.

Note: This reduction can limit Specialized Wizards from using a given magical aspect since they are prohibited from using spells from the appropriate list.

 When the magical aspect requires a specific class to use. For example, a Ring of Wizardry requires a Wizard.

Note: The last three can be cumulative.

Cost Additions – The cost of a PMV is increased by 10% for a given magical aspect for advantageous factors of the item. There is no limit to how much an items cost can be increased.

 When the magical aspect requires a specific race to use. For example, the throwing ability of a Dwarven Thrower weapon.

Note: Multiple races can be added, however, each is a +10% addition. So, you could limit an item to dwarves and elves (and hence, prohibit humans), but it would be a 20% addition.

 When the magical aspect requires the active worship of a specific deity to use.

 When the magical aspect removes a disadvantageous elements of a spell. For example, using Tensor’s Transformation to the magical aspect, but not having the disadvantage of having to attack with weapons.

Note: This aspect adds 20% instead of 10% to the cost.

Note: This aspect can sometimes be taken multiple times, once for each different disadvantageous element.

Note: Racial and Deity restrictions are more beneficial to the typical users of an item than restrictive since they prevent unauthorized use of the item. Hence, they are cost additions, not cost reductions.

Note: All cost reductions and additions are cumulatively added together to find the final cost of the PMV. So, an item which can only be used by Lawful (-10%) Good (-10%) Dwarven (+10%) characters costs 90% of the cost of the same item that can be used by anyone.

Note: More reductions and additions might be added later.

Time - The time it takes to create an item = Total Market Value / 500 GP (round up). So, a 510 GP item takes 2 days to create.


Internal Power:

Creating a magical item takes a devastating temporary magical toll on the spell casting ability of the spell caster creating it. The caster no longer burns experience to craft items. Instead, for each day crafting an item, the crafter takes 1D3 of Spell Slot drain. Effectively, he loses one to three spell slots of random levels from level zero to the highest level spells he can cast per day. This loss cannot be regained via any magic less powerful than Limited Wish or Miracle until the item is either created, or the caster quits.

The caster can decide at any time to stop crafting the item or he might be required to stop crafting the item, but the percentage of days used so far is wasted with respect to materials acquired, etc. For example, if an item takes 5 days to craft and a spell caster loses all of his spell slots of the level required and higher for a prerequisite spell after 3 days, he must stop crafting the item unless he has scrolls to help him continue. However if he stops, he loses 60% of all PMV costs and the item is not yet magical. He does not lose any masterwork or superior materials costs. If the caster loses all of his spell slots, he is unable to continue, even if he has scrolls for the prerequisite spells.

Once the item is created, the caster then starts to regain his lost spell slots at the same rate of 1D3 per day. This starts on the day after the last day of crafting the item. So, for an item that takes three days to craft, the spell caster starts regaining spell slots on day four. For high level characters crafting powerful items, this could effectively nullify most of their spell casting capacity for quite some time.

Note: Scrolls are not the only magical items that can be used as a backup. Any Spell Trigger item could be used.

Note: Up to three spell casters can assist in crafting an item. What this does is improve the chances of the original caster to not lose so many spell slots that he is forced to quit crafting the item. It also randomly distributes the Spell Slot drain amongst all participants. So, the primary crafter of the item will usually have more spell slots left over after the creation of the item than if he crafted it by himself. However, the spell casters can only be of different realms if one of the magical aspects of the item is of that realm. Also, a caster cannot assist in the crafting of an item which only has spells that are not on his list. This includes prohibited schools for Specialty Wizards. Any participants that run out of spell slots are effectively burned out and cannot continue. If this happens to the primary caster, he must quit. Also, any spell casters assisting do not have to have the appropriate craft feat.

Note: Psionic characters lose a number of psionic points at the rate of psionic class level + D3 per day. They regain them back afterwards at the same rate. When up to three multiple psionic characters are creating an item, the amount of points drained is based off the primary psionic crafter. The points, however, are drained randomly from all of the participants. Also, a psionic character cannot assist in the crafting of an item which only has powers that are not on his list. Hence, a Psychic Warrior could assist in creating an item with both Displacement and Domination, but not in creating an item with only Domination.

Note: Some evil spell casters have found a variety of ways to sacrifice or coerce victims to power their magical creation attempts. Usually this involves some form of magical compulsion, but there are other ways as well. There are hidden rituals and spells which add temporary random spell slots to the caster, usually when a victim is sacrificed to an evil entity. These temporary spell slots are used first when being drained by the crafting of magical items. But, what is worse is that some evil spell casters use these rites to just augment their spell casting capability without crafting an item. In this case, the temporary spell slots are used first for Sorcerer and Bard spells, but they are used when the spell placed in them is cast for other types of spell casters. There are no limits to the number of victims that an evil spell caster can use.

