Magic Item Creation - LOL WUT?


Rules Questions

Liberty's Edge

Okay, being new to Pathfinder (AWESOME by the way), though not new to D&D, and also new to magic item creation, I am completely lost.

I think what would help me is if someone just straight up laid out, play-by-play, the creation of a magic item. A scroll or potion would maybe be best, or if you're feelin' wild, maybe a potion and something more complicated. Maybe a staff.

See, I've never played an arcane spell caster (well, I usually play a Bard, but come on), and I've always wanted the idea of a the alchemist and scribe to be viable (and by viable I mean not lame. XP cost? Really?), and now it seems it is.

Thanks for your help, guys. This book has rekindle the fire in my heart for this game.


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Seems rather straight forward.

You need the right feat. This is not negotiable.

If you have that, you decide what to make. Let's start with a potion of Bull's Strength.

You look up the item in question to see what spell it uses. (Hint: for potions, the name of the potion is the name of the spell - that's how potions work. Scrolls too. For most everything else, a spell will be listed in the item's description).

So this potion is created using the spell Bull's Strength. The minimum caster level to cast this spell is 3 (wizard, not sorcerer, would be the level you would use. Or druid, or cleric, since they can all cast it).

Let's say you are a level 9 wizard. You could make this potion as a level 9 Bull's Strength, which would make it last longer, but it would cost you more. Or you could make it at the lowest level possible to cast the spell, level 3. Let's assume you decide to go cheap, so you make it at level 3.

You will need materials. 25gp x spell level x caster level. So 25 x 2 x 3 = 150 GP.

You should have prepared Bull's Strength this morning when you prepared spells, but as you'll see, it's not absolutely necessary.

You will also need a table or workbench, a fire, cauldron, a couple bowls or pots for mixing, and some kind of container (usually a vial) for the final product.

It requires 1 day to brew the potion, and per the rules, that means 8 hours of relatively uninterrupted work. (If we had chosen a potion with a base price less than 250 GP, meaning a 1st level spell, we could brew it in 2 hours, but we didn't, so we need the full 8).

At the start of that time you expend the prepared Bull's Strength spell (or not, see below) and you consume the materials. You can't get these back.

At the end of that time, you make a skill check using either Spellcraft of Craft(alchemy) with a DC of 8. If you succeed, you have a potion of Bull's Strength cast at level 3. Fail, and you have wasted your time and money. Fail by 5 or more and you have created a cursed potion.

That's how it works in a perfect world.

It is possible to brew this potion without all the requirements. You could, for instance, complete it in half the time, but the DC goes up by +5 (from 8 to 13, not a big hardship for a 9th level wizard I hope). Likewise, you can actually brew this potion without knowing or preparing the Bull's Strength spell, but that also adds +5 to the DC. You could even do both, adding +10, since rolling that 18 wouldn't be too hard.

Arguably, your DM may allow you to get away without having the bench/table, fire, or even the containers, for a +5 DC, citing the rule that you can ignore a prerequisite by increasing the DC, but this isn't exactly one that you can ignore by RAW, so such an allowance would be a houserule. Still, it's one I would allow - imagine a captive slave wizard, brewing a potion of invisibility by pouring the ingredients on the stone floor and stirring them, using a cantrip to heat them up, then having to lick the potion up off the floor when it's ready. Of course, now he can sneak past the guards to freedom...

That's about all there is to it. Every item works the same way. A few of them have a couple special notes in their respective sections, but those are handled on a case by case basis.


I'll do a third level wizard scribing a scroll of Magic Missile (1st level spell).

First decide what caster level you want. CL 1 gives you 1 missile, CL 3 gives you 2 missiles. I'll assume you want CL 3.

The base value for this scroll is 25 * spell level * caster level = 25*1*3 = 75 gp. To make it, you need materials costing half that, or 37 gp and 5 sp. The materials are generally available if you're in a decent sized city. If you're far from merchants, you may have needed to buy the materials beforehand.

You also need the Scribe Scroll feat. Since you're a Wizard, you got that for free at first level. A sorcerer would have needed to take it as his first or third level feat.

When you prepare spells that day, memorize Magic Missile. Obtain the material components and focus (if any) for the spell.

