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Magical reagents for item creation
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<blockquote data-quote="Frostmarrow" data-source="post: 422467" data-attributes="member: 1122"><p>Whoa! Good questions, I hope you will find some answers below. Please remember that nothing is set in stone.</p><p></p><p>In lieu of the XP and gold invested in the making of a magical item the creator can use magical reagents. Magical reagents are natural magical objects that are part of various creatures' physique. This reagents register as magical if the creature is slain. When making a magical item this way the proper laboratory equipment is still required.</p><p></p><p>A magical reagents potency is equal to the creature's CR. For example a juvenile blue dragons blood has a magical potency of 7. A creature's supernatural abilities govern what kind of magical power it contains. The dragon from the example above can breath lightning. Lightning belongs to the evocation school of magic so the blood from such a creature can only be used to fuel an evocation spell for the purposes of making a magical item up to caster level 7. So a wizard can create a wand of lightning if she has Craft Wand, <em>lightning bolt</em> as spell and the blood of a juvenile blue dragon. Or she could instead create a horn of blasting if she has Craft Wonderous Item, the <em>shout</em>-spell since horn of blasting has a caster level of 7 and shout also belongs to the evocation school.</p><p></p><p>When using several magical reagents the effects add up. However one can only benefit from one item of the same type. Therefore the skull of a mind flayer (CR 8) cannot be added with another mind flayer skull. It is possible though to combine the skull of a mindflayer with a baatezu eye, for example, from an imp (CR 2) which would in this case add up magical power of the divination school of magic to 10. Enough to make a crystal ball.</p><p></p><p>Knowing which creature has a magical reagent of a certain type is a Knowledge (Arcane)-check against DC 15+CR-value needed. Let's say a cleric needs to have a conjuration magical reagent worth CR 15 the cleric needs to pass a Knowledge (Arcane)-check DC 30. If successful the DM would inform the player of one creature that has it. In this case a the dust of a Nightwalker would suit his purposes.</p><p></p><p>Identifying the magical reagent of a slain monster is a Spellcraft check vs DC 15+CR of the monster. Sometimes the magical reagent is revealed by a <em>detect magic</em>-spell, however this depends on where the reagent is located in the body and if the spell will penetrate to those depths.</p><p></p><p>The enhancement bonus of magical weapons is created with the help of transmutation. The caster level of magically enhanced weapons is three times the enhancement bonus. So in order to make a +1 longsword the wizard will need the following: A masterworked longsword, <em>magic weapon</em> as spell, the Craft Magical Arms and Armor-feat and a transmutation magical reagent of 3, for instance the roots of an assassin vine.</p><p></p><p>Fo each spell needed to create a magical item an extra reagent must be added. In order to make a +1 flaming longsword the wizard will need: A masterworked longsword, <em>magic weapon</em> as spell, <em>fireball</em> as spell, the Craft Magical Arms and Armor-feat, the fur of a yeth hound and the blood of a nine headed pyrohydra.</p><p></p><p>For items that can be more powerful depending on the amount of gold invested in the item but has the same caster level regardless, must be fueled with extra power for each level. A pair of bracers of armor for example is caster level 7 and uses the mage armor-spell. To make it +1 it requires a magical reagent of the transmutaion school of CR no less than 7. If a wizard wants to create a pair of bracers of armor +2 she will need to add the reagent of yet another creature of the transmutation school of CR no less than 7. This reagent cannot be of the same type. </p><p>For example: A pair of bracers of armor +8 can be made if the wizard fuels the creation with the following: Aranea hide (4) and Barghest hide (5) plus a beholder eye stalk (13) plus a ghale skin (13) plus a couatl tail (10) plus juvenile copper dragon blood (8) plus gorgon blood (8) plus green slaad hide (9) plus the blood of a lesser vampire (7). The wizard adds the actual bracers and in a special ritual the wizard casts <em>mage armor</em> on the bracers. The magical reagents fuses with the bracers and the creation is complete. Any excess power is lost in the process.</p><p></p><p>Some magical reagents can be used to fuel spells of different schools of magic. For example the blood of a silver dragon can be used for necromancy or evocation. It cannot be used for both at the same time. However it is possible to use the blood of a silver dragon twice in the same item if it's used to fuel necromancy in one instance and evocation in another.