Analyzing a Magic Item Stat Block

Tuesday, January 10, 2012


Illustration by Damien Mammoliti

As Ryan Dancey, Clark Peterson, Neil Spicer, and I work our way through the last wondrous item submissions for RPG Superstar, I've come to realize two things. One, magic item stat blocks convey a lot of information, and two, many people don't understand what goes into a magic item stat block. In this blog, I'll dissect a magic item stat block and explain what goes where, and why.

Item Name: This section is self-evident. The magic item name header in the Pathfinder RPG Core Rulebook looks like this is in all caps, but it's just a text style—don't type yours in all caps!

Aura: This section exists so the GM can quickly tell a player what schools of magic the item uses. This is noteworthy only if the PC fails the Spellcraft check to identify the item and needs an idea of what it may do. Auras are always written as "faint," "moderate," or "strong," plus the appropriate school or schools, and perhaps a subschool if relevant.

CL: The caster level tells you what caster level the item operates at. This means you don't have to specify a caster level in the item's description—if you find an orb that can create a fireball, it doesn't need to say "fireball (10d6)." Unless otherwise specified, the item uses this caster level for all of its abilities. The caster level should include the ordinal abbreviation for that number: "CL 1st" instead of just "CL 1," "CL 2nd" instead of just "CL 2," and so on.

Slot: This slot tells you which of the magic item "body slots" the item uses (Core Rulebook 459). If you have to hold the item in your hand (like a rod of wonder) or if it doesn't use a slot at all (like an ioun stone), it's listed slot is "none." (Paizo used to put a dash there for slotless items but no longer does it that way.)

Price: This is the item's market price—how much you'd pay for it if you bought it from an NPC. This is never expressed as a fraction or decimal; "12 gp, 5 sp" is correct, "12.5 gp" is not, nor is "12 1/2 gp." If the item costs more than 999 gp, put a comma in to separate the thousands ("20,000 gp" instead of "20000 gp" or "20.000 gp"). If your item costs more than 200,000 gp, it's probably an artifact rather than a regular magic item. If the item has several types (like a figurine of wondrous power) with different costs, each is listed here, separated by commas.

Weight: This is how much the item weighs, in pounds (abbreviated "lb." for 1 pound or less and "lbs." for 2 or more pounds). Most common items in the game have a specific weight, just for consistency. For example, boots weigh 1 lb., so players don't have to remember different boot weights. Some light items, like gems, headbands, and rings, have a standard weight of "—," which means individually their weight isn't important (though the GM can rule that a chest full of them has weight). When in doubt, find a similar item in the Core Rulebook and use the listed weight.

Description (Header): This is a text format we call a "breaker"—the all caps and lines above and below the text are just an applied style. Like the title, don't type this line in all caps, and don't add underlining.

Description (Paragraph): The paragraph description of a magic item should say (1) what it looks like, (2) what the item does, and (3) how often you can use the item.

Normally, using a magic item is a standard action. You shouldn't give an item a shorter activation time than that because it messes with the "action economy" of the combat round—a player who tries to create a faster item is trying to do more than one magical thing per round.

Whether or not using an item provokes an attack of opportunity is built into how it's activated (Core Rulebook 458). This means for command word items you don't need to say that it's a standard action to activate and that it doesn't provoke attacks of opportunity—that's assumed for all command word items. In fact, the assumption is if an item doesn't say how you activate it, it's a command word item.

Magic items that have effects requiring saving throws should include those saves in the item description. If it's duplicating a spell, the default save DC is the minimum for casting that spell: 10 + 1.5 x the spell's level.

If you refer to specific spells, italicize them, like fireball or pearl of power. If you refer to feats or skill names, capitalize them, like Power Attack, Weapon Focus (longsword), Perception, or Knowledge (local). There's very little else in the game that always requires capitalization—you don't capitalize class names (cleric), race names (dwarf), combat maneuvers (grapple, trip), or other specific rules (breath weapon, drowning, trample, poison).

Construction (Header): Like the Description header, this is not all caps and not manually underlined.

Requirements: This section is all the stuff a character needs to create the item using an item-crafting feat. List the crafting feat first (capitalized), followed by spell names (italicized), followed by any other requirements such as needing ranks in a skill (capitalized) or an ability like channel energy.

