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Anyone picked up True Sorcery?
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<blockquote data-quote="ValhallaGH" data-source="post: 2943087" data-attributes="member: 41187"><p>I really don't mean to be flippant, but they wrote an entire chapter about it. A quick summary follows.</p><p>One feat is required for all magic item creation. From scrolls to rings to weapons, one feat allows a caster to make items that hold magic.</p><p>Making the item requires the expenditure of gold, xp and spells, similar to the DMG method, though a spellcraft check is required for the spell; if you permanently expend an amount of spell energy then you don't need to make the spellcraft check.</p><p>Magic items were categorized by approximate power level (Least, Lesser, Minor, Moderate and Major).</p><p>Least items are the equivalent of scrolls, though they can have any shape; essentially one-time use, caster only items that are relatively cheap to make and useful without requiring a major investment of time, magic or resources. Use requirements are similar to those of a D&D scroll.</p><p>Lesser items are the equivalent of potions, one-use magic usable by anyone; again, they can take on a myriad of shapes and designs though potions and oils are the most common.</p><p>Minor itmes are similar to Least items except that they have multiple charges (20). They usually take the form of wands, rods or staves though they could look like belt buckles if you make them so.</p><p>Moderate items are similar to D&D rods and staves in that they still have charges (50) but are useable by anyone that knows how to activate them. Any save DCs are based upon the wielder.</p><p>Major items are similar to D&D wonderous items, in that anyone can use them and that they usually have permanent effects. Any save DCs are based upon the wielder. These items are also the most expensive to make, potentially resulting in very rare access.</p><p></p><p>I hope that helped.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 2943087, member: 41187"] I really don't mean to be flippant, but they wrote an entire chapter about it. A quick summary follows. One feat is required for all magic item creation. From scrolls to rings to weapons, one feat allows a caster to make items that hold magic. Making the item requires the expenditure of gold, xp and spells, similar to the DMG method, though a spellcraft check is required for the spell; if you permanently expend an amount of spell energy then you don't need to make the spellcraft check. Magic items were categorized by approximate power level (Least, Lesser, Minor, Moderate and Major). Least items are the equivalent of scrolls, though they can have any shape; essentially one-time use, caster only items that are relatively cheap to make and useful without requiring a major investment of time, magic or resources. Use requirements are similar to those of a D&D scroll. Lesser items are the equivalent of potions, one-use magic usable by anyone; again, they can take on a myriad of shapes and designs though potions and oils are the most common. Minor itmes are similar to Least items except that they have multiple charges (20). They usually take the form of wands, rods or staves though they could look like belt buckles if you make them so. Moderate items are similar to D&D rods and staves in that they still have charges (50) but are useable by anyone that knows how to activate them. Any save DCs are based upon the wielder. Major items are similar to D&D wonderous items, in that anyone can use them and that they usually have permanent effects. Any save DCs are based upon the wielder. These items are also the most expensive to make, potentially resulting in very rare access. I hope that helped. [/QUOTE]
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Anyone picked up True Sorcery?
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