Note: Magical compulsion cannot be used to force a spell caster to be the primary caster, but it can force him to participate and be an assistant.

Note: Almost all potions and scrolls, and most minor items can be crafted using just one spell caster. However, the more powerful Moderate items and a lot of Major and more powerful items require the cooperation of multiple spell casters. For example, a 20th level Wizard will have 44+ spell slots, so he can comfortably create items of about 10,000 GP or less on his own. But, items of greater value than this will probably require the assistance of other spell casters. This is one of the main reasons that higher level spell casters take on low level (and sometimes even mid level) apprentices. They have them assist with powerful magical item creation. This is also why the most powerful of magical items are so rare.


So, the original costs of the following potions are in the second column, the original average gold per hit point (round closest) is in the third column ,the revised costs are in the fourth column, and the revised average gold per hit point (round closest) is in the fifth column.

Cure Light Wounds (D8 + 1) 50 9 60 11
Cure Light Wounds (D8 + 2) 100 15 80 12
Cure Light Wounds (D8 + 3) 150 20 100 12
Cure Light Wounds (D8 + 4) 200 24 120 14
Cure Light Wounds (D8 + 5) 250 26 140 15
Cure Mod. Wounds (2D8 + 3) 300 25 140 12
Cure Mod. Wounds (2D8 + 4) 400 31 160 12
Cure Mod. Wounds (2D8 + 5) 500 36 180 13
Cure Mod. Wounds (2D8 + 6) 600 40 200 13
Cure Mod. Wounds (2D8 + 7) 700 44 220 14
Cure Mod. Wounds (2D8 + 8) 800 47 240 14
Cure Mod. Wounds (2D8 + 9) 900 50 260 14
Cure Mod. Wounds (2D8 + 10) 1000 53 280 15
Cure Serious Wounds (3D8 + 5) 750 41 220 12
Cure Serious Wounds (3D8 + 6) 900 46 240 12
Cure Serious Wounds (3D8 + 7) 1050 51 260 13
Cure Serious Wounds (3D8 + 8) 1200 56 280 13
Cure Serious Wounds (3D8 + 9) 1350 60 300 13
Cure Serious Wounds (3D8 + 10) 1500 64 320 14
Cure Serious Wounds (3D8 + 11) 1650 67 340 14
Cure Serious Wounds (3D8 + 12) 1800 71 360 14
Cure Serious Wounds (3D8 + 13) 1950 74 380 14
Cure Serious Wounds (3D8 + 14) 2100 76 400 15
Cure Serious Wounds (3D8 + 15) 2250 79 420 15

The following are not allowed per the core rules, but this is what they would have been and what they are revised:

Cure Critical Wounds (4D8 + 7) 1400 56 300 12

Cure Critical Wounds (4D8 + 20) 4000 105 560 15

So, the revised cure potions are balanced since they all cure an average of 1 hit point per 11 to 15 gold pieces, give or take a little. You want the most powerful Cure Serious potion possible, it costs you 7 times as much as the weakest Cure Light potion and it cures about 5 times as much. Originally, it cost 45 times as much for 5 times the result.

The original potions costs were economically unfeasible (hit points gained for money spent). Now, any potion can be created and be economically feasible.


Feats:

Brew Potion: As book except there is no longer a level limit and the cost rules above.
Scribe Scroll: As book except the cost rules above.

Craft Minor Item (3rd level spell caster)
Maximum of three abilities.
Spell up to 3rd level.
+2 bonus / special ability items.

Examples:

+2 Amulet of Health (2 abilities: +2 constitution, +0 continuous), caster level 6, spell level 3, 1300 GP

+1 Longsword (2 abilities: +1 to hit, +1 damage, +0 continuous), caster level 3, spell level 2, 815 GP

+1 Armor (1 ability: +1 AC, +0 continuous), caster level 3, spell level 2, 450 GP + armor cost

+2 Armor (2 abilities: +2 AC, +0 continuous), caster level 6, spell level 3, 1300 GP + armor cost

5 charge Wand of Fireballs (1 ability: +1 for spell, +0 for 5 charges), caster level 5, spell level 3, 650 GP
Note: five 5th level caster, 3rd level spell potions cost 1100 GP, but they can be used by anyone.
Note: five 5th level caster, 3rd level spell scrolls cost 550 GP, but they are easier to lose, destroy, and are not in one location for easy access.
Note: although the caster level can be 5, the spell caster needs to be 7th level in order to add a 3rd level spell to an item.

