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Part of my magic item creation system
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<blockquote data-quote="Beholder Bob" data-source="post: 1037719" data-attributes="member: 12866"><p>The data below is part of my magic creating system used with an earlier set of feats. The feats determined the maximum value of a magic item the creator was capable of creating.</p><p></p><p>CRAFT MINOR MAGIC ITEM: USING ALCHEMY</p><p></p><p>RANK ABLE TO CREATE THE FOLLOWING MINOR MAGIC ITEMS</p><p>4 potions of spells 0th-3rd</p><p>8 ointments and oils of spells 0th-4th, potions as above enhanced up to 4th</p><p>12 dust, scents & fumes of spells 5th, ointments & potions as above enhanced up to 5th</p><p>16 treatments of materials, as per creating enduring items, up to 3000 GP cost to make. Dust, scents, and fumes as above enhanced up to 6th</p><p>20 treatments of materials, as above, but up to 6000 GP. Dust, scents, and fumes as above with enhanced up to 7th</p><p></p><p>(Enhanced LV refers to LV after a meta-magic feat is applied)</p><p></p><p> Potions effect only the drinker (spells that grant the drinker a breath weapon or gaze attack count as effecting the drinker - even though it can directly effect others). The potion must use spells that effect self or a willing creature accepting touch effects.</p><p> Ointments require a full round of application and trigger 0 range effects only, or effects that grant the caster a touch effect.</p><p> Oils function as ointments except it takes 2 full rounds of application, can be placed on objects as well as creatures, and have no range except as a thrown weapon with a 10’ range increment if in an appropriate container. It then takes 2 full rounds to soak into the target. During this time, it can be wiped off with a DC 15 Reflex save, negating the oil.</p><p> Scents, dusts, and fumes allow area effects and an action to apply them. They can be placed on objects as well as creatures. </p><p> Treatments of materials allows a single enchantment to be placed into an object. Items so treated require that the item treated be masterwork. The enchantment must be of a continuous nature, not a triggered or limited use item. Boots of jumping (Flubber) can be made, but will always be active - it is now part of its nature.</p><p> Creation of any alchemical item requires a skill check, taking 1 hour per 75 GP of the item, with no more then 8 hours work done in a day. There is a minimum of 1 hours work. Spell caster’s who help (a friend, an apprentice, or hired alchemist), can assist the roll to create and reduce the time it takes to make by 10%, assuming they have the required alchemy ranks to make the item, 5% otherwise.</p><p> The cost to manufacture all alchemical magic items except treatments is as follows:</p><p>(LV of spell) x (caster LV) x (12.5 GP), with caster LV at least the minimum LV required to cast that spell (i.e. a sorcerer must at least be 4th level to cast a 2nd LV spell). The cost to buy the item is at least doubled (as per the DMG). </p><p> The cost to manufacture treatments is as above except (LV of spell) x (caster LV) x (1000 GP). Failing a DC check loses ½ GP spent. Success costs 1/25 the cost to create in experience points. This cost may never result in the reduction of the creator’s level.</p><p></p><p>COST DC # DAYS PRODUCT GP EXP</p><p>6000 30 10 day 7th product level at 14th 1225 49</p><p>4900 29 9 day 7th product level at 13th 1137.5 46</p><p>4000 28 7 day 6th product level at 12th 900 36</p><p>3200 27 6 day 6th product level at 11th 825 33</p><p>2500 26 5 day 5th product level at 10th 625 25</p><p>1775 25 3 day 5th product level at 9th 562.5 23</p><p>1225 24 3 day 4th product level at 8th 362.5 15</p><p>785 23 2 day 4th product level at 7th 350 14</p><p>450 22 1 day 3rd product level at 6th 200 8</p><p>200 21 1 day 3rd product level at 5th 187.5 8</p><p>50 20 1 day 2nd product level at 4th 87.5 4</p><p>12.5 19 1 day 2nd product level at 3rd 75 3</p><p>7 19 1 day 1st product level at 5th 62.5 3</p><p> 1st product level at 1st 12.5 1</p><p> 0th product level at 1st 6.25 1</p><p></p><p>CRAFT MINOR MAGIC ITEM: USING DECIPHER SCRIPT</p><p></p><p>RANK ABLE TO CREATE THE FOLLOWING MINOR MAGIC ITEMS</p><p>4 scrolls of spells 0th-3rd</p><p>8 scrolls of spells 0th-5th, tattoo scrolls</p><p>12 scrolls of spells 0th-7th, universal scroll 0th-2nd, create circle 0th-2nd</p><p>16 scrolls of spells 0th-8th, universal scroll 0th-4th, create circle 0th-4th</p><p>20 scrolls of spells 0th-9th, universal scroll 0th-6th, create circle 0th-6th</p><p></p><p> Scrolls are spell trigger items and require read magic use a scroll made by another.</p><p> Universal scrolls are usable by anyone able to read the language, taking 2 full rounds.