Kerrick
First Post
I made this system after creating a variant crafting system. I thought making a skill-based magic item creation system would be interesting, and this deals with several problems I had with the existing system - XP costs, cursed items, and the simple ability to automatically make items with no chance of failure. I have a group playtesting it, but since they only meet once a week, I decided to post it here to get some feedback also.
Since it's a little long, I used the spoiler block to cut down the size of my post.
[sblock]
Craft (Artificing)
Use this skill for making, repairing, and recharging magic items.
Check:
Making a Magic Item:
Crafting a magic item is a bit simpler than making a normal item.
To craft an item, follow these steps.
1. Find the item's crafting time and DC from Table 1 below.
2. Make a Craft check representing one day's work. If the check succeeds, you have completed one day of work. For each 10 points by which you exceed the DC, you accomplish an extra day's work. You can reduce the crafting time down to half in this manner.
If you fail a check by 4 or less, you make no progress that day.
If you fail a roll by 5 or more, the enchantment fails, but the item is still usable – you ruin half the raw materials and have to pay half the original raw material cost again.
If the crafter rolls a natural 1 on the check, he suffers a catastrophe. Roll 1d10 (the DM should make this roll in secret) and consult the table below:
1: A surge in the flows of magic occurs, and the item's enchantment is warped slightly. The item is cursed, but the crafter does not know this. This result is otherwise treated as a minor setback.
2-4: A surge in the flows of magic occurs, and the item is drained of all magic. All gold and materials spent so far are lost, but the item can be enchanted again.
5-9 The crafter suffers a major setback. Half the gold and materials are lost, but the item's enchantment is intact and work can proceed normally. The crafter must pay half the original raw material cost again.
10: Due to a flaw in the item's manufacture, combined with a mishandling of the magical energies, the item is completely destroyed. All gold and materials spent so far are wasted.
If the crafter rolls a natural 20 on the check, he makes a breakthrough [for lack of a better word]. Roll 1d10 (the DM should make this roll in secret) and consult the table below:
1: A surge in the flows of magic occurs, and the item gains an extra minor benefit - the DC for an ability is increased by +1, it grants a slightly greater bonus than normal (+7 skill bonus instead of +5), etc. If the item can't be granted a bonus, treat this result as "2-4", below.
2-4: The crafter makes a breakthrough, or simply experiences a surge of good fortune. He accomplishes 3 days' work for that day. If the crafting time is 1 week or more, he accomplishes two weeks' worth of work.
5-9: The flows of magic are working in the crafter's favor, and he accomplishes an extra day's worth of work. If the crafting time is 1 week or more, he gains 3 days' work.
10: The crafter makes a work of art, and somehow manages to work in a special bonus, which may or may not be known to him, but which does not cost extra. The item has a minor benefit outside of its original enchantment; the DM should choose something related to the item's purpose, or related to the crafter (a cloak of resistance, for instance, made by a specialist evoker could have additional bonuses against energy; a sword made by a cleric could have an extra plus against undead; etc.).
Granting bonuses or penalties from rolling a natural 1 or natural 20 should occur once only per item. If the crafter rolls additional natural 1s or 20s, the result is treated as failure or success by 10 or more points, respectively.
If the crafting time is one week or more, you can instead make Craft checks by the week. A failed roll of 4 or less means you lose 2 days of work that week; a failed roll of 5 or more means that you ruined half the raw materials, and the entire week is wasted. For each 10 points by which you exceed the DC, you reduce the crafting time by two days (this is for a seven-day week; if you use a different length of time, reduce the time by one-third of the week, rounding down).
The times listed below for armor, weapons, and shields are for enchanting the items only. For example, if you're making a +1 longsword, you must make the masterwork longsword first (or have it made by someone else), then enchant it separately.
Table 1: Magic Item Craft DCs and Crafting Times
1 Divide the item's price by 5,000 (round down) and add this to the base Craft DC. This number is also the modifier, in days, that is added to the base crafting time. If the price is under 5,000 gp, then the modifier is 0.
Scrolls have a crafting time of 10 minutes per spell level. See Scrolls, below.
2 The maximum price for an item to be in a given category. For example, a ring of the ram (8,600 gp) is a minor ring, while a ring of evasion (25,000 gp) is a medium ring.
3 By increasing the DC by +2 per potion, the crafter can brew a "batch" of potions – up to 5,000 gp worth or 10 potions total, whichever is less. All potions must be the same, of course – they are assumed to be brewed from a larger pool of components. The crafter pays 50% of the cost for each potion past the first.
