Magic Items
While it is relatively easy for a spellcaster to use the magic in the world, it is fairly difficult to infuse that power into an item. Doing so requires special materials, concentration, time, and power. Whether he wishes it or not, the creator of an item leaves an indelible mark upon every item he enchants. So long as it retains its magical properties, it can be traced back to him. Anyone who uses a Divination spell or effect to identify the item (as opposed to a Lore check), learns the most commonly known name of the creator and the location it was enchanted at. Readers will undoubtedly note that "Market Prices" are not indicated for any type of item. Magic items are not normally available for sale. Should they be found for sale, the market price will typically be at least twice the gp cost to create.
To enchant any item, the creator must succeed at a Spellcaster check with the DC equal to the spell or effect the item will hold. You can Take 10 on this check, but not Take 20. If the check fails, there is a percentage chance equal to the amount the check failed by that the item is created, but is cursed in some way. A cursed item is obviously so to its creator, but all gp and one-half the xp (minimum 1) is spent anyway. There is no minimum caster level for any item. Any item whose caster level is not specified uses the Spellcaster DC – 9, minimum 1.
The use of metamagic alterations in the creation of magic items affects the final user of the item, not the creator. Those who would create items with some of the negative metamagic alterations are cautioned to consider the ramifications carefully.
- Target components: left to DM adjudication. Light and darkness should be allowed to have these alterations, but other effects are murkier. It is recommended that those effects which provide a direct, numerical bonus not be allowed to use Target components.
- Casting Time components: affect the amount of time required to activate the item, may not be applied to continuous effect items.
- Duration components: may not be applied to continuous items.
- Material components: requires the user to supply an object of the indicated value when the item is used, or once per day in the case of continuous items.
- Sacrifice components: requires the user to make the indicated sacrifice when the item is used, or once per day in the case of continuous items.
- Physical components: a silent spell item is activated mentally with no command word, a stilled spell item can be activated so long as the item is in the user's possession, an item that requires both hands free/empty instead requires the user to hold the item prominently while using it and to not be holding anything else, an item that requires shouting must have a command word that must be shouted to activate the item. Continuous items may only have the stilled or both hands free/empty components.
When enchanting an item, the spell point cost or the Spellcaster DC of the spell infused into the item typically determines the xp cost, according to the equation found in the individual feat descriptions. The spell points are spent as if the spell had been cast when the item is completed, though you must have enough spell points when you begin the process of enchanting as well. Spell points used for enchanting can only come from the creator, but anyone willing to be present for the entire time of the enchanting process can contribute all or part of the xp cost. Note that anyone who contributes xp is also considered a ‘creator’ for divination spells/effects.
The act of enchanting an item is considered moderate activity, and no other actions may be performed during that time. You cannot regenerate spell points during the process of enchanting, nor can you heal naturally.
Items can be upgraded, and the cost of the upgrade is the difference between the current enchantment and the desired one. The caster level can be increased, the number of times a specific factor already in use is applied can be increased, and the number of times a specific metamagic ability already in use is applied can be increased. If an enchanted item does not use a factor in a given seed effect group or metamagic ability in a given component group, the cost to upgrade the item with it increased by 25%.
For example, a +1 weapon (xp cost: 100, gp cost: 2500) can be upgraded to +2 (xp cost: 225, gp cost: 5625) by paying the xp and gp cost difference between the cost for +1 and +2 (xp cost: 125, gp cost: 3125). To upgrade it from +1 (xp cost: 100, gp cost: 2500) to +1 with +1d6 fire damage (xp cost: 324, gp cost: 8100), would instead cost 25% more than the difference (xp cost: 280, gp cost: 7000).
Items can be enchanted with combined spells.
Feats:
Enchant Single Use Item
This feat allows you to infuse a mundane item with the power to replicate a specific spell effect one time. Items enchanted can be of any type, and their composition and the effect stored within dictate the manner of their use. Whatever action you must take to use it, it is a standard action that provokes attacks of opportunity to cause the spell effect to manifest. Common choices are liquids that must be drunk, rocks that must be thrown, cloth squares that must be wiped on the target, and scrolls of words that must be read aloud.
To enchant a single use object, you must have a distraction-free environment, the object, and a special powder mixture that is sprinkled onto/into the object. The special powder mixture must contain all of the following:
- Gemstone or precious metal
- About 1 cubic inch of material removed from a corporeal creature of any type except plant, elemental, or undead that was living at the time it was removed (such as blood, flesh, feathers, fur, etc.), dried and/or ground up
- About 1 cubic inch of material removed from a living plant or plant creature (leaves, wood, bark, seeds, fruit, etc.).