</p><p> A tattoo scroll can be placed on a person, requiring an additional skill check (craft: tattoo). Tattoo scrolls function as normal or universal scrolls. Creatures have limited space for scrolls on their bodies, 3 spell levels for a small creature, +3 spell levels for each size step up (an additional amount equal to the above amount can be placed on a creature - in spots that they can not read without a mirror and require another to make that tattoo). A universal takes up double the normal amount of spell levels for body space limits. It takes a double the normal amount of time to read a tattoo scroll. A 0th level spell takes up ½ a spell level space.</p><p> Circles hold either summoning, evocation, or divination spells. They are triggered by a user who succeeds in a spell craft check DC (15 + LV of the spell) in a ritual that takes 1 minute per spell level in the circle. Circles must be placed on a solid, non-flexible surface and are ruined by minor contact (including a creature walking on it) or exposure to water. Circles function as scrolls in most ways, except that the user can sacrifice spell slots or spells in memory, to a total level up to the highest level spell they are capable of casting - and use those levels to add meta-magic feats to the circle’s effects. For example: a circle of summon monster IV, cast at 7th level, is triggered by a wizard able to cast spells up to 9th level spells. When using the circle, he must make a DC 22 decipher script, and if made can sacrifice memorized spells adding up to 9 levels of meta-magic feats to the summon monster IV spell (chosen among the feats he knows). Like scrolls, circles are single use magical items. The spell cast with the Circle item can not be cast on a person or to create a permanent effect.</p><p> The caster LV at least the minimum LV required to cast that spell (i.e. a sorcerer must at least be 4th level to cast a 2nd LV spell).</p><p> Failing a DC check loses all of the GP spent. Success costs an additional 1/25 the cost to create in experience points. This cost may never result in the reduction of the creator’s level</p><p></p><p> COST TIME</p><p>Scrolls (LV of spell) x (caster LV) x (6.25 GP) 1 HR / 125 GP</p><p>Universal (LV of spell) x (caster LV) x (25 GP) 1 HR / 100 GP</p><p>Tattoo (as type of scroll) X 2 double time</p><p>Circle (LV of spell) x (caster LV) x (50 GP) 1 HR / 125 GP</p><p></p><p> Unlike with alchemical item creation, others may not aid the creator in the construction of these items except to aid other with the skill checks (no reduction in time or cost).</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1037719, member: 12866"] The data below is part of my magic creating system used with an earlier set of feats. The feats determined the maximum value of a magic item the creator was capable of creating. CRAFT MINOR MAGIC ITEM: USING ALCHEMY RANK ABLE TO CREATE THE FOLLOWING MINOR MAGIC ITEMS 4 potions of spells 0th-3rd 8 ointments and oils of spells 0th-4th, potions as above enhanced up to 4th 12 dust, scents & fumes of spells 5th, ointments & potions as above enhanced up to 5th 16 treatments of materials, as per creating enduring items, up to 3000 GP cost to make. Dust, scents, and fumes as above enhanced up to 6th 20 treatments of materials, as above, but up to 6000 GP. Dust, scents, and fumes as above with enhanced up to 7th (Enhanced LV refers to LV after a meta-magic feat is applied) Potions effect only the drinker (spells that grant the drinker a breath weapon or gaze attack count as effecting the drinker - even though it can directly effect others). The potion must use spells that effect self or a willing creature accepting touch effects. Ointments require a full round of application and trigger 0 range effects only, or effects that grant the caster a touch effect. Oils function as ointments except it takes 2 full rounds of application, can be placed on objects as well as creatures, and have no range except as a thrown weapon with a 10’ range increment if in an appropriate container. It then takes 2 full rounds to soak into the target. During this time, it can be wiped off with a DC 15 Reflex save, negating the oil. Scents, dusts, and fumes allow area effects and an action to apply them. They can be placed on objects as well as creatures. Treatments of materials allows a single enchantment to be placed into an object. Items so treated require that the item treated be masterwork. The enchantment must be of a continuous nature, not a triggered or limited use item. Boots of jumping (Flubber) can be made, but will always be active - it is now part of its nature. Creation of any alchemical item requires a skill check, taking 1 hour