Creating Magic Items, Questions and help?


Rules Questions


I am currently in a pathfinder game and playing a elven wizard. I took the craft ring feat and was wanting to make a magic item to help him when he is out of spells. Yes I know I can use wands but hey don't quiet go with what I was wanting to do.

I was wanting to craft some items that are basicly not limit use litte things but something more special to my character. Also not sure if my cost math is correct. Let me Know?

Example Items:

Ring of Shocking Grasp.

CL 5: Effect 5d6 Electrical Damage on touch attack, Use Activated.

Cost Spell lvl 1 X Caster Lvl 5 X 2000 for a use activated item with no charges limit? so 1 X 5 X 2000 = 10,000 GP?

Ring of Vampiric Touch:

CL 6: Effect Drains 2d6 HP from target of touch attack and transfers them to ring's user. Standard 1 hour duration. Use Activated.

Cost SL 3 X CL 4 X 2000gp = 24,000gp

Ring of Magic Missles:

CL 9: Effect casts Magic Missle at 9th lvl effect (5d4+5 damage), Use Activated. Maybe Command Word?

Cost Spell lvl 1 X Caster Lvl 9 X 2000 gp for a total of 18000 gp?

Ring of Lighting Bolt or Fire Balls:

CL 3, Effect Wearer can cast a 3rd Lvl Fire Balls or Lightning Bolt depending on the spell it was made from. Use Activated no charge Limit.

Cost SL 3 X CL 3 X 2000 gp =18,000 gp ?

Ring of Scortching Ray:

CL 2: Effect casts a lvl 2 Sortching Ray (4d6 fire damage 1 ray only). Use Activated, unlimited charges.

SL 2 X CL 2 X 2000 gp = 8000 gp ?

Are something like this okay to want to create, are these types of items allowable, and am I doing the cost math right?

Advice, etc, please?

Basicly I was looking to make an item or something that I can use as a main weapon for my wizard. Wands are always an option and good for anyman. But I wanted to make something that says, Hey I am a wizard and my weapon is Magic.

Sovereign Court

Your math is correct. The problem is that most items you are mentioning really shouldn't be rings. Rings generally provide a constant effect onto the wearer (basically the equivalent of range:personal).

Items which cast offensive spells are usually scrolls, wands, rods, or staves. All of which are either uses per day, or number if charges.

I'm not saying it can't be done, just that it's an odd choice, would likely merit increased arbitration by your DM.


Laughing Goblin wrote:

Your math is correct. The problem is that most items you are mentioning really shouldn't be rings. Rings generally provide a constant effect onto the wearer (basically the equivalent of range:personal).

Items which cast offensive spells are usually scrolls, wands, rods, or staves. All of which are either uses per day, or number if charges.

I'm not saying it can't be done, just that it's an odd choice, would likely merit increased arbitration by your DM.

While rings normally are as you said passive and long lasting in effect.

The reasons I was looking into rings are:

1: Rings go on the finger and made sense for ray or touch attack rolls.

2: I drew from already listed items like the ring of ram and ring of telekinesis for effect ideas.

3: I was looking for something that I use as a weapon (Magic) and that I can use more often like a fighter can swing a sword and such. In my party, everyone has their little pet weapon that kind of defines them. My GM is running purely from publish modules so if I want something special I have to make it. Well I wanted to make something thats special.

A big step was mainly looking at the costs so I can ask my DM about such things and see which if any he will allow me to make. I am kind of partial to the ring of scortching idea. Low projected cost to make, decent damage, requires a attack roll so as not to be undefendable damage, is an energy effect of fire which has uses of its own.

Besides, my wizard hads wands out the rump but any item of limited uses causes the nomral "Should I save the charges for later" mind set.


Just a couple notes.

You know you can only wear two rings at a time, right? So if you end up making all of these, you will have to decide which two to wear and put the rest in your backpack, or wherever you store them.

I don't think "Use Activated" is what you want in this case. "Use Activated" means you actually use the item to activate the item's power. A use-activated sword power is used when you hit something with the sword. A use-activated potion is used when you drink the potion. Etc.

Consider The One Ring from the Lord of the Rings. It was (among other things) a ring of Invisibility. And in that story, it was "use-activated". Whenever Bilbo or Frodo or Gollum put the ring on their finger, they turned invisible. They "used" the ring by wearing it. When they stopped using it (by removing it) they became visible. This is an example of a "use-activated" ring of invisibility.

Or, consider a more D&D flavored ring of Invisibility. You put the ring on and it sits there on your finger. When you want to turn invisible, you activate your ring. Note, not "use-activate", but simply "activate". Normally in these kinds of games, that means using a command word, but other solutions might be viable, such as twisting the ring around on your finger. However you work this, we call it "Command-Activated".

Do you really want your Scorching Rays to begin shooting out of your fingertips the moment you put on the ring, then keep firing out of your fingers until you take the ring off? If that's what you really want, then "use-activated" would be the right solution.

