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| Feat Name |
Prerequisites |
Description |
| Brew Potion |
Caster Level 3+ |
Benefit: The character can
create a potion of any spell of 3rd level or lower that the character
knows and that targets a creature or creatures. Brewing a potion takes 1
day. When the character creates a potion, the character sets the caster
level. The caster level must be sufficient to cast the spell in question
and no higher than the character's own level. The base price of a potion
is its spell level multiplied by its caster level multiplied by 50 gp. To
brew a potion, the character must spend 1/25 of this base price in XP and
use up raw materials costing half this base price.
When the
character creates a potion, the character makes any choices that the
character would normally make when casting the spell. Whoever drinks the
potion is the target of the spell.
Any potion that
stores a spell with a costly material component or an XP cost also carries
a commensurate cost. In addition to the costs derived from the base price,
the character must expend the material component or pay the XP when
creating the potion. |
| Craft Magic
Arms and Armor |
Caster Level 5+ |
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you
meet. Enhancing a weapon, suit of armor, or shield takes one day for each
1,000 gp in the price of its magical features. To enhance a weapon, suit
of armor, or shield, you must spend 1/25 of its features’ total price in
XP and use up raw materials costing one-half of this total price.
The
weapon, armor, or shield to be enhanced must be a masterwork item that you
provide. Its cost is not included in the above cost.
You
can also mend a broken magic weapon, suit of armor, or shield if it is one
that you could make. Doing so costs half the XP, half the raw materials,
and half the time it would take to craft that item in the first place. |
| Craft
Magic Tattoo |
Caster Level 9+, 5 or more
ranks in Craft (Artist) |
Benefits: You can apply
your magic and artistry together to create a magic tattoo. The tattoo is created to emulate
the effects of a single spell as if ti were a spell like ability. The base price for a tattoo of
this nature is spell level x caster level x 400 gp. Crafting a magic tattoo takes one
day for each 1,000gp of its base price. To craft a magic tattoo, you and the recipient must each spend
1/25th of its base price in XP and use up raw materials costing half of
the base price.
Special: The power of the tattoo can only be used once each day. The caster level is based on the
lowest caster level needed to cast the spell. If two or more magic tattoos are
attempted on the same body (regardless of size), the magics will disrupt
each other (i.e. you may never have more than one magic tattoo). A magic
tattoo can be removed using a remove curse cast at one level higher than
the spell level of the spell effect granted by the tattoo (using heighten
spell) or a similar method). The
act of casting remove curse only takes away the magic. The tatoo itself remains until
removed through mundane methods. the
tattoo is treated as a Miscellaneous Magic Item for all other intents and
purposes. |
| Craft Rod |
Caster Level 9+ |
Benefit: The character can
create any rod whose prerequisites the character meets. Crafting a rod
takes 1 day for each 1,000 gp in its base price. To craft a rod, the
character must spend 1/25 of its base price in XP and use up raw materials
costing half of its base price. Some
rods incur extra costs in material components or XP as noted in their
descriptions. These costs are in addition to those derived from the
rod’s base price. |
| Craft Staff |
Caster Level 12+ |
Benefit: The character can
create any staff whose prerequisites the character meets. Crafting a staff
takes 1 day for each 1,000 gp in its base price. To craft a staff, the
character must spend 1/25 of its base price in XP and use up raw materials
costing half of its base price. A
newly created staff has 50 charges. Some
staffs incur extra costs in material components or XP as noted in their
descriptions. These costs are in addition to those derived from the
staff’s base price. |
| Craft Wand |
Caster Level 5+ |
Benefit: The character can
create a wand of any spell of 4th level or lower that the character knows.
Crafting a wand takes 1 day for each 1,000 gp in its base price. The base
price of a wand is its caster level multiplied by the spell level
multiplied by 750 gp. To craft a wand, the character must spend 1/25 of
this base price in XP and use up raw materials costing half of this base
price. A newly created wand
has 50 charges. Any wand that
stores a spell with a costly material component or an XP cost also carries
a commensurate cost. In addition to the cost derived from the base cost,
the character must expend fifty copies of the material component or pay
fifty times the XP cost. |
| Craft
Wondrous Item |
Caster Level 3+ |
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting
a wondrous item takes one day for each 1,000 gp in its price. To enchant a
wondrous item, you must spend 1/25 of the item’s price in XP and use up
raw materials costing half of this price.