Cost: This is the item's sale cost—how much a PC could get for selling it to an NPC. This is always half the item's Price (with the exception of magic weapons, magic armor, and items with expensive material components or foci, because the extra cost is factored in differently). If your item's Cost isn't half its Price, you've done it wrong. All rules for the Price apply to the Cost (no decimals, no fractions, separate variants with commas).

Phew! That's a whole lot of nitpicking, but it can make the difference between a professional-looking item and an amateur-looking one, and between a reasonable item and an overpowered item.

Sean K Reynolds
Designer and RPG Superstar Judge

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Tags: Damien Mammoliti Pathfinder Roleplaying Game
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Sczarni

I assume, this:

Quote:
"12 gp, sp" is correct, "12.5 gp" is not, nor is "12 1/2 gp."

should read:

Quote:
"12 gp, 5 sp" is correct, "12.5 gp" is not, nor is "12 1/2 gp."

Otherwise, very interesting ... I enjoy learning about the editorial choices made by Paizo.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

This post is worth it if only for that formula for working out minimum DCs - I've always manually worked it out, which was really annoying...

Thanks SKR!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

1 person marked this as a favorite.

I thought cost was one half of the "magical enchantment market price" plus the cost of any expensive components, whether that be masterwork items, or diamond dust for casting a restoration spell, etc.

Contributor

Sorry for the slipups, we had a different blog planned for yesterday, but realized the relevant product hasn't been officially announced yet, so I hammered this out in 15 minutes. Chris is fixing the Price issue as we speak and I'm sending her a clarified chunk of text for the Cost issue.

Contributor

3 people marked this as a favorite.

BTW that minimum DCs is based on the minimum ability score bonus a caster would have to cast a spell of that level.

So for a 3rd level spell like fireball, spell level is 3, minimum wizard Int score (or sorcerer Cha score) is 13, which is a +1 ability score bonus, so 10 + 3 + 1 = 14. The math works out the same if you use the formula (10 + 1.5 x 3 = 10 + 4.5 --> 10 + 4 = 14), as "half the spell level rounded down" is the ability score bonus of the required ability score.

Dark Archive

so useful... too late...

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Sean K Reynolds wrote:
Sorry for the slipups, we had a different blog planned for yesterday, but realized the relevant product hasn't been officially announced yet

I don't think anyone would have complained, there's no reason a blog post can't be the first announcement of a product. (psst - it's only been about half an hour that this replacement blog has been up - not a full day. It's almost like you're putting in a lot of extra time on some project above and beyond your normal day job and are getting the days confused.)

Sczarni RPG Superstar 2010 Top 32

On the minimum DC for a magic item, are you allowed to alter that for a higher cost item?

Say you create a simple SIAC item using a 5th level spell and a 2nd level spell. The DC for the 5th level spell would be appropriate, but the DC for the 2nd level spell might be a practical auto-save for the enemies it's supposed to affect.

Can the designer adjust the DC of the 2nd level spell so it isn't underpowered for the level the item would be used for? If that was adjusted how would that affect pricing?

Contributor

JoelF847 wrote:
I don't think anyone would have complained, there's no reason a blog post can't be the first announcement of a product. (psst - it's only been about half an hour that this replacement blog has been up - not a full day. It's almost like you're putting in a lot of extra time on some project above and beyond your normal day job and are getting the days confused.)

We write and edit the blogs the day before they go live, so I mean "we had a different blog planned for writing yesterday and posting today." :)

As for nobody complaining, we don't like talking about a product if we can't link to its official product page. As there wasn't time to put that page together to go live with the blog, we changed blog topics. :)


Sean K Reynolds wrote:

BTW that minimum DCs is based on the minimum ability score bonus a caster would have to cast a spell of that level.

So for a 3rd level spell like fireball, spell level is 3, minimum wizard Int score (or sorcerer Cha score) is 13, which is a +1 ability score bonus, so 10 + 3 + 1 = 14. The math works out the same if you use the formula (10 + 1.5 x 3 = 10 + 4.5 --> 10 + 4 = 14), as "half the spell level rounded down" is the ability score bonus of the required ability score.

And you assume it's a cleric / druid / wizard casting it?


Seth White wrote:

On the minimum DC for a magic item, are you allowed to alter that for a higher cost item?