You're now ready to create the scroll. Since the cost of the scroll is less than 250 gp, it will only take two hours. Find a fairly quite, comfortable, well-lit place to work and spend two hours scribing the scroll. When you're done, make a Spellcraft roll against a DC of 8 (5 + caster level). If you succeed, you now have a scroll. If you roll 4-7 (fail by less than 5), you fail to produce a scroll. If you roll 3 or less, you produce a cursed scroll. Regardless, the Magic Missile you memorized is expended as if you had cast it. The material components are consumed, but not the focus.


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OK, now for that staff.

You're 11th level now, since you have to be 11th level to take the feat.

You've decided to craft a Staff of Fire. Because, as we all know, fire's cool.

You look up the Staff of Fire and find the following requirements and the base cost: "Requirements Craft Staff, burning hands, fireball, wall of fire; Cost 9,475 gp"

You need materials. You could just whittle a big stick, or you could make it out of fancy stuff like dragon bones, or adamantium, or whatever. No matter what you decide, it will still cost you a small fortune. To find out the cost, you have to examine each spell separately:
Burning Hands: Level 1
Fireball: Level 3
Wall of Fire: Level 4

The cost is: 400 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (300 gp × the level of the spell × the level of the caster), plus 1/2 the value of any other abilities (200 gp × the level of the spell × the level of the caster).

OK, gotta do some math here. Let's say you want to make this at 10th level (hey, you want those fireballs to do 10d6, don't you?).

So, 400 x 4 (Wall of Fire) x 10 = 16,000 + 300 x 3 x 10 = 9,000 + 200 x 1 x 10 = 2,000 for a total of 27,000 gp to create this staff.

That's awfully expensive. Besides, the Fireball should take 2 charges and the Wall of Fire should take 3 charges, if you want to create it just like the one in the book (you don't have to - if you actually want to spend the price I just worked up, each spell will only need 1 charge).

So, working the charges into it, you divide 16,000 by 3 (3 charges to cast Wall of Fire) for a total of 5,334 and you divide 9,000 by 2 (2 charges to cast Fireball) for a total of 4,500. 5,334 + 4,500 + 2,000 = 11,884. Much more affordable.

Since the cost of materials is always half of the base price, that means the base price of your staff is 23,768. Thus, it will take 24 days working 8 hours per day to craft this staff.

Your materials are consumed at the beginning of day 1.

The DC to craft the staff is 15 (5 + caster level 10). Ridiculously easy, I would think.

The same rules apply as to the potion: You must prepare each of the require spells each day, and each day they are cast at the start of that day's work. If you don't want to, you don't have to, but increase the DC +5 for each spell you don't prepare.

You can also hurry, working just 4 hours instead of 8 each day, but if you do this then the DC increases by +5.

Since you're an 11th level wizard with something like +18 on your Spellcraft roll, you feel confident you can craft this staff in just 4 hours each day, so you hurry the job. The DC is now 20. I hope you don't roll a 1.


Hmmm, after writing about crafting a Staff of Fire, it seems the price in the book and the creation rules are not in sync.

Staff of Fire costs 9,475 GP.

The item creation rules for staves give the cost as follows:

Core Rules wrote:

The materials cost is subsumed in the cost of creation: 400

gp × the level of the highest-level spell × the level of the caster,
plus 75% of the value of the next most costly ability (300 gp × the
level of the spell × the level of the caster), plus 1/2 the value of
any other abilities (200 gp × the level of the spell × the level of
the caster). Staves are always fully charged (10 charges)
when created.

So if I do the math, following the rule that the caster level must be the same for all spells and cannot be less than 8 (both stipulated by the staff creation rules), I get the following materials cost:

Wall of Fire: 400 x 4 (spell level) x 8 (caster level) / 3 (charges) = 4,267 GP.
Fireball: 300 x 3 (spell level) x 8 (caster level) / 2 (charges) = 3,600 GP.
Wall of Fire: 200 x 1 (spell level) x 8 (caster level) / 1 (charges) = 1,600 GP.

Adding those three together I get 9,467 GP. But this is the materials cost not the base cost.

According to page 549,

Core Rules wrote:
Magic supplies for items are always half of the base price in gp.

So, the staff base price should be 9,467 x2 = 18,934 GP.

Evidently, there is a disconnect here, since that is pretty much double the listed price for this staff in the magic items section.

I suppose the disconnect is that, under staff creation, where it says "The materials cost is subsumed in the cost of creation: " and goes on to list the costs, those costs are the actual base costs, and it should say to divide those costs in half to get the materials costs.

However, it doesn't say that at all.