4 Any item that exceeds 100,000 gp. No non-epic magic item can have a market price over 200,000 gp.
5 Divide the market price by 10,000 gp, and add this number to the Craft DC.
Since weapons and armor use a slightly different calculation, and owing to the graded multiplier rule (see below), all items that grant just bonuses (weapons, armor, rings of protection, amulets of natural armor, etc.) use the following tables.
Repairing a Magic Item: Repairing a magic item is slightly different than repairing a normal item, because of the magic inherent in it. The cost is the same, but the one doing the repairs must also make a Craft (artificing) check against the item's craft DC -5. If the check fails (even if the repair check was successful), the repairs on the item have damaged it and altered the magic. If the check fails by 4 or less, the damage is only minor – the item loses a few charges, a plus of enchantment, or something similar. If it fails by 5 or more, the damage is major, and the item becomes cursed. If the roll is a natural 1, the magic is drained from the item, though it can be enchanted again.
Repairing a magic item takes the same amount of time it would take to repair an item of the same type.
Recharging a Magic Item: Recharging magic items is a relatively simple procedure, but it still requires a bit of knowledge to perform properly. Recharging a magic item requires a Craft (artificing) check (see below); if the check fails, nothing happens beyond the item not being charged. If the check is a natural 1, the item is drained of all charges and becomes inert, though it can be enchanted again.
Recharging an item takes one day, but does not cost XP. If you are recharging multiple spells into an item (a staff, e.g.), it takes one day for each different spell – for example, a staff of fire requires one day to recharge its uses of burning hands, one day for fireball, and one day for wall of fire.
Action: Varies (see above).
Try Again: Yes, unless the item has been ruined.
Special: Having 5 or more ranks in Spellcraft or Knowledge (arcana) grants a +2 synergy bonus. The rules for assistants still apply, as with the normal crafting rules.
Having 5 or more ranks in this skill grants a +2 bonus to Knowledge (arcana) or Spellcraft checks to identify command words and item functions.
Having 5 or more ranks in Craft (alchemy, armorsmithing, jewelry, or weaponsmithing) grants a +2 synergy bonus to creating or repairing potions, armor, rings, or weapons (including staves), respectively.
Potions
Potions are a special case. If you wish, you could move them under the Craft (alchemy) skill instead of Craft (artificing), in which case any bonuses for Craft (alchemy) apply to making potions. The Brew Potion feat grants a +3 bonus to making potions only, which stacks with the other bonuses.
Potions can be brewed in batches, instead of one at a time. Each potion beyond the first increases the DC by 2, but you can only make up to 5,000 gp worth of potions, or 10 potions of any price, in a given batch, whichever is less. You pay full price for the first potion and 50% more for each additional potion (up to the maximum of 5,000 gp). It takes one day to brew a batch of potions.
Scrolls
Scrolls have a creation time of 10 minutes per spell level. There's no stated maximum of the number of spells you can put on a scroll, but the magic item tables list up to 6 spells on a scroll, so that's a reasonable cap. If the total time exceeds 8 hours, it takes more than one day to make the scroll. The caster cannot stop in the middle of scribing a spell – that is, if someone wanted to scribe six 9th-level spells (90 minutes each), he would have to do five the first day and the last on the second day. He could, however, start a new scroll on the second day if he wished, after he finished the first.
---
Discussion
Because this has become a skill-based system, some changes must be made to existing rules. I highly recommend NOT implementing this system in the middle of an existing campaign, but if you really want to, read the following:
Since Craft is a class skill for all classes, anyone can take ranks in it. Unless they have spellcaster levels, however, they can't create items on their own, but they can aid a spellcaster in making an item, especially those that require a certain number of ranks, a feat, or levels in a class or prestige class.
Since this follows the normal Craft rules, including a chance of failure, the XP costs have been eliminated. We felt that the chance of ruining the item (and thus wasting a lot of time, money, and possibly XP from casting the requisite spells) is a sufficient balancing factor.
Anyone who has taken the item creation feats might wonder, "What was the point? Now I have useless feats!" In order to compensate these players, they can either a) choose new feats; or b) keep the feats in exchange for a +3 bonus in Craft (artificing) and an additional +3 to craft the item related to the feat (wands, rods, rings, whatever), as it represents a specialized focus in creating the given item, similar to Skill Focus. Craft Epic [Magic Item] feats grant an additional +3 to the roll. If you use this option, however, you can't gain any further benefit from taking Skill Focus (Craft [artificing]).