Say you create a simple SIAC item using a 5th level spell and a 2nd level spell. The DC for the 5th level spell would be appropriate, but the DC for the 2nd level spell might be a practical auto-save for the enemies it's supposed to affect.

Can the designer adjust the DC of the 2nd level spell so it isn't underpowered for the level the item would be used for? If that was adjusted how would that affect pricing?

I was under the impression the minimum caster level was the rule of thumb for items whose origin was unknown, and when the creator and/or purpose was known for an item these factors would dictate the items DC instead.

Grand Lodge

ulgulanoth wrote:
so useful... too late...

Yes thank you. I'm glad someone else said this.

I think this would have been great material to have in the Game Mastery Guide when it was published. To help explain to GMs/Players the walk thru of a good magical item creation.
I like what is in the Core book, but having the template "block" defined helps me. But bookmarked for a referance to show my players.

Sean K Reynolds wrote:
we had a different blog planned for yesterday, but realized the relevant product hasn't been officially announced yet

So what product are you talking about...... 8-)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Cheapy wrote:
Sean K Reynolds wrote:

BTW that minimum DCs is based on the minimum ability score bonus a caster would have to cast a spell of that level.

So for a 3rd level spell like fireball, spell level is 3, minimum wizard Int score (or sorcerer Cha score) is 13, which is a +1 ability score bonus, so 10 + 3 + 1 = 14. The math works out the same if you use the formula (10 + 1.5 x 3 = 10 + 4.5 --> 10 + 4 = 14), as "half the spell level rounded down" is the ability score bonus of the required ability score.

And you assume it's a cleric / druid / wizard casting it?

Unless it's a spell that is exclusively on another caster list, in which case use that spell level.


Could someone please make a note in the Paizo tech guys' calenders to sticky a link to this blog when they make the RPG Superstar 2013 sub-forum?

Contributor

Cheapy wrote:
And you assume it's a cleric / druid / wizard casting it?

Assume whatever is appropriate for the item. If it's a druid item, use the druid spell level to determine the DC. Usually the 1 spell level difference (rarely 2) isn't going to have a significant effect on the DC.

Seth White wrote:

On the minimum DC for a magic item, are you allowed to alter that for a higher cost item?

Say you create a simple SIAC item using a 5th level spell and a 2nd level spell. The DC for the 5th level spell would be appropriate, but the DC for the 2nd level spell might be a practical auto-save for the enemies it's supposed to affect.
Can the designer adjust the DC of the 2nd level spell so it isn't underpowered for the level the item would be used for? If that was adjusted how would that affect pricing?

1) That should be your clue that perhaps putting a 5th-level spell and a 2nd-level spell in a SIAC item isn't a good idea. (BTW on many items submitted for the contest, Neil pointed out something like "at 50,000 gp, the DC 11 of this ability is irrelevant for anything the PCs would face...")

2) If you do alter the DC, you should include Heighten Spell in the construction info, and price the lower-level spell as if it were heightened. No free lunch.

3) Note that staves get around this by letting the bearer use his or her own ability score bonuses and such, so you're not likely to have one DC 17 effect and one DC 11 effect.

GarnathFrostmantle wrote:
I think this would have been great material to have in the Game Mastery Guide when it was published. To help explain to GMs/Players the walk thru of a good magical item creation.

Heh, this only scratches the surface of creating magic items. Heck, it's really just the basic outline of how to stat up magic items, let alone design and price them. And it's only this short because we don't like to dump a lot of extra words on the editors for the blog. It could easily be 3x this long with more details...


JoelF847 wrote:
Cheapy wrote:
Sean K Reynolds wrote:

BTW that minimum DCs is based on the minimum ability score bonus a caster would have to cast a spell of that level.

So for a 3rd level spell like fireball, spell level is 3, minimum wizard Int score (or sorcerer Cha score) is 13, which is a +1 ability score bonus, so 10 + 3 + 1 = 14. The math works out the same if you use the formula (10 + 1.5 x 3 = 10 + 4.5 --> 10 + 4 = 14), as "half the spell level rounded down" is the ability score bonus of the required ability score.

And you assume it's a cleric / druid / wizard casting it?
Unless it's a spell that is exclusively on another caster list, in which case use that spell level.