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 422467, member: 1122"] Whoa! Good questions, I hope you will find some answers below. Please remember that nothing is set in stone. In lieu of the XP and gold invested in the making of a magical item the creator can use magical reagents. Magical reagents are natural magical objects that are part of various creatures' physique. This reagents register as magical if the creature is slain. When making a magical item this way the proper laboratory equipment is still required. A magical reagents potency is equal to the creature's CR. For example a juvenile blue dragons blood has a magical potency of 7. A creature's supernatural abilities govern what kind of magical power it contains. The dragon from the example above can breath lightning. Lightning belongs to the evocation school of magic so the blood from such a creature can only be used to fuel an evocation spell for the purposes of making a magical item up to caster level 7. So a wizard can create a wand of lightning if she has Craft Wand, [i]lightning bolt[/i] as spell and the blood of a juvenile blue dragon. Or she could instead create a horn of blasting if she has Craft Wonderous Item, the [i]shout[/i]-spell since horn of blasting has a caster level of 7 and shout also belongs to the evocation school. When using several magical reagents the effects add up. However one can only benefit from one item of the same type. Therefore the skull of a mind flayer (CR 8) cannot be added with another mind flayer skull. It is possible though to combine the skull of a mindflayer with a baatezu eye, for example, from an imp (CR 2) which would in this case add up magical power of the divination school of magic to 10. Enough to make a crystal ball. Knowing which creature has a magical reagent of a certain type is a Knowledge (Arcane)-check against DC 15+CR-value needed. Let's say a cleric needs to have a conjuration magical reagent worth CR 15 the cleric needs to pass a Knowledge (Arcane)-check DC 30. If successful the DM would inform the player of one creature that has it. In this case a the dust of a Nightwalker would suit his purposes. Identifying the magical reagent of a slain monster is a Spellcraft check vs DC 15+CR of the monster. Sometimes the magical reagent is revealed by a [i]detect magic[/i]-spell, however this depends on where the reagent is located in the body and if the spell will penetrate to those depths. The enhancement bonus of magical weapons is created with the help of transmutation. The caster level of magically enhanced weapons is three times the enhancement bonus. So in order to make a +1 longsword the wizard will need the following: A masterworked longsword, [i]magic weapon[/i] as spell, the Craft Magical Arms and Armor-feat and a transmutation magical reagent of 3, for instance the roots of an assassin vine. Fo each spell needed to create a magical item an extra reagent must be added. In order to make a +1 flaming longsword the wizard will need: A masterworked longsword, [i]magic weapon[/i] as spell, [i]fireball[/i] as spell, the Craft Magical Arms and Armor-feat, the fur of a yeth hound and the blood of a nine headed pyrohydra. For items that can be more powerful depending on the amount of gold invested in the item but has the same caster level regardless, must be fueled with extra power for each level. A pair of bracers of armor for example is caster level 7 and uses the mage armor-spell. To make it +1 it requires a magical reagent of the transmutaion school of CR no less than 7. If a wizard wants to create a pair of bracers of armor +2 she will need to add the reagent of yet another creature of the transmutation school of CR no less than 7. This reagent cannot be of the same type. For example: A pair of bracers of armor +8 can be made if the wizard fuels the creation with the following: Aranea hide (4) and Barghest hide (5) plus a beholder eye stalk (13) plus a ghale skin (13) plus a couatl tail (10) plus juvenile copper dragon blood (8) plus gorgon blood (8) plus green slaad hide (9) plus the blood of a lesser vampire (7). The wizard adds the actual bracers and in a special ritual the wizard casts [i]mage armor[/i] on the bracers. The magical reagents fuses with the bracers and the creation is complete. Any excess power is lost in the process. Some magical reagents can be used to fuel spells of different schools of magic. For example the blood of a silver dragon can be used for necromancy or evocation. It cannot be used for both at the same time. However it is possible to use the blood of a silver dragon twice in the same item if it's used to fuel necromancy in one instance and evocation in another. [/QUOTE]
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