The type of gemstone or precious metal that must be used for each category is dictated by the seed used, but the organic materials may be of any type.
The mundane item itself need not have any particular special quality, and once discharged may be enchanted again, unless it was destroyed by the process of using it, as a liquid is. A single use item can duplicate any seed effect. An individual item can carry only one single use enchantment at any given time.
- The minimum gold piece value of the gemstone/precious metal portion of the powder used to enchant a single use item is equal to the Spellcaster DC + the caster level of the effect it will contain.
- The xp cost of enchanting a single use item is the same as its spell point cost, as calculated before considering the enchanter's Spellcaster modifier, with a minimum of 1.
- Regardless of how the item is kept, the spell it holds, or what form it takes, a single-use item never takes up a limited magic item slot on the body.
- Enchanting a single use item takes 1 hour.
Enchant Charged-Per-Day Item
Prerequisite: Enchant Single Use Item
The feat allows you to infuse a mundane item with the power to replicate a specific spell effect a number of times per day. It recharges itself automatically at a specific time, then can be used again. Unless otherwise specified, the time it recharges each day is dawn. The number of charges per day may be 1-5.
- The xp cost of enchanting a charged-per-day item is equal to (Spellcaster DC / 10) squared x (charges per day + caster level of effect) x 10.
- The gp cost of enchanting a charged-per-day item is equal to the xp cost x 10.
- Enchanting a charged-per-day item takes eight hours.
- A charged-per-day item may be a weapon, ring, bracelet, or necklace, and it uses up that slot on the body.
Enchant Object
Prerequisite: Enchant Single Use Item, Enchant Charged-Per-Day Item
With this feat, you can imprint some kind of permanent magical effect on an object. Depending upon the type of effect, it may either be continuous or useable once per round.
Instantaneous effects are usable once per round. Effects with a duration are continuous, unless it is an effect that is normally instantaneous. For example, a damaging acid bolt that has been given a duration through a factor is still only usable once per round.
The mundane object to be enchanted must be masterwork for its kind, or if such a designation is not applicable, have either a Craft DC of at least 20 or a gold piece value of at least 100gp.
- An enchanted object may be any shape, size, and form, but it always must take up a limited magic item body slot or be a weapon (or ammunition for a weapon).
- The xp cost of enchanting an object is equal to the Spellcaster DC, squared.
- The gp cost of enchanting an object is equal to the xp cost x 25.
- Enchanting an object takes one day.
Enchant Pool Item
Prerequisite: Enchant Single Use Item, Enchant Charged-Per-Day Item
You can create an item that stores spell points. The spell points are useable for anything spell points can normally be used for, except item creation. Spell points are actually transferred from you to the item for later use, so they are used until you rest. An item can only be charged with spell points in a single sitting, so your maximum spell point total is the maximum you can charge any given item with.
A pool item holds spell points that can be used on a 1:1 basis by its creator only. Using a pool item enchanted by someone else uses the spell points twice as fast, meaning that you must expend two charges of the item to use 1 spell point.
The mundane item to be enchanted need not have any particular special quality, and once fully used may be enchanted again.
- Regardless of how the item is kept, the spell it holds, or what form it takes, a pool item never takes up a limited magic item slot on the body.
- The xp cost of enchanting a pool item is 5 per spell point.
- The gp cost of enchanting a pool item is 25 per spell point.
- Enchanting a pool item takes ten minutes per spell point.
Enchant Self
Prerequisite: Enchant Single Use Item, Enchant Charged-Per-Day Item, Enchant Object
You can create a permanent spell effect about your person without an item to anchor it. You may have a number of active enchantments upon yourself no greater than your primary spellcasting ability score modifier. If your primary spellcasting modifier is reduced for any reason, any excess enchantments deactivate. They reactivate automatically if your primary spellcasting modifier increases again. You may choose which ones activate/deactivate as a result of this. You cannot use this feat on any creature other than yourself.
You can dismiss an enchantment on yourself, effectively destroying it. If you do this less than 1 hour before you begin creating a new enchantment on yourself, half the xp spent on the old enchantment is applied to the new one. An enchantment on yourself cannot be dispelled, only suppressed. For this purpose, use your current caster level to resist, not the one set when you created the enchantment.
- The xp cost of enchanting yourself is equal to {undecided}.
- The gp cost of enchanting yourself is {undecided}.
- Enchanting yourself takes one day.
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