So, in effect, you are suggesting that creating a magic item should mean nothing more than a minor inconvenience and some gold to someone who has a 7th+ level Cleric for a friend (or is one themselves)? Why not just increase the costs to craft them and skip the whole "I need to get a Restoration spell cast on me"?
And not only does that shaft lower level characters, how do you reconcile this with costs to Brew Potions or Scribe Scrolls? Are these not 'magic items' anymore and therefor don't drain CON? Or are these made for "free" (since they're not "real" magic items)? I doubt very many people would brew some CLW potions in exchange for losing even one point of CON...
3.5 PHB, pg 88: ITEM CREATION FEATS: XP Cost (it's the third paragraph).
It's certainly not hidden anywhere.
That's why I would advocate a
temporary loss of Constitution, with the amount and duration of the loss determined by the level/XP/Price-in-Gold of the item. Recovery could be at a set rate, such as 1 point of Constitution per day (or longer if you want it to have more of an impact, or restrict the number of magic items being made). That would eliminate the need for a
Restoration spell (but not the benefit).
edit: I also like the idea of temporarily lowering casting ability. As was said further up-thread, this could be modeled n 4E also by simply reducing the number of Encounter Powers or some such.
I don't think it shafts low level characters, but it does add some realistic scaling. Low level Wizards shouldn't be able to make powerful magic items. And, as someone else submitted further up post, only make the loss for items that require a
Permanency spell. That way it doesn't affect creating potions and scrolls.
As to pg. 88, looking at the beginning of the Feats section is the last place I would have looked for Item Creation guidelines. It is a bit hidden. That would have made more sense under the Item Creation Feat itself or in the Magic Items section in the DMG (of course then players wouldn't have easy access to it
).
Even though you can't expend enough XP to lose a level, you can essentially trade an entire levels worth of XP for item creation. Whether losing a level, or not gaining a level, the end result is the same in that respect. I think the reason they designed it this way, was to keep players from trading in already gained levels to make high powered magic items. That could quickly unbalance the game with items way more powerful than the level of the campaign, and create a bookeeping nightmare with figuring out new stats, skills and what skills/feats you lose (based an when you gained them). Also, it would lower the pary level, making the DM have to rescale encounters. I think that was just a big nightmare they were attempting to avoid.