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Crafting Magic Items. Am I doing it right?

Suggestions/House Rules/Homebrew

First let me say Thanks to everyone that contributes to this thread.
The Item Creation Feat in question is Inscribe Magical Tattoo. There is a House rule in play that I will make you aware of.


Our table gives a 30% discount to Inscribe Magical Tattoo due to the nature of it being restriced,i.e. not allowed to be resold, as opposed to for example ioun stones. Here is the thread which helped in coming to this conclusion.

Here are threads of people discussing the "How To" on crafting magic rods.

Here is also a whole thread on Crafting magic items without prereqs. Its kind of long. 8

Heres a thread that talks about calculating the DC's of Magic Items, again centered on Rods.


The basic explanation is that sometimes items have different levels of powers, according to the CL that you create the item, which isnt always the lowest, determines the CL of the item.

So you can in fact lower the CL so long as it is high enough to cast in the first place.
For example.
I can cast Mage armor as a Caster Level 1, and thus mage armor will only last me 1 hour. Alternatively, I can cast Mage armor at my currrent CL of 6, and have it last 6 hours. Now lets say i have a spell that i wouldnt be able to cast until level 3, such as Invisiblity. Invis lowest caster level is set at 3, it cannot go any lower than that. It can on the other hand be cast at a higher one, allowing the spell to last a longer duration than if cast at a CL of 3.

Now you may ask why is it important whether or not I cast invis as CL 3 or CL 6. Two factors.

1. If the DC is my main concern, then I can create the item at a lower CL, to be able to lower the DC.
2. If the CL is my main concern, then I can create the item as a higher CL to make it harder for a dispel magic check to suppress the item.
The lower the CL of an item, the easier it is for Dispel Magic to suppress the effects for x number of rounds.

This all comes to the final Tattoo. So lets say for arguments sake that the first tattoo I will make is one that mimics a metamagic rod. Similar to that of Caster's Tattoo. Heres the link
: o-caster-s

So the Tattoo is a tattoo of the metamagic feat Freezing.
Freezing metamagic is a feat that doesn't increase the spell level of the spell being cast, and is priced equivalent to that of a Merciful Metamagic Feat.
Here are the links to the appropriate feats

: ts---3rd-party---rite-publishing/freezing-spell-metamagic

I want to be able to cast 3rd level or lower spells with the freezing metamagic feat, mainly because all I have access to currently are 3rd level spells, so I only need the lesser version of the tattoo.

The cost of a lesser merciful magical rod is 750g to make. This is already at cost. Sold at market value would be 1500g



The cost of the item is -30% for 'restricted to user only'. So price at cost to make is 525 gold.

Multiply the cost by 2 for it being Slotless, and the total cost of the item is 1050.

This is what is needed to calculate the DC of the item. This text is quoted from the d20pfsrd website.


1) "At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item."

2) "The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item."

3) "Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal"



The Tattoo is a Tattoo of "Lesser" Freezing. Only allowing it to apply to 3rd level spells or lower. So the lowest CL to be able to make this tattoo is when the particular caster (in this case me the elven wizard) reaches the use of third level spells, which was my 5th caster level.

So the DC is as follows.

5+Caster level of the item. I want the CL to be set to 5 ( the lowest CL that I can create the Item, to be able to increase the odds of creating the item without failing the final check.)

So far the DC is 10 total. I do not have the Freezing Metamagic Feat, so to be able to make the tattoo, i would then increase my DC by 5, totaling my DC to 15

Final Cost to make tattoo is 1050g, it will take 2 days of work at 8 hours a day to craft. The formula is 1000g/day of work. I want to accelerate this so I Increase my DC by another 5. This is to be able to make it faster, so that I can craft it while everyone sleeps thusly not interrupting the partys adventuring.

Final Cost of tattoo is 1050g, with 2 days of work at 4 hours per day, with a final DC of 20.

Does my math check out as far as my DC and amount of time into the item go? Is the item in fact craftable at all? Am I completely wrong? Please post to elaborate



Should I have a whole day to dedicated to crafting I can reduce the time to 1 day with 8 hours of accelerated work. If time is not a factor, I can decrease the accelaration making the DC drop by 5, and making the tattoo easier as a whole to make.

Want to craft a Tattoo that functions as a lesser metamagic rod with Inscribe Magical Tattoo, and making sure my math/reasoning check out.

Basically what im asking is...