And what if it's on two or more spell lists, none of which are those three classes (or Witch)?

Contributor

Then choose what's best for the item. The DC difference is probably +0 or only +1, and that's not significant in the long run.


I like this blog, but I'd really love a more detailed blog on magic item creation. Maybe some of the arguments could be settled so they don't show up all the time.


  • Is Caster Level requirements on Magical arms & armor bypassable by a +5 to DC, and if so, then is it one +5 DC for a level 3 character to make +5 vorpal weapon? Or multiples?
  • Can the existing prices of magical items be reduced when a new class comes out with an existing spell (for example, Energy resistance on Armor is 18,000gp, but some people insist that now that the spell can be cast by lower level casters, it should be reduced to 4,500gp by raw).

I'm sure there's more, but those would be the two big ones from my point of view.


Sean K Reynolds wrote:
Then choose what's best for the item. The DC difference is probably +0 or only +1, and that's not significant in the long run.

It can make a big difference on pricing. There are those that are arguing that Energy Resistance on Armor should be 4,500 not 18,000 because now there are classes that can cast it at a lower level.

Contributor

6 people marked this as a favorite.

What is or isn't bypassable with a +5 to your crafting Spellcraft check is something we are going to address in an eventual blog and FAQ.

Energy resistance costs what it should cost based on how powerful the ability is, not at what level some weird new class or race gets it.


Can I get a final pronouncement on whether the CL listing at the top of the block is an implicit requirement for crafting? I cannot shake the feeling that in the 3.0 era this was clarified; that you do not need to be CL 17th to create a pearl of power (1st). Some things said during the contest lead me to believe this may have changed during lo these many years.

How does this work? Can someone spell it out for me?


You should update the FAQ as well Sean, with the crafting questions, and a specific thing about 'new spell levels don't change cost of existing items'.

Lincoln, check the FAQ for the CRB, it specifically addresses the CL and the pearl of power.


Thanks for the post - I've cross-referenced everything with my submission, and it looks I've got it pretty right. Nice. :)

Now I just have to hope that the idea struck a chord with the judges!


Sean K Reynolds wrote:


2) If you do alter the DC, you should include Heighten Spell in the construction info, and price the lower-level spell as if it were heightened. No free lunch.

I had this question while thinking about an entry for RPG Superstar, and ended up looking for similar items. The Helm of Brilliance lists

Diamond: Prismatic spray (save DC 20)
Fire opal: Fireball (10d6, Reflex DC 20 half)
with no mention of Heighten Spell in the requirements. Is this just an omission or is there some other sorcery at work here? (I haven't tried to do the math to see if the cost comes out close to what the heightened fireball would make it)

Contributor

Evil Lincoln wrote:
Can I get a final pronouncement on whether the CL listing at the top of the block is an implicit requirement for crafting?

Relevant FAQ here. (Short answer: if it's not listed under Construction Requirements, it's not a requirement to create the item.)

Chaostream wrote:

I had this question while thinking about an entry for RPG Superstar, and ended up looking for similar items. The Helm of Brilliance lists

Diamond: Prismatic spray (save DC 20)
Fire opal: Fireball (10d6, Reflex DC 20 half)
with no mention of Heighten Spell in the requirements.

There's a lot of stuff grandfathered into the Core Rulebook that hasn't been scrutinized WRT details like this. Don't lose sleep trying to get the pricing on DMG/CR items to work right, as many of them don't follow the formulas (because the formulas are the backup method).


Regarding the spell being in italics, the template sent around for round 1 did not include the formatting specifier around the appropriate "ZZ" string for spells ("ZZspells"). I imagine a number of people probably didn't italicize their spells for fear of messing up the formatting with a bad code or doing something beyond what was asked. Is that a basis for elimination?


Hmmm... For Schools, I read in core

Magic Items and Detect Magic wrote:

.... The description of each item provides its aura strength and the school to which it belongs.

If more than one spell is given as a prerequisite, use the highest-level spell.

School (singular) choose the highest, so I only put the one school of it's highest level prerequisite. :-/


Will there ever be updates to the costs of items? For example, the item that grants 10 free extra attacks (amongst other things) per day for 10k. Are extra attacks, +30 speed, and +1 AC for a round really worth 1k?