Has Paizo already commented on this? I checked the errata, there is nothing there about this.


So, to revise my original post about creating the staff (based on my assumption that the rules meant to list those costs as base price rather than materials costs), simply make these changes:

So, working the charges into it, you divide 16,000 by 3 (3 charges to cast Wall of Fire) for a total of 5,334 and you divide 9,000 by 2 (2 charges to cast Fireball) for a total of 4,500. 5,334 + 4,500 + 2,000 = 11,884. Much more affordable.

That should be the base price, and since the cost of materials is always half of the base price, that means the base price of your staff is 11,884 and the price of materials is 5,942. Thus, it will take 12 days working 8 hours per day to craft this staff.

The rest of that post should be fine.

Note, this is based on my pricing assumption being correct, that the price listed for staff creation is base price and not materials cost, and that the author just worded it poorly.

The alternative is that my original post had the correct base price of 23,768, which also means that the Staff of Fire (and maybe every staff listed in the book) has the wrong price listed.


Remember that you only ever need to create a staff at (2*level of highest spell - 1) caster level, because the spells are cast at the CL of the user of the staff. There's no reason to ever create a staff at higher-than-required caster level.

Just throwing that out there.


Zurai wrote:

Remember that you only ever need to create a staff at (2*level of highest spell - 1) caster level, because the spells are cast at the CL of the user of the staff. There's no reason to ever create a staff at higher-than-required caster level.

Just throwing that out there.

Not true, not true.

There is a reason, and in fact, it's a rule:

Pathfinder Core Rulebook, page 553, Staff Creation wrote:
The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

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DM_Blake wrote:

Has Paizo already commented on this? I checked the errata, there is nothing there about this.

You are confusing "Cost" with "Price".

"Price" is at the top of the entry, and reflects the market price of the item. The "Price" of a staff of fire is 18,950, which is the price you derived from the formula, rounded to look nice.

"Cost" is at the bottom, near the creation prerequisites, and reflects the cost-to-create (Usually half the "Price").


DM_Blake wrote:
Zurai wrote:

Remember that you only ever need to create a staff at (2*level of highest spell - 1) caster level, because the spells are cast at the CL of the user of the staff. There's no reason to ever create a staff at higher-than-required caster level.

Just throwing that out there.

Not true, not true.

There is a reason, and in fact, it's a rule:

Pathfinder Core Rulebook, page 553, Staff Creation wrote:
The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

This was in response to your making a staff of caster level 10th because you wanted to have a 10d6 fireball. The size of the fireball is entirely determined by the user of the staff. Obviously the CL8th is a minimum. What I said is still true, however.

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One stipulation has been omitted (though not ignored in anyone's write-up): the rule that you can ignore a prerequisite does not apply to a spell which you are placing in a spell trigger (wand, staff) or spell completion (scroll) item. The potion example is correct, you can create a potion of a spell you don't know at +5 DC; but you couldn't apply this to the magic missile in the scroll, or any of the spells in the staff.

This, and needing to have the feat, are the only absolute requirements. For instance, let's say you're a 5th level wizard with Craft Wand who just scored 3500 gold. Sweet! Now, what to do with that? How about a wand of magic missiles. But y'know what, how about a 9th level wand of magic missiles! Base cost is (1 x 9 x 750) / 2 = 3375gp.

DC = 5 (base) + 9 (caster level) = 14. Yeah, that's all: actually having that caster level is not inherently a prerequisite, so there's no additional +5.

Okay, same wizard has a bonded falchion (because he's an orc). Being 5th level, he qualifies for Craft Magic Arms and Armor and therefore can enhance his falchion as if he had that feat. He wants to make it +2... which has the prerequisite "6th level caster." This time it's explicitly a prerequisite.

DC = 5 (base) + 6 (caster level) + 5 (does not meet CL prerequisite) = 16.

You might notice that these DCs are so low that unless you have far, far more gold than you should, any item you might want to create is probably going to automatically succeed if you take 10 (and I've looked for a reason you can't, but not found one). Many would succeed even taking 1. Earlier in the book (describing item creation feats) the base DC is listed as 10 instead of 5, so one or the other is wrong; and I find even 10 questionably low, as a 16-Int wizard (after 4th-level bump!) could still take 10 on that last example. However, this issue is independent of the core mechanic.


You cannot actually create items at a higher caster level than your own.

Quote:
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.