You
can also mend a broken wondrous item if it is one that you could make.
Doing so costs half the XP, half the raw materials, and half the time it
would take to craft that item in the first place.
Some
wondrous items incur extra costs in material components or XP, as noted in
their descriptions. These costs are in addition to those derived from the
item’s base price. You must pay such a cost to create an item or to mend
a broken one. |
| Create
Infusion |
Wilderness Lore 4 ranks,
Caster level 3+ |
Benefits: You create an
infusion of any divine spell available to you. Infusing an herb with a spell takes
one day. When you create an infusion, you set the caster level,
which must be sufficient to cast the spell in question but not higher than
your own level. The base
price of an infusion is the spell level times its caster level times 50 gp. To create an infusion, you must
spend 1/25 of this base price in XP and use up raw materials costing
one-half this base price. Any
infusion that stores a spell with a costly material component or an XP
cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also
expend the material component or pay the XP when creating the infusion. |
| Forge Ring |
Caster Level 12+ |
Benefit: The character can
create any ring whose prerequisites the character meets. Crafting a ring
takes 1 day for each 1,000 gp in its base price. To craft a ring, the
character must spend 1/25 of its base price in XP and use up raw materials
costing half of its base price. The
character can also mend a broken ring if it is a ring that the character
could make. Doing so costs half the XP, half the raw materials, and half
the time it would take to craft that ring in the first place. Some magic rings incur extra costs
in material components or XP as noted in their descriptions. |
| Scribe
Scroll |
Spellcaster level 1st+ |
Benefit: The character can
create a scroll of any spell that the character knows. Scribing a scroll
takes 1 day for each 1,000 gp in its base price. The base price of a
scroll is its spell level multiplied by its caster level multiplied by 25
gp. To scribe a scroll, the character must spend 1/25 of this base price
in XP and use up raw materials costing half of this base price. Any scroll that stores a spell
with a costly material component or an XP cost also carries a commensurate
cost. In addition to the costs derived from the base price, the character
must expend the material component or pay the XP when scribing the scroll. |
An
item creation feat lets a spellcaster create a magic item of a certain
type. Regardless of the type of items they involve, the various item
creation feats all have certain features in common.
XP
Cost: Experience that the spellcaster would normally keep is expended when
making a magic item. The XP cost equals 1/25 of the cost of the item in
gold pieces. A character cannot spend so much XP on an item that he or
she loses a level. However, upon gaining enough XP to attain a new
level, he or she can immediately expend XP on creating an item rather
than keeping the XP to advance a level.
Raw
Materials Cost: The cost of creating a magic item equals one-half the sale cost of the
item.
Using
an item creation feat also requires access to a laboratory or magical
workshop, special tools, and so on. A character generally has access to
what he or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the
item. The minimum time is one day.
Item
Cost: Brew
Potion, Craft Wand, and Scribe Scroll create items that directly
reproduce spell effects, and the power of these items depends on their
caster level—that is, a spell from such an item has the power it would
have if cast by a spellcaster of that level. The price of these items
(and thus the XP cost and the cost of the raw materials) also depends on
the caster level. The caster level must be high enough that the
spellcaster creating the item can cast the spell at that level. To find
the final price in each case, multiply the caster level by the spell
level, then multiply the result by a constant, as shown below:
Scrolls: Base price =
spell level x caster level x 25
gp.
Potions: Base price =
spell level x caster level
x 50 gp.
Wands: Base price =
spell level x caster level
x 750 gp.
A
0-level spell is considered to have a spell level of 1/2 for the purpose
of this calculation.
Extra
Costs: Any
potion, scroll, or wand that stores a spell with a costly material
component or an XP cost also carries a commensurate cost. For potions
and scrolls, the creator must expend the material component or pay the
XP cost when creating the item.
For
a wand, the creator must expend fifty copies of the material component
or pay fifty times the XP cost.
Some
magic items similarly incur extra costs in material components or XP, as
noted in their descriptions. |