Due to the high DCs for crafting weapons (bonus^2 x 2,000 gp), I recommend using bonus^2 x 1,500 gp as the formula instead. Weapon enhancement bonuses are less valuable in 3.5 anyway, due to the new DR system - even one of the designers acknowledged that they should be around 1.5 times armor costs now. The system will work either way, but I posted the DCs and times for (bonus^2 x 1,500 gp) in case anyone wanted to use it. I didn't do (bonus^2 x 2,500 gp) because very few items use it - ioun stones are about the only ones (it's DC 22 and 2 days, if anyone was wondering).
This system cannot be used with the x10 epic multiplier – the price contradictions inherent in crafting a +6 market value sword vs. a +6 enhancement bonus sword, for example, create too many difficulties in making things work. This system will work, however, if you use a graded multiplier, which I'll be discussing in more detail in another thread.[/sblock]
Item crafting feats (taken from my post further down the thread):
[sblock]
Master Crafter [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 7 ranks
Benefit: Choose one Craft skill. When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different Craft skill.
Master Artificer [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (artificing) 7 ranks, caster level 1st
Benefit: Choose one type of magic item (weapons, armor, rings, rods, scrolls, staves, wands, or wondrous items). When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different magic item type.
Epic Crafter [Epic]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 17 ranks, Master Crafter
Benefit: Choose one Craft skill. When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different Craft skill. The bonuses from this feat stack with those granted by the Master Crafter feat.
Epic Artificer [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 7 ranks, Master Artificer, caster level 1st
Benefit: Choose one type of magic item (weapons, armor, rings, rods, scrolls, staves, wands, or wondrous items). When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different magic item type. The bonuses from this feat stack with those granted by the Master Crafter feat.[/sblock]
Since it's a little long, I used the spoiler block to cut down the size of my post.
[sblock]
Craft (Artificing)
Use this skill for making, repairing, and recharging magic items.
Check:
Making a Magic Item:
Crafting a magic item is a bit simpler than making a normal item.
To craft an item, follow these steps.
1. Find the item's crafting time and DC from Table 1 below.
2. Make a Craft check representing one day's work. If the check succeeds, you have completed one day of work. For each 10 points by which you exceed the DC, you accomplish an extra day's work. You can reduce the crafting time down to half in this manner.
If you fail a check by 4 or less, you make no progress that day.
If you fail a roll by 5 or more, the enchantment fails, but the item is still usable – you ruin half the raw materials and have to pay half the original raw material cost again.
If the crafter rolls a natural 1 on the check, he suffers a catastrophe. Roll 1d10 (the DM should make this roll in secret) and consult the table below:
1: A surge in the flows of magic occurs, and the item's enchantment is warped slightly. The item is cursed, but the crafter does not know this. This result is otherwise treated as a minor setback.
2-4: A surge in the flows of magic occurs, and the item is drained of all magic. All gold and materials spent so far are lost, but the item can be enchanted again.
5-9 The crafter suffers a major setback. Half the gold and materials are lost, but the item's enchantment is intact and work can proceed normally. The crafter must pay half the original raw material cost again.
10: Due to a flaw in the item's manufacture, combined with a mishandling of the magical energies, the item is completely destroyed. All gold and materials spent so far are wasted.
If the crafter rolls a natural 20 on the check, he makes a breakthrough [for lack of a better word]. Roll 1d10 (the DM should make this roll in secret) and consult the table below:
1: A surge in the flows of magic occurs, and the item gains an extra minor benefit - the DC for an ability is increased by +1, it grants a slightly greater bonus than normal (+7 skill bonus instead of +5), etc. If the item can't be granted a bonus, treat this result as "2-4", below.
2-4: The crafter makes a breakthrough, or simply experiences a surge of good fortune. He accomplishes 3 days' work for that day. If the crafting time is 1 week or more, he accomplishes two weeks' worth of work.
5-9: The flows of magic are working in the crafter's favor, and he accomplishes an extra day's worth of work. If the crafting time is 1 week or more, he gains 3 days' work.
10: The crafter makes a work of art, and somehow manages to work in a special bonus, which may or may not be known to him, but which does not cost extra. The item has a minor benefit outside of its original enchantment; the DM should choose something related to the item's purpose, or related to the crafter (a cloak of resistance, for instance, made by a specialist evoker could have additional bonuses against energy; a sword made by a cleric could have an extra plus against undead; etc.).
Granting bonuses or penalties from rolling a natural 1 or natural 20 should occur once only per item. If the crafter rolls additional natural 1s or 20s, the result is treated as failure or success by 10 or more points, respectively.
If the crafting time is one week or more, you can instead make Craft checks by the week. A failed roll of 4 or less means you lose 2 days of work that week; a failed roll of 5 or more means that you ruined half the raw materials, and the entire week is wasted. For each 10 points by which you exceed the DC, you reduce the crafting time by two days (this is for a seven-day week; if you use a different length of time, reduce the time by one-third of the week, rounding down).