Ross Byers wrote:
DM_Blake wrote:

Has Paizo already commented on this? I checked the errata, there is nothing there about this.

You are confusing "Cost" with "Price".

"Price" is at the top of the entry, and reflects the market price of the item. The "Price" of a staff of fire is 18,950, which is the price you derived from the formula, rounded to look nice.

"Cost" is at the bottom, near the creation prerequisites, and reflects the cost-to-create (Usually half the "Price").

Ahh, silly me. Good catch.

I take it all back. My original Staff of Fire post seems to be correct then.


tejón wrote:
One stipulation has been omitted (though not ignored in anyone's write-up): the rule that you can ignore a prerequisite does not apply to a spell which you are placing in a spell trigger (wand, staff) or spell completion (scroll) item. The potion example is correct, you can create a potion of a spell you don't know at +5 DC; but you couldn't apply this to the magic missile in the scroll, or any of the spells in the staff.

That's a good catch too.

I guess I read that paragraph too quickly myself.

So in my Staff of Fire example, the crafter must know all three spells and must prepare/cast them daily during the creation process.

RPG Superstar 2010 Top 16

Jabor wrote:

You cannot actually create items at a higher caster level than your own.

Quote:
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.

Aha! I had missed that bit. Only applies to those specific types, so the +2 weapon at 5th level example is still valid.

To be honest I'm kind of disappointed by that. Takes away something neat you could do with scrolls. I'm houseruling a base DC 15, so I might still allow it with a +5 "missing prereq" bump... though even at 20+CL, a 1st-level Elf wizard with 20 Int and Skill Focus could make a 4th-level scroll by taking 10. (With the much easier 18 Int, he's still got two magic missiles...)


Quote:
Only applies to those specific types, so the +2 weapon at 5th level example is still valid.

Indeed it is.

However note that if the item itself has a caster level, you must meet that requirement:

Quote:
For other magic items, the caster level is determined by the item itself. In this case, the creator's caster level must be as high as the item's caster level (and prerequisites may effectively put a higher minimum on the creator's level).

The (+2 * 3) minimum is an example of a prerequisite, and so can be ignored if you take the +5 to the DC. Whereas if the weapon itself has CL 6, you can't ignore it.

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Jabor wrote:
Quote:
For other magic items, the caster level is determined by the item itself. In this case, the creator's caster level must be as high as the item's caster level (and prerequisites may effectively put a higher minimum on the creator's level).

At home with my book now, I can't find this. For that matter I can't find the restriction on up-leveling scrolls. Can you give me a page reference, or PRD link?


http://paizo.com/pathfinderRPG/prd/magicItems.html

"Magic Item Descriptions" -> "Caster Level".

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Jabor wrote:

http://paizo.com/pathfinderRPG/prd/magicItems.html

"Magic Item Descriptions" -> "Caster Level".

Huh. That's not the "magic item creation" section so it's not the primary source, but it's not just a 3.5 copy/paste and there are no rules which seem to directly contradict it.

I'm a little confused, though. This closes almost every situation I could previously think of in which the standard DC=5+CL rule could make a wizard unable to create an item which he could attempt to create, even if forced to roll. Consider that ranks in Spellcraft will be no less than equal to the item's CL, and that 1 (minimum roll) +3 (class bonus) means only a 12 Int is required to ace every roll for which you meet the prereqs. And I'm still looking for the rule which says you can't take 10 and, with 14+ Int (or just being an elf), ace any roll for which you're missing up to 2. This is before considering Skill Focus or Magical Aptitude. Where do cursed items come from, again...?


Quote:
Where do cursed items come from, again...?

Casters who decide not to max Spellcraft?

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Jabor wrote:
Casters who decide not to max Spellcraft?

...and take an item creation feat? My belief is unsuspended. ;)

Liberty's Edge

Wow, guys. Thanks a lot. Like, a lot. I'm still a while away from understanding and being able to create anything other than scrolls and potions, maybe the occasional wand, but this definitely helped me a lot.


Jabor wrote:
The (+2 * 3) minimum is an example of a prerequisite, and so can be ignored if you take the +5 to the DC. Whereas if the weapon itself has CL 6, you can't ignore it.

How is the caster level restriction on magic weapons and armor a prerequisite while a caster level requirement not a prerequisite? A requirement to make something is indeed also a prerequisite to make it -- that is, something required beforehand.

If it isn't a prerequisite, then it can be ignored, since it isn't required beforehand to craft the item.