It is my sincere hope that Paizo will at some point go through the item crafting rules and the stock items and revise them, thoroughly.

As written -- or rather, as slowly accreted over multiple rules editions -- they are a Great Big Mess™ full of contradictions, typos, and unclear fuzzy spots.

Contributor

Asphesteros wrote:

Hmmm... For Schools, I read in core

Magic Items and Detect Magic wrote:

.... The description of each item provides its aura strength and the school to which it belongs.

If more than one spell is given as a prerequisite, use the highest-level spell.
School (singular) choose the highest, so I only put the one school of it's highest level prerequisite. :-/

That's a little detail that won't decide the fate of your item. 3E and the Core Rulebook isn't really consistent on whether a multispell item has one or multiple auras listed, so we don't really care about that. We do care if your item is 100% necromancy and the aura only lists illusion...

Cheapy wrote:
Will there ever be updates to the costs of items? For example, the item that grants 10 free extra attacks (amongst other things) per day for 10k. Are extra attacks, +30 speed, and +1 AC for a round really worth 1k?

There isn't enough space in the book to include specific costs and examples for every possible power in the Core Rulebook, let alone ideas from other books and things not yet invented. That's why the first rule is "compare your item to items of similar power and effect."

BigWeather wrote:
Regarding the spell being in italics, the template sent around for round 1 did not include the formatting specifier around the appropriate "ZZ" string for spells ("ZZspells"). I imagine a number of people probably didn't italicize their spells for fear of messing up the formatting with a bad code or doing something beyond what was asked. Is that a basis for elimination?

No.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Cheapy wrote:
Will there ever be updates to the costs of items? For example, the item that grants 10 free extra attacks (amongst other things) per day for 10k. Are extra attacks, +30 speed, and +1 AC for a round really worth 1k?

It's actually a free attack or +30 speed, since you need a full attack to get the bonus attack, which means you're not moving more than a 5 foot step (unless you do something tricky that gives you an extra move action that round).


JoelF847 wrote:
Cheapy wrote:
Will there ever be updates to the costs of items? For example, the item that grants 10 free extra attacks (amongst other things) per day for 10k. Are extra attacks, +30 speed, and +1 AC for a round really worth 1k?
It's actually a free attack or +30 speed, since you need a full attack to get the bonus attack, which means you're not moving more than a 5 foot step (unless you do something tricky that gives you an extra move action that round).

You're right, a minor mistake on my part.


Sean K Reynolds wrote:
Evil Lincoln wrote:
Can I get a final pronouncement on whether the CL listing at the top of the block is an implicit requirement for crafting?

Relevant FAQ here. (Short answer: if it's not listed under Construction Requirements, it's not a requirement to create the item.)

Oh good, so it works like I thought. Thank you, Sean.

Paizo Employee Chief Technical Officer

Sean K Reynolds wrote:
BigWeather wrote:
Regarding the spell being in italics, the template sent around for round 1 did not include the formatting specifier around the appropriate "ZZ" string for spells ("ZZspells"). I imagine a number of people probably didn't italicize their spells for fear of messing up the formatting with a bad code or doing something beyond what was asked. Is that a basis for elimination?

No.

Also, there's a reason why we didn't specify italics around the spell line: technically, it would be incorrect. The italicization is part of the format for spell names (wherever they may occur), and is not actually part of the format for the Requirements line. So if you have a comma separating two spell names, that comma is *not* italicized. Putting tags there in our template would suggest otherwise.


This is very useful information, a nice spot to start while looking into magic item creation. I shall shelve this for next RPG Superstar and begin amassing all of the articles. ALL!


This is like one of those exam questions where you second guess yourself.

Calculated DC would be X, but most enemies at Y level have only a 30% of succumbing. OK I will take Neil's advice and adjust it just a little higher.

DAMN!

Should have went with calculated. "Your first is answer is usually always correct." Exactly what I tell my students.

Grand Lodge

GarnathFrostmantle wrote:


Sean K Reynolds wrote:
we had a different blog planned for yesterday, but realized the relevant product hasn't been officially announced yet
So what product are you talking about...... 8-)

Sean has the feat "Deflect Questions"......


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Cheapy wrote:
Is an extra attack and +1 AC for a round really worth 1k?

Is your question "Are they worth that much?" or "Are they worth that little?"