Can I Craft a level 0 metamagic feat Tattoo? How about without having the apporpriate metamagic feat? Is it done by increasing the DC? If the cost of the Item is 1050g Then how long will it take? Are there ways of increasing the speed without the use of hedge magician trait, or peing able to cast planar travel spells?

Magical Tattoos can absolutely be resold. A first level Bard/Sorcerer/Wizard/Witch spell called Transfer Tattoo allows you to take a magical tattoo off of a corpse or person and transfer it to another person.

Guy walks into a magic shop, "I want to sell you something"
Shopkeep, "What do you have for me?"
Guy, "This magic tattoo, I don't want it anymore"
Shopkeep, "I will give you 1000 gold for it minus the cost to transfer it."
Guy, "Ok, done!"
Shopkeep, "Alright, one minute." The Shopkeep gets out a wand of Transfer Tattoo and casts the spell, transfering the tattoo to his own body. He then gives the Guy the 985 gold.

Transfer Tattoo is in Inner Sea Magic on page 62.

- Gauss

I swear gauss you are a human Wiki of pathfinder. I wonder what playing at a table with you is like at times. :P

Well s@#+ i was about to ask if it applies to magical tattoos, and saw target. You sir are totally right. Well I'll make sure to bring it up on our next session. Truth be told we applied it because we didnt want item discount cheese. Like alignment restriction + class restriction = 60% discount. Thats neither here nor there. That being said does the math work out for everything else correctly?

To be honest, my brain is fried from a game session I just finished. I am unable to wend my way through most of your post. I read the first part, knew the solution and provided it. Perhaps I will figure out the rest of your post tomorrow.

I have to measure when I correct someone. Mostly I just let things ride and inform the person later.

- Gauss

I'm going to assume you're the GM of the campaign, and say i know what its like. :) As a player though you just get crazy ideas, that just keep you up late at night, and as not to bombard your GM with 1000 questions you post and hope your posts gets enough attention just to get some straight answers even if some are just "this is how I interpret the text as" answers. Different Points of view and all of that. Any who i look forward to your post about the rest of it not including the homebrew rule, as well as that of anyone else that reads this post. :)

I am player in a saturday campaign, GM of my sunday campaign, player in a monday VTT campaign, and about to start GMing a VTT campaign (day not determined yet).

In the saturday campaign I assist the GM with rules questions but mostly I keep quiet until later unless it is important I speak up right then and there.

Example: I tell the GM when a player or GM forgets a major element of the game. I do not tell the GM or player on more minor issues unless it will not affect the flow of the game. Unfortunately, sometimes I miscalculate on how it will affect the flow. Oh well. Playing can sometimes fry me more than GMing because it is an exercise in restraining myself. :D

- Gauss

The Sleeping Dragon wrote:
Are there ways of increasing the speed without the use of hedge magician trait, or peing able to cast planar travel spells?

For increasing speed, these are the things I know of:

Amazing Tools of Manufacture (you have to use the craft skill, but it doesn't specify whether it's only for non-magical stuff, so you could use Craft: Tattoo).

Cooperative Crafting if you happen to have a cohort or something that can assist.

SRD wrote:
This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

Dwarf favored class:

SRD wrote:
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Arcane Builder

Perhaps when it's not my nap time I'll look at the other questions you asked. Hope this helps.

Thanks! Still not 100% about some things though. Also interesting question that came up. What if im making a belt of giants strength. And lets say im a caster class that cannot learn bull's strength.

To make the item do i still need the spell available?

Or do i just arbitrarily increase the DC by 5?

Also what if i have say a potion of bulls strength. Does the DC stay the same now?

Or does it still go up 5 because I didnt have the spell memorized to cast.

These are in addition to the questions ive asked thus far. Thanks again to all contributors! :)

Gauss wrote:
Magical Tattoos can absolutely be resold. A first level Bard/Sorcerer/Wizard/Witch spell called Transfer Tattoo allows you to take a magical tattoo off of a corpse or person and transfer it to another person.

I brought it up to my GM, and it was decided that the 30% was not necessary, but also that the item restriction price drops were not going to be implemented. So no alignmet restricted items, or class restricted items. This is the new house rule. The reason for this new rule is because we as a group have all items available to us, unless otherwise noted. Weatlh of towns and cities is not calculated, and this is all just to make the game easier on both the GM as well as the players. It would really suck if we couldnt sell our loot because there isnt enough gold in the whole of the town to sell it. Then we wouldn't be able to buy the items we want because theres only a limited amount of items to buy from. So it is what it is. To keep our freedom we will make some sacrifices. :P

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