If it is a prerequisite, then it can be ignored by adding +5 to the crafting DC.

Contributor

meabolex wrote:
Jabor wrote:
The (+2 * 3) minimum is an example of a prerequisite, and so can be ignored if you take the +5 to the DC. Whereas if the weapon itself has CL 6, you can't ignore it.

How is the caster level restriction on magic weapons and armor a prerequisite while a caster level requirement not a prerequisite? A requirement to make something is indeed also a prerequisite to make it -- that is, something required beforehand.

If it isn't a prerequisite, then it can be ignored, since it isn't required beforehand to craft the item.

If it is a prerequisite, then it can be ignored by adding +5 to the crafting DC.

This would be a useful clarification to have.

Allowing it means more chance of low level characters making powerful items, but more chances of cursed items.

Not allowing it is basically putting in "You must be this level to make this toy" signs.

Certainly, if allowing it, every +1 is a separate requirement, so if the 3rd level wizard tried to make the +5 sword, there'd be +20 to the difficulty.


Kevin Andrew Murphy wrote:
Certainly, if allowing it, every +1 is a separate requirement, so if the 3rd level wizard tried to make the +5 sword, there'd be +20 to the difficulty.

I think the intent of ignoring caster level prerequisites would be a single +5 bonus to the DC. However, each incremental addition to the bonus of the sword (+1 to +2, +2 to +3, etc.) would have a separate roll with a +5 bonus to the DC.

Basically, the intent was to allow the DM to give PCs the ability to obtain items by constructing them. You could technically go to "Ye Ole Itam Shop" and buy a +5 sword without bothering with crafting. However, if you take a feat to make something, it's kind of ridiculous to tell your level 16 PCs, sorry, you have to wait until next level to make it.

I think as long as PCs have all the financial resources to make items *and* the needed crafting rolls, they should be able to make whatever they want whenever they want. But this carries an inherent risk: crafting without the needed prerequisites is dangerous and thus can cause failure or cursed items.


meabolex wrote:
Kevin Andrew Murphy wrote:
Certainly, if allowing it, every +1 is a separate requirement, so if the 3rd level wizard tried to make the +5 sword, there'd be +20 to the difficulty.

I think the intent of ignoring caster level prerequisites would be a single +5 bonus to the DC. However, each incremental addition to the bonus of the sword (+1 to +2, +2 to +3, etc.) would have a separate roll with a +5 bonus to the DC.

Basically, the intent was to allow the DM to give PCs the ability to obtain items by constructing them. You could technically go to "Ye Ole Itam Shop" and buy a +5 sword without bothering with crafting. However, if you take a feat to make something, it's kind of ridiculous to tell your level 16 PCs, sorry, you have to wait until next level to make it.

I think as long as PCs have all the financial resources to make items *and* the needed crafting rolls, they should be able to make whatever they want whenever they want. But this carries an inherent risk: crafting without the needed prerequisites is dangerous and thus can cause failure or cursed items.

I'm not sure whether the RAW reads it as a single +5 to the DC or +5 per caster level (I would lean towards per caster level, since each level is a separately acquired level of potency) but here's my simplehouserule on it.

+5 DC for missing prerequisite (insufficient caster level/skill ranks), +2 DC for each beyond the first.

Liberty's Edge

Okay, another question. It says that the cost for materials is subsumed in the base cost, or something. Don't have the book with me. Does that not mean that the cost you get from the calculations is the cost to create the item?


"You've decided to craft a Staff of Fire. Because, as we all know, fire's cool."

While all of these descriptions are great, that's my favorite line so far...


Zombie_Dog wrote:
Okay, another question. It says that the cost for materials is subsumed in the base cost, or something. Don't have the book with me. Does that not mean that the cost you get from the calculations is the cost to create the item?

It means, I think, that when you buy it in a store, you don't have to pay a surcharge for the materials. You pay the list price. If you have it special made (on order), the person making it will determine how much they are going to charge (usually half of base cost up front, to pay for materials). So more than likely if you are having something made to order, it'll be base cost + service charge (10%?), with half of base cost up front to cover materials. But buying it in a shop, premade, the material cost is included in the shelf price.

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kyrt-ryder wrote:

I'm not sure whether the RAW reads it as a single +5 to the DC or +5 per caster level (I would lean towards per caster level, since each level is a separately acquired level of potency) but here's my simplehouserule on it.