I have a feeling you'd have different people asking both questions, which isn't a bad sign for a balanced price.

Personally, I'm on the "wow that's cheap" side.


Sean K Reynolds wrote:
If you refer to specific spells, italicize them, like fireball or pearl of power.

So, pearl of power is now a spell? I really must do better at keeping up with errata.

Contributor

2 people marked this as a favorite.

Ahem, that was supposed to say "spells or magic items."

Did I mention I wrote it in 15 minutes? :)

Shadow Lodge

Fwiw,

d20PFSRD.com

Shows Boots of Teleportation as weighing 3 lbs and it's the same in the Core Rulebook I have (not sure how you tell what edition/print run it is).

Quote:

For example, boots weigh 1 lb., so players don't have to remember different boot weights.

Contributor

ValmarTheMad wrote:

Fwiw,

d20PFSRD.com
Shows Boots of Teleportation as weighing 3 lbs and it's the same in the Core Rulebook I have (not sure how you tell what edition/print run it is).
Quote:

For example, boots weigh 1 lb., so players don't have to remember different boot weights.

Let me quote myself a relevant quote:

Sean K Reynolds wrote:
There's a lot of stuff grandfathered into the Core Rulebook that hasn't been scrutinized WRT details like this.

:)

Shadow Lodge

Sean K Reynolds wrote:
ValmarTheMad wrote:

Fwiw,

d20PFSRD.com
Shows Boots of Teleportation as weighing 3 lbs and it's the same in the Core Rulebook I have (not sure how you tell what edition/print run it is).
Quote:

For example, boots weigh 1 lb., so players don't have to remember different boot weights.

Let me quote myself a relevant quote:

Sean K Reynolds wrote:
There's a lot of stuff grandfathered into the Core Rulebook that hasn't been scrutinized WRT details like this.
:)

Ah, gotcha. And truly not trying to push the issue, but it's a bit confusing to state "boots weight 1 lb" as an example when there's an outlier that doesn't fit and which we don't know was grandfathered in.

Contributor

I'm sure I could make a general weight statement about each typical item that uses a slot, and then search through the Core Rulebook and find one that doesn't match that. :p

Except rings, I really hope all of those have a listed weight of "—." :)

Shadow Lodge

1 person marked this as a favorite.
Sean K Reynolds wrote:

I'm sure I could make a general weight statement about each typical item that uses a slot, and then search through the Core Rulebook and find one that doesn't match that. :p

Except rings, I really hope all of those have a listed weight of "—." :)

Frodo sure acted like it was a lot heavier... ;)


Sean K Reynolds wrote:
Evil Lincoln wrote:
Can I get a final pronouncement on whether the CL listing at the top of the block is an implicit requirement for crafting?
Relevant FAQ here. (Short answer: if it's not listed under Construction Requirements, it's not a requirement to create the item.)

I like that knowing that the CL listed at the top is not an implicit requirement for crafting, but I am having a difficult time finding if it factors in to the DC. I understand that some items have mutable CL's, such as the Pearls of Power, but using that as an example, would a lv.1 Pearl of Power be DC5+1, and then lv.9 Pearl of power be DC5+17 as listed?

Similarly, the example listed for Belt of Giant Strength says that the caster level requirement is only 3rd level, because it's a lv.2 spell, which becomes available at Caster Level 3, but the CL for the Belt still says 8. So is that DC5+3, or DC5+8 assuming your character is lv.3, and also has Bear's Strength?

I'm feeling kind of lost on calculating DC's for magical items, and this seems to be the one piece of clarification missing in the message boards.


For what ever reason, it isn't letting me edit. Yes, that should be Bull's Strength, not Bear's.


Vid: you can't edit after an hour.

The DC to craft is at the top. Not everything follows the formulas listed.


How did I miss this!? Thanks for the compilation, Sean.

Ruyan.


Cheapy wrote:
The DC to craft is at the top. Not everything follows the formulas listed.

Ahem:

Sean K Reynolds wrote:
Evil Lincoln wrote:
Can I get a final pronouncement on whether the CL listing at the top of the block is an implicit requirement for crafting?
Relevant FAQ here. (Short answer: if it's not listed under Construction Requirements, it's not a requirement to create the item.)

From this thread even.

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