5 charge Wand of Fireballs (1 ability: +1 for spell, +0 for 5 charges), caster level 10, spell level 3, 900 GP, Note: although this wand does twice the damage as the previous example, it still has a DC of 14, hence, it does not cost double.

10 charge Wand of Fireballs (2 abilities: +1 for spell, +1 for 10 charges), caster level 5, spell level 3, 1200 GP
Note: ten 5th level caster, 3rd level spell scrolls cost 1100 GP.

5 charge Wand of Magic Missiles (1 ability: +1 for spell, +0 for 5 charges), caster level 1, spell level 1, 250 GP
Note: although the caster level can be 1, the spell caster needs to be 3rd level in order to get this feat and in order to add a 1st level spell to an item.


Craft Moderate Item (7th level spell caster; Craft Minor Item)
Maximum of six abilities.
Spells up to 6th level.
Up to +4 bonus / special ability items.

Examples:

+4 Amulet of Health (4 abilities: +4 constitution, +0 continuous), caster level 12, spell level 6, 4900 GP

+3 to hit Longsword (3 abilities: +3 to hit, +0 continuous), caster level 9, spell level 5, 2965 GP

+3 Longsword (6 abilities: +3 to hit, +3 damage, +0 continuous), caster level 9, spell level 5, 5815 GP

+3 Armor (3 abilities: +3 AC, +0 continuous), caster level 9, spell level 5, 2950 GP + cost of armor

+4 Armor (4 abilities: +4 AC, +0 continuous), caster level 12, spell level 6, 4900 GP + cost of armor

+4 Slick Armor (6 abilities: +4 AC, +2 slick, +0 continuous), caster level 12, spell level 6 for AC, caster level 6, spell level 3 for slick, 6100 GP + cost of armor
Note: Adding slick to the previous example armor cost 1200 GP, 2 abilities for slick * 50 GP * (6 caster level of slick + (2 * 3 spell level of slick)).
Note: Slick is a +1 bonus special ability in DMG, so 2 abilities.

50 charge Wand of Fireballs (4 abilities: +1 for spell, +3 for 50 charges), caster level 5, spell level 3, 2300 GP
Note: compared to the 650 GP 5 charge, 1200 GP 10 charge, and 1750 GP 20 charge Wands of Fireball. The greater charges do not exactly increase the cost linearly since you can only cast one spell per round anyway. They actually bring down the cost slightly per charge. Higher level casters can create wands with higher caster level, but when they do that, they will have to decrease the number of charges in order to compensate for the greater power of the wand.

Combined 20 charge Wand of Fireballs (3 abilities: +1 for spell, +2 for 20 charges), 20 Charge Wand of Lightning Bolt (3 abilities: +1 for spell, +2 for 20 charges), caster level 5, spell level 3, 3400 GP
Note: compared to the previous wand, this one does no additional damage and has fewer charges. However, it is much more versatile.
Note: this is not a worn item, so it does not have the additional ability penalty.


Craft Major Item (11th level spell caster; Craft Moderate Item)
Maximum of twelve abilities.
Spells up to 9th level.
Up to +6 bonus / special ability items.

Example:

+6 Amulet of Health (6 abilities: +6 constitution, +0 continuous), caster level 18, spell level 9, 10900 GP


Craft Relic (16th level spell caster; Craft Major Item)
Maximum of twenty four abilities.
Any spells from different schools. These do not add an ability any more.
Up to +6 bonus / special ability items.


Craft Artifact (21st level spell caster; Craft Relic)
Any number of abilities.
Any spells from different schools or different realms (i.e. arcane, divine, psionic). These do not add an ability any more.
Up to +6 bonus / special ability items.


Note: +6 is the maximum bonus. Hence, no Bracers of Armor +8. However, there can be +6 Longswords.

Note: If you have Craft Minor Item and are a multi-class divine spell caster and psionic user (both of at least 3rd level), you will be able to create minor divine and minor psionic items. Each of these feats can be used for any of the three realms of magic.


Revised Wealth by Level Chart:

1 varies 11 27500
2 500 12 33000
3 1500 13 39000
4 3000 14 45500
5 5000 15 52500
6 7500 16 60000
7 10500 17 68000
8 14000 18 76500
9 18000 19 85500
10 22500 20 95000
 

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