+5 DC for missing prerequisite (insufficient caster level/skill ranks), +2 DC for each beyond the first.

I read it as a single +5. Remember, +1 per caster level is built in already.

I'm still hoping for errata on the base DC, which is listed as 10 in one place and 5 in another. Also clarification on the "can you take 10?" question. (And if the answer is yes, I hope the intended base DC was actually 15 at a minimum...)

Zombie_Dog wrote:
Okay, another question. It says that the cost for materials is subsumed in the base cost, or something. Don't have the book with me. Does that not mean that the cost you get from the calculations is the cost to create the item?

It means you don't pay extra for materials. There are items for which you do pay the materials cost separately, such as weapons and armor; but for scrolls and suchlike, it's all rolled in.


Just a quick question, if I want to create a Wand of Fireball with infinite charges, what would the formula be for that?

In my head at the minute, I'm going with, "3 (spell level) x 5 (minimum caster level) x 2,000gp". Is this correct, or is there another formula I should be using?

Contributor

Samyueru wrote:

Just a quick question, if I want to create a Wand of Fireball with infinite charges, what would the formula be for that?

In my head at the minute, I'm going with, "3 (spell level) x 5 (minimum caster level) x 2,000gp". Is this correct, or is there another formula I should be using?

It's in Eberron, and it's what's called an Infinite Wand or something. It has infinite charges, but you can only use two or three a day.

Liberty's Edge

mdt wrote:
Zombie_Dog wrote:
Okay, another question. It says that the cost for materials is subsumed in the base cost, or something. Don't have the book with me. Does that not mean that the cost you get from the calculations is the cost to create the item?
It means, I think, that when you buy it in a store, you don't have to pay a surcharge for the materials. You pay the list price. If you have it special made (on order), the person making it will determine how much they are going to charge (usually half of base cost up front, to pay for materials). So more than likely if you are having something made to order, it'll be base cost + service charge (10%?), with half of base cost up front to cover materials. But buying it in a shop, premade, the material cost is included in the shelf price.

No, no, I mean in creation rules. Page 552 for the staves, but it is in every description of "Making Whatever". "The materials cost is subsumed in the cost of creation: 400

gp × the level of the highest-level spell × the level of the caster..."


Kevin Andrew Murphy wrote:
Samyueru wrote:

Just a quick question, if I want to create a Wand of Fireball with infinite charges, what would the formula be for that?

In my head at the minute, I'm going with, "3 (spell level) x 5 (minimum caster level) x 2,000gp". Is this correct, or is there another formula I should be using?

It's in Eberron, and it's what's called an Infinite Wand or something. It has infinite charges, but you can only use two or three a day.

They're called Endless Wands, and they're only available for 0th and 1st level spells. 2 uses/day, anyone can use them.

You can't make an endless wand of a spell higher than 1st level.


Samyueru wrote:

Just a quick question, if I want to create a Wand of Fireball with infinite charges, what would the formula be for that?

In my head at the minute, I'm going with, "3 (spell level) x 5 (minimum caster level) x 2,000gp". Is this correct, or is there another formula I should be using?

That does seem to be the correct price.

I cannot think of any reason (in the rules) that you could not use that price to craft a Wand of Infinite Fireball. However, there might be a game balance issue. Unlimited firepower of that magnitude can be fairly unbalancing.

With no wand, your PC mage must decide if and when he will even prepare a fireball, or cast one. He may not even cast one fireball per advanturing day, even if he prepared it (maybe he'll decide the current encounter is easy enough to kill without using his big fireball, and then there are no more encounters that day, or only other easy ones or whatever).

With a normal wand, your PC mage gets the freedom to prepare other stuff (Haste, Greater Sleep, whatever) and can still cast Fireballs when needed. He could even cast a dozen Fireballs in one big battle, something that is pretty much impossible for any mage without a magic item to do it for him. But, he will still want to be careful with charges. He knows that overusing that wand will cause him to run out, so he'll still hold back during easy fights, save his charges for when he really needs them.

But with an infinite wand, expect your mage to cast Fireball every round. Heck, even if he has only one target, why not cast Fireball - it's free! Worse, he'll start off the battle casting one of his many prepared fire resistance spells, so he can include party members in his infinite Fireballs. Wait until he crafts rings of Fire Resistance for the whole party...

Are you sure you want your players having that much firepower?

