The CL of newly designed Magic Items


Rules Questions


I understand making magic items you need 5+the CL of the Item. That is great for items that are in the book. But what about items that you make up yourself. How do you figure out it's CL to create it. If a level 3 caster can make a belt of physical perfection +2, +4 or +6 all at the same level needing only a 21 to make the item it is kind of nuts. So say you want to make a helm with comprehend Languages, read magic and detect magic. How would you figure out the items CL?


It is generally determined by the caster level need to cast the spell used to make the item.


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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.

If you have a custom item with multiple magic abilities, the caster level would be the minimum needed to cast the highest level spell associated with the item.

By the way, even though a 3rd level caster could reasonably meet the DC to craft a particular item, the main prohibiting factor is cost. A +6 belt of physical perfection costs 77k to craft, and the party will likely have an assortment of lower level gear that will take priority.


It still does not tell me how to figure out the CL of an item that is completely new. Wraitstrike you are totally wrong because a level 2 can make a CL 17 item. So the casting level os the person as nothing to do with the CL of the item. So why they are on there makes no sense to me.


Michael Henderson II wrote:
It still does not tell me how to figure out the CL of an item that is completely new. Wraitstrike you are totally wrong because a level 2 can make a CL 17 item. So the casting level os the person as nothing to do with the CL of the item. So why they are on there makes no sense to me.

Wraithstrike is actually correct.

Item CL is usually determined by the CL needed to cast the highest lvl spell involved with the item.
As usual you can avoid crafting requirements and item CL is no different. Not living up to the item CL will make it more difficult to make it.

There is no unified way to determine item CL on "new" items, only guidelines, and wraithstrike gave you the most relevant and easy guideline.


Michael Henderson II wrote:
It still does not tell me how to figure out the CL of an item that is completely new. Wraitstrike you are totally wrong because a level 2 can make a CL 17 item. So the casting level os the person as nothing to do with the CL of the item. So why they are on there makes no sense to me.

The CL of the desired spell effect is the CL of the item.

You want to make an item that uses Heal at caster level 15 to benefit from it's maximum healing?

Well, item's CL is 15 then.

Wraith's answer is the short and easy version.


CL is not a requirement. It serves to establish the item crafting DC and is based, as said previously, on the class level needed to cast the highest-level spell. The spell is a prerequisite, but it can be bypassed: for each prerequisite said character doesn't meet, the DC increases by 5. Failing to meet the DC can lead to loss of progress and/or a cursed item.

In theory, a low-level character can craft anything, if he has enough materials to do so (check against WBL), enough time (check against campaign goals and potential trouble like burglars or loss of progress), and some help to overcome the crafting DC. For instance, a 3rd-level character can make an item that mimics Wish (CL 17), but the cost would be prohibitive (base is CL x Spell level, x1800gp/5 for a once-per-day version, which gives ~55k [and don't forget to add the cost for material components, a 25k diamond, x50 for an unlimited item with charges per day], way out of the character's WBL), and the DC would start at 27 (5+CL, +5 for not being able to cast Wish) to be compared to a mere +10 to the roll (generous maximum for a crafting character of that level: score+ranks+feats).

For the helm with Comprehend Language (spell level 1), Read Magic (spell level 0), and Detect Magic (spell level 0), the crafter decides which CL is used for each spell, with a minimum value equal to the minimum CL needed to cast the spell. Here, all spells can be cast with CL 1, so the item's CL could be 1, which would give a crafting DC of 6 (assuming the crafter can cast each of these spells each day of crafting). Any variable depending on the CL would treat its value as 1 (including dispel attempts). Note that any save against the item's effect would be treated as if cast by a character with the minimum ability score for the spells.

Now, the costs. Base for each spell is CL x spell level (0.5 for cantrips). Comprehend Language (permanent) would be priced as 1x1x2000gp. Read Magic and Detect Magic (on command, unlimited uses per day) would have a market price of 1x0.5x1800gp each. However, as they are "secondary abilities on an item occupying a body slot", their cost increases by 50%. Market price for all three enchantments would be 4700gp, giving a crafting cost of 2350gp in various magical reagents (read: 2350gp-worth of spellcaster's pouch) and a crafting time of 5 days. Provided you have a masterwork helm already.

Scarab Sages

Back to the OP's question, if you want to make a magic item that duplicates a spell, then the CL is the minimum caster level required to cast that spell. However, if you want something that doesn't resemble any one spell, find a similar magic item and use that casting level.

Let's make goggles of dwarvenkind, a set of goggles that gives you a +5 competence bonus to appraise checks. Well, the boots of elvenkind are CL 5 and don't require any spells, so CL 5 seems perfectly reasonable, as long as you throw in that the creator must be a dwarf.


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Provided you have a masterwork helm already.

Masterwork items are only needed when making magical armor, weapons, and shields. No other item type requires a masterwork base item.

As helms are not armor (well, technically they are, but they aren't considered armor in the game or you would require Craft Magic Arms and Armor), you don't need a masterwork helm to enchant.

Scarab Sages

Jeraa wrote:
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Provided you have a masterwork helm already.

Masterwork items are only needed when making magical armor, weapons, and shields. No other item type requires a masterwork base item.

As helms are not armor (well, technically they are, but they aren't considered armor in the game or you would require Craft Magic Arms and Armor), you don't need a masterwork helm to enchant.

I believe you also need masterwork tools to enchant magical tools (like magic lock picks)


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I believe you also need masterwork tools to enchant magical tools (like magic lock picks)

Nope. The sections on crafting magical armor/shields and magical weapon specifically say you need the masterwork item to enchant. None of the other sections (including Creating Wondrous Items) say anything about requiring masterwork components.

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