per 75 GP of the item, with no more then 8 hours work done in a day. There is a minimum of 1 hours work. Spell caster’s who help (a friend, an apprentice, or hired alchemist), can assist the roll to create and reduce the time it takes to make by 10%, assuming they have the required alchemy ranks to make the item, 5% otherwise. The cost to manufacture all alchemical magic items except treatments is as follows: (LV of spell) x (caster LV) x (12.5 GP), with caster LV at least the minimum LV required to cast that spell (i.e. a sorcerer must at least be 4th level to cast a 2nd LV spell). The cost to buy the item is at least doubled (as per the DMG). The cost to manufacture treatments is as above except (LV of spell) x (caster LV) x (1000 GP). Failing a DC check loses ½ GP spent. Success costs 1/25 the cost to create in experience points. This cost may never result in the reduction of the creator’s level. COST DC # DAYS PRODUCT GP EXP 6000 30 10 day 7th product level at 14th 1225 49 4900 29 9 day 7th product level at 13th 1137.5 46 4000 28 7 day 6th product level at 12th 900 36 3200 27 6 day 6th product level at 11th 825 33 2500 26 5 day 5th product level at 10th 625 25 1775 25 3 day 5th product level at 9th 562.5 23 1225 24 3 day 4th product level at 8th 362.5 15 785 23 2 day 4th product level at 7th 350 14 450 22 1 day 3rd product level at 6th 200 8 200 21 1 day 3rd product level at 5th 187.5 8 50 20 1 day 2nd product level at 4th 87.5 4 12.5 19 1 day 2nd product level at 3rd 75 3 7 19 1 day 1st product level at 5th 62.5 3 1st product level at 1st 12.5 1 0th product level at 1st 6.25 1 CRAFT MINOR MAGIC ITEM: USING DECIPHER SCRIPT RANK ABLE TO CREATE THE FOLLOWING MINOR MAGIC ITEMS 4 scrolls of spells 0th-3rd 8 scrolls of spells 0th-5th, tattoo scrolls 12 scrolls of spells 0th-7th, universal scroll 0th-2nd, create circle 0th-2nd 16 scrolls of spells 0th-8th, universal scroll 0th-4th, create circle 0th-4th 20 scrolls of spells 0th-9th, universal scroll 0th-6th, create circle 0th-6th Scrolls are spell trigger items and require read magic use a scroll made by another. Universal scrolls are usable by anyone able to read the language, taking 2 full rounds. A tattoo scroll can be placed on a person, requiring an additional skill check (craft: tattoo). Tattoo scrolls function as normal or universal scrolls. Creatures have limited space for scrolls on their bodies, 3 spell levels for a small creature, +3 spell levels for each size step up (an additional amount equal to the above amount can be placed on a creature - in spots that they can not read without a mirror and require another to make that tattoo). A universal takes up double the normal amount of spell levels for body space limits. It takes a double the normal amount of time to read a tattoo scroll. A 0th level spell takes up ½ a spell level space. Circles hold either summoning, evocation, or divination spells. They are triggered by a user who succeeds in a spell craft check DC (15 + LV of the spell) in a ritual that takes 1 minute per spell level in the circle. Circles must be placed on a solid, non-flexible surface and are ruined by minor contact (including a creature walking on it) or exposure to water. Circles function as scrolls in most ways, except that the user can sacrifice spell slots or spells in memory, to a total level up to the highest level spell they are capable of casting - and use those levels to add meta-magic feats to the circle’s effects. For example: a circle of summon monster IV, cast at 7th level, is triggered by a wizard able to cast spells up to 9th level spells. When using the circle, he must make a DC 22 decipher script, and if made can sacrifice memorized spells adding up to 9 levels of meta-magic feats to the summon monster IV spell (chosen among the feats he knows). Like scrolls, circles are single use magical items. The spell cast with the Circle item can not be cast on a person or to create a permanent effect. The caster LV at least the minimum LV required to cast that spell (i.e. a sorcerer must at least be 4th level to cast a 2nd LV spell). Failing a DC check loses all of the GP spent. Success costs an additional 1/25 the cost to create in experience points. This cost may never result in the reduction of the creator’s level COST TIME Scrolls (LV of spell) x (caster LV) x (6.25 GP) 1 HR / 125 GP Universal (LV of spell) x (caster LV) x (25 GP) 1 HR / 100 GP Tattoo (as type of scroll) X 2 double time Circle (LV of spell) x (caster LV) x (50 GP) 1 HR / 125 GP Unlike with alchemical item creation, others may not aid the creator in the construction of these items except to aid other with the skill checks (no reduction in time or cost). [/QUOTE]
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