Well, on the other hand, it won't be too many battles before he gains enough levels that he'll just be wasting his time with 5d6 damage, so eventually the party will outgrow the infinite Fireballs.

Maybe by then they can create a SuperWand of Infinite Chain Lightning (I say SuperWand since it defies the level 4 limit, of course).

Liberty's Edge

I think an 18,950gp Staff of Fire would be a better option over an unlimited fireball wand (1800gp for command word * CL 5 * Spell Level 3= 27,000gp).

The Eternal Wand (MIC) is only usable 2/day though and costs 10,900gp, so it's not too insane. Kinda wimpy compared to a SoF since Sof uses your current caster level and ability scores for damage and save DC.


Zurai wrote:
Kevin Andrew Murphy wrote:
Samyueru wrote:

Just a quick question, if I want to create a Wand of Fireball with infinite charges, what would the formula be for that?

In my head at the minute, I'm going with, "3 (spell level) x 5 (minimum caster level) x 2,000gp". Is this correct, or is there another formula I should be using?

It's in Eberron, and it's what's called an Infinite Wand or something. It has infinite charges, but you can only use two or three a day.

They're called Endless Wands, and they're only available for 0th and 1st level spells. 2 uses/day, anyone can use them.

You can't make an endless wand of a spell higher than 1st level.

Spell level limit on Eternal Wands is 3, AND they have a caster level limit of 6 also. They also can only be used for ARCANE spells. Prerequisites are Craft wand AND Craft Wonderous

Page 265 Eberon campaign setting.


Xuttah wrote:

I think an 18,950gp Staff of Fire would be a better option over an unlimited fireball wand (1800gp for command word * CL 5 * Spell Level 3= 27,000gp).

The Eternal Wand (MIC) is only usable 2/day though and costs 10,900gp, so it's not too insane. Kinda wimpy compared to a SoF since Sof uses your current caster level and ability scores for damage and save DC.

I agree that there is nothing unbalanced about an infinite fireball wand (or wondrous item with command word activation) at that price. That's a lot of money for an at-will fireball that only does 5d6 damage and has a DC 14 Reflex save.


In 3.5 many spells and all magic item creation had an experience point cost. I thought that perhaps that had been eliminated in Pathfinder.
Then on page 551 of the CRB I read this:

Creating magic double-headed weapons is treated as
creating two weapons when determining cost, time, XP, and
special abilities.

I cannot find any other reference to xp cost. Is this a mis-print? If not can you please direct me to the proper page for the xp cost of creating magic items.


Holy necro Batman! Also, I guess to answer Pachu's question, that was definitely a misprint.


Just a note - you can also help the process by taking 10 on your crafting check.

You can't take 20 (that assumes a fail) but if your final craft dc is less than 10+(your crafting check) you can take 10 and automatically make the item. This includes rushing the work or any other increase in DC as long as the final DC is less than 10+(your crafting stat).

This means that items you have the spell for and or the materials and lab on hand are almost always automatic successes - and if you want to make something that is harder you can but with a chance of failure.


Just asking to make sure, since I'm planning on indulging in a bit.

So ... 7th level, 7 ranks in Craft (weapon), Master Craftsman, Craft Magic Arms, +1 Int, masterwork tools. I'm assuming you have to get both feats. (Edit: forgot to mention, non-spellcaster, hence the Master Craftsman feat.)

7 + 2 + 1 + 2 = +12 to smash out a good weapon.

Let's start with a +2 greatsword. DC = 5 + caster level, which is 6, so barring a roll of -2 on a d20, it's done.

How about +2 Flaming? Correct me if I'm wrong on this ... Flaming requires a spell (who cares, noncaster) for +5 DC on missed component. 'If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.' ... so all I have to worry about is CL10 for being on fire.
5 + 10 + 5 (no spell) + 5 (too low level) = 25. This could be problematic. That CL10 thing ... kind'a hurts. Or am I reading that right?


That looks correct. So the DC would be 25, and you've got a +12 on the check. That means success on a 13 or higher.

A note: You do not have to be the one to provide the spell. If you've got a spellcaster with you who has an appropriate spell, they can 'help' you with the job, and meet that requirement.

Quote:

A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.

If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator's level must be known.

With that in mind, you could have a wizard prepare fireball, and help out for the entire crafting time. Then, the DC would be 5(base) + 10(CL) + 5(<CL) = 20, while your check would still be +12, so a take-10 would guarantee success.

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