The times listed below for armor, weapons, and shields are for enchanting the items only. For example, if you're making a +1 longsword, you must make the masterwork longsword first (or have it made by someone else), then enchant it separately.
Table 1: Magic Item Craft DCs and Crafting Times
Code:
Item Craft DC1 Crafting Time(1)Max. Price(2)
Potion 20 1 day(3) --
Scroll 20+spell level Special(1) --
Wand, minor 21 1 day 3,000 gp
Minor wondrous 22 2 days 7,500 gp
Ring, minor 23 3 days 9,000 gp
Wand, medium 23 5 days 14,000 gp
Rod, medium 27 7 days 19,000 gp
Medium wondrous 27 9 days 27,500 gp
Ring, medium 27 12 days 28,000 gp
Wand, major 29 11 days 33,500 gp
Staff, medium 43 39 days 100,000 gp
Rod, major 44 40 days 100,000 gp
Major wondrous 45 42 days 100,000 gp
Ring, major 46 44 days 100,000 gp
High-end magic items4 50 50 days 200,000 gp
Epic magic items 30(5) 100 days(5) --
1 Divide the item's price by 5,000 (round down) and add this to the base Craft DC. This number is also the modifier, in days, that is added to the base crafting time. If the price is under 5,000 gp, then the modifier is 0.
Scrolls have a crafting time of 10 minutes per spell level. See Scrolls, below.
2 The maximum price for an item to be in a given category. For example, a ring of the ram (8,600 gp) is a minor ring, while a ring of evasion (25,000 gp) is a medium ring.
3 By increasing the DC by +2 per potion, the crafter can brew a "batch" of potions – up to 5,000 gp worth or 10 potions total, whichever is less. All potions must be the same, of course – they are assumed to be brewed from a larger pool of components. The crafter pays 50% of the cost for each potion past the first.
4 Any item that exceeds 100,000 gp. No non-epic magic item can have a market price over 200,000 gp.
5 Divide the market price by 10,000 gp, and add this number to the Craft DC.
Since weapons and armor use a slightly different calculation, and owing to the graded multiplier rule (see below), all items that grant just bonuses (weapons, armor, rings of protection, amulets of natural armor, etc.) use the following tables.
Code:
Bonus^2x 1000 gp Bonus^2 x 1500 gp Bonus^2 x 2000 gp
Bonus DC Time Bonus DC Time Bonus DC Time
1-2 21 1 day 1-2 21 1 day 1-2 22 2 days
3-4 25 5 days 3-4 27 7 days 3-4 30 10 days
5-6 32 12 5-6 38 18 days 5-6 44 24 days
7-8 46 44 7-8 60 60 days 7-8 73 89 days
9-10 62 128 9-10 84 192 days 9-10 105 128 days
11-12 78 147 11-12 108 220 days 11-12 137 293 days
13-14 98 275 13-14 137 412 days 13-14 177 550 days
15-16 121 458 15-16 172 687 days 15-16 223 916 days
17-18 148 706 17-18 212 1059 days 17-18 276 1412 days
19-20 178 1,029 days 19-20 267 1543 days 19-20 336 2058 days
Repairing a Magic Item: Repairing a magic item is slightly different than repairing a normal item, because of the magic inherent in it. The cost is the same, but the one doing the repairs must also make a Craft (artificing) check against the item's craft DC -5. If the check fails (even if the repair check was successful), the repairs on the item have damaged it and altered the magic. If the check fails by 4 or less, the damage is only minor – the item loses a few charges, a plus of enchantment, or something similar. If it fails by 5 or more, the damage is major, and the item becomes cursed. If the roll is a natural 1, the magic is drained from the item, though it can be enchanted again.
Repairing a magic item takes the same amount of time it would take to repair an item of the same type.
Recharging a Magic Item: Recharging magic items is a relatively simple procedure, but it still requires a bit of knowledge to perform properly. Recharging a magic item requires a Craft (artificing) check (see below); if the check fails, nothing happens beyond the item not being charged. If the check is a natural 1, the item is drained of all charges and becomes inert, though it can be enchanted again.
Recharging an item takes one day, but does not cost XP. If you are recharging multiple spells into an item (a staff, e.g.), it takes one day for each different spell – for example, a staff of fire requires one day to recharge its uses of burning hands, one day for fireball, and one day for wall of fire.
Code:
Item DC
Wand 5
Minor wondrous 7
Rod 10
Medium wondrous 12
Staff 14
Major wondrous 17
Action: Varies (see above).
Try Again: Yes, unless the item has been ruined.
