Some questions about Magic itens.


Rules Questions


Hey y'all!

Something's been bugging me for a while now, and my players have been more and more interested in crafting magic toys that kill stuff, so I have to ask.

The Core books says, regarding magic items caster level:

Quote:
Caster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item's saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

Does this mean that a CL 10 Magic item has an appropriate power to a Lv. 10 Character? I just can't get that!

Also, when a character creates a magic item, how do I determine it's CL?

Thanks in advance!


Quote:
Does this mean that a CL 10 Magic item has an appropriate power to a Lv. 10 Character? I just can't get that!

We are talking about magic auras. Players don't have magic auras. A level 20 wizard has no magic aura unless they have spells cast on themselves. The magic aura of a level 10 magic item is the same strength as the magic aura of a spell cast by a level 10 character.

Quote:
Also, when a character creates a magic item, how do I determine it's CL?

When a character creates a magic item, they can choose the caster level up to the level of their character.

So a level 10 cleric who crafts a cure light potion can make it level 1, level 5, or level 10.

The only restriction is that they must choose a caster level that can actually cast the spell in question. So the above cleric could not choose to create a cure moderate potion at caster level 1 because a level 1 cleric cannot cast cure moderate wounds.


So, when giving my players magic items, how will I know if that particular item is too strong or too weak to him other than the description?

I can't find any guidelines about that. Also, I can't figure out which magic items are minor ou major.

Thanks a lot for responding, the CL while creating an item is completely clear to me now!


Devilstrider wrote:
So, when giving my players magic items, how will I know if that particular item is too strong or too weak to him other than the description?

Read Gamemastering: Placing Treasure

There are guidelines of treasure value by encounter, and a table of estimated wealth by level. Your average level 6 character should usually have around 16,000 gp worth of items. This is highly dependent on campaign, many people play in low-magic campaigns, and some enjoy "Monty Hall" games where wealth is abundant.

Devilstrider wrote:
Also, I can't figure out which magic items are minor ou major.

For Wondrous Items, they're broken up into tables.

Table: Minor Wondrous Items
Table: Medium Wondrous Items
Table: Major Wondrous Items

For Magic Armor, you can check the table to see which categories they fall into. Same with weapons.


Devilstrider wrote:

So, when giving my players magic items, how will I know if that particular item is too strong or too weak to him other than the description?

I can't find any guidelines about that. Also, I can't figure out which magic items are minor ou major.

Thanks a lot for responding, the CL while creating an item is completely clear to me now!

I'd gauge it by price and wealth by level guidelines, and not CL. Best illustration of this point is 1st-level Pearl of Power. Price is 1000 gp, CL 17.

As an aside, I houserule that the pearls of power are the CL of the caster required to cast the spell. That is 1st level, CL1, 2nd level, CL3, 3rd level, CL5, etc. Otherwise it will be tough for low level characters to successfully identify a pearl of power they should be able to use.

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