Special: Having 5 or more ranks in Spellcraft or Knowledge (arcana) grants a +2 synergy bonus. The rules for assistants still apply, as with the normal crafting rules.
Having 5 or more ranks in this skill grants a +2 bonus to Knowledge (arcana) or Spellcraft checks to identify command words and item functions.
Having 5 or more ranks in Craft (alchemy, armorsmithing, jewelry, or weaponsmithing) grants a +2 synergy bonus to creating or repairing potions, armor, rings, or weapons (including staves), respectively.
Potions
Potions are a special case. If you wish, you could move them under the Craft (alchemy) skill instead of Craft (artificing), in which case any bonuses for Craft (alchemy) apply to making potions. The Brew Potion feat grants a +3 bonus to making potions only, which stacks with the other bonuses.
Potions can be brewed in batches, instead of one at a time. Each potion beyond the first increases the DC by 2, but you can only make up to 5,000 gp worth of potions, or 10 potions of any price, in a given batch, whichever is less. You pay full price for the first potion and 50% more for each additional potion (up to the maximum of 5,000 gp). It takes one day to brew a batch of potions.
Scrolls
Scrolls have a creation time of 10 minutes per spell level. There's no stated maximum of the number of spells you can put on a scroll, but the magic item tables list up to 6 spells on a scroll, so that's a reasonable cap. If the total time exceeds 8 hours, it takes more than one day to make the scroll. The caster cannot stop in the middle of scribing a spell – that is, if someone wanted to scribe six 9th-level spells (90 minutes each), he would have to do five the first day and the last on the second day. He could, however, start a new scroll on the second day if he wished, after he finished the first.
---
Discussion
Because this has become a skill-based system, some changes must be made to existing rules. I highly recommend NOT implementing this system in the middle of an existing campaign, but if you really want to, read the following:
Since Craft is a class skill for all classes, anyone can take ranks in it. Unless they have spellcaster levels, however, they can't create items on their own, but they can aid a spellcaster in making an item, especially those that require a certain number of ranks, a feat, or levels in a class or prestige class.
Since this follows the normal Craft rules, including a chance of failure, the XP costs have been eliminated. We felt that the chance of ruining the item (and thus wasting a lot of time, money, and possibly XP from casting the requisite spells) is a sufficient balancing factor.
Anyone who has taken the item creation feats might wonder, "What was the point? Now I have useless feats!" In order to compensate these players, they can either a) choose new feats; or b) keep the feats in exchange for a +3 bonus in Craft (artificing) and an additional +3 to craft the item related to the feat (wands, rods, rings, whatever), as it represents a specialized focus in creating the given item, similar to Skill Focus. Craft Epic [Magic Item] feats grant an additional +3 to the roll. If you use this option, however, you can't gain any further benefit from taking Skill Focus (Craft [artificing]).
Due to the high DCs for crafting weapons (bonus^2 x 2,000 gp), I recommend using bonus^2 x 1,500 gp as the formula instead. Weapon enhancement bonuses are less valuable in 3.5 anyway, due to the new DR system - even one of the designers acknowledged that they should be around 1.5 times armor costs now. The system will work either way, but I posted the DCs and times for (bonus^2 x 1,500 gp) in case anyone wanted to use it. I didn't do (bonus^2 x 2,500 gp) because very few items use it - ioun stones are about the only ones (it's DC 22 and 2 days, if anyone was wondering).
This system cannot be used with the x10 epic multiplier – the price contradictions inherent in crafting a +6 market value sword vs. a +6 enhancement bonus sword, for example, create too many difficulties in making things work. This system will work, however, if you use a graded multiplier, which I'll be discussing in more detail in another thread.[/sblock]
Item crafting feats (taken from my post further down the thread):
[sblock]
Master Crafter [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 7 ranks
Benefit: Choose one Craft skill. When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different Craft skill.
Master Artificer [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (artificing) 7 ranks, caster level 1st
Benefit: Choose one type of magic item (weapons, armor, rings, rods, scrolls, staves, wands, or wondrous items). When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different magic item type.
Epic Crafter [Epic]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 17 ranks, Master Crafter
Benefit: Choose one Craft skill. When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different Craft skill. The bonuses from this feat stack with those granted by the Master Crafter feat.
Epic Artificer [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 7 ranks, Master Artificer, caster level 1st
Benefit: Choose one type of magic item (weapons, armor, rings, rods, scrolls, staves, wands, or wondrous items). When making items using that skill, the DC is reduced by 2, and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This may be taken multiple times. Each time, it applies to a different magic item type. The bonuses from this feat stack with those granted by the Master Crafter feat.[/sblock]
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