Note that with this solution, using the ring would require a move action to get it out of your pouch, a move action to put it on, and a move action to take it off. And it would fire continuously the whole time you wear it (maybe even if you're unconscious, which could be very bad) or until you (or someone else) takes a move action to remove it.

But if you want your Ring of Scorching Rays to sit there quietly on your finger, not burning up your home and village, and then when the time is right you activate the ring to scorch your enemies, then "command-activated" is the right solution.

And the good news is, by using this solution, you can save 600 GP and make the item one day faster than making the deadly and problematic use-activated version.

And finally, you cannot create Scorching Ray at Caster Level 2:

Pathfinder Core Rules, Creating Magic Items wrote:
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.

Since a wizard must be level 3 to cast Scorching Ray, the Caster Level of a Ring of Scorching Ray must be at least level 3. It's a small difference, but it's worth noting.

So SL 2 x CL 3 x 1,800 GP = 10,800 GP Base Price for this ring. You'll need 5,400 gp up front and 11 days to make the ring.

Also note, Vampiric Touch and Fireball both require Caster Level 5 when you put them into an item.

Scarab Sages

You've got unlimited use cantrips already for your *swing the sword* effect :p Fire of some rays of frost, or acid splash, whatever works for you.

Personally, I restrict my players to items that are written up in the pathfinder core rulebook.

The magic item creation section notes that the formulas are guidelines only, and should be compared to existing items to estimate prices.

A ring of scorching ray, aside from being a standard action to activate, is a 2nd level spell, which means a caster level of 3rd. Note that the minimun caster level for a spell is the minimum level at which you can cast the spell and craft the item. That's 3rd level for a 2nd lvl spell.

So you're looking at:

2*3*1800 (spell level times caster level times command word)

10800g /2

5400g to make

use activation is different from firing a ring. here's the relevant text from the book.

Use Activated: This type of item simply has to be used in
order to activate it. A character has to drink a potion, swing
a sword, interpose a shield to def lect a blow in combat, look
through a lens, sprinkle dust, wear a ring, or don a hat. Use
activation is generally straightforward and self-explanatory.

Also, using a ring to cast a spell isn't quite the same thing as casting the spell yourself. When used through the ring, you don't make an attack bonus yourself. The ring has its own bab that it uses to activate the spell. Check the ring of the ram.

The ring's caster level is its base attack bonus. So, with the above ring, you'd be making your attack roll with a total of +3 to add to the d20 roll. Also, you won't be able to apply any of YOUR feats or abilities to the spell, either metamagic or combat, so no empowered unless you build the ring to use it constantly, and no improved critical, no point blank shot, nothing else you might have either. Which means, at least, an additional -4 to hit when casting it into melee combat.

It's not really a combat viable concept. This is why most items that cast spells either use area spells, or self-buffing spells.

It looks to me more like you're just not happy with the amount of damage that your 1d3 ray of frost is doing, so you're looking for better damage without expending spell slots. You can always take arcane strike and use a melee weapon. But wizards shine as battlefield controllers. Cast Black Tentacles on the next group of bad guys you encounter, and giggle yourself to the bank :)


I seem to have ninja'd someone by 36 minutes. I wonder if I'm on ignore...


Thank you everyone for the input, I wasn't aware of such limitations. I haven't spent any feats for point blank shot or any or such attack options. Wasn't looking to use meta magic stuff with it either I wasn't looking to create a wizard who goes all warrior weapon focus like with shooting rays and such. Never really understood the thinking to do such.

Yeah, Cantrips worked fine on low level stuff but don't quiet cut the mustard at the middle to upp stuff. And I wasn't looking to create all these rings, just some ideas I had and wanted to ask my GM about.

I thought I read use activated as meaning the item user only has to use the item, in this case do so with desire for ring to work kind of mental command. No magic words, or any such thing. Just think "Burn" and point then its bacon time (Core book P 458, bottom right side).

I was aware of the ring limit of 2, change rings wouldn't have been view by me as no different than swaping out a weapon. I will keep up with my research. Any other things to keep in mind please let me know your thoughts.

Sovereign Court

"Use Activated" can be a bit of a fuzzy description. Is the "use" putting the ring on, twisting the ring on the finger, pointing your finger at the enemy, or just thinking "burninate"? Who knows?

Maybe it's just a difference of opinion, but I don't get why you have such an aversion to wands. The fighter needs a sword to slice his enemies, the archer needs a bow, so how it is any less "magical" for you to command flames to burst forth from a twig in your hand? You could take it one step further thematically, and think of the wand like a component of casting the spell, ala Harry Potter and his "swish and flick". Wand mechanics are already in place, no grey areas, there are even premade wands that do what you are looking for.

In fact, if you think of items as being extensions of the components of a spell, then things like Necklaces of Fireballs become options too.


Laughing Goblin wrote:

"Use Activated" can be a bit of a fuzzy description. Is the "use" putting the ring on, twisting the ring on the finger, pointing your finger at the enemy, or just thinking "burninate"? Who knows?

Maybe it's just a difference of opinion, but I don't get why you have such an aversion to wands. The fighter needs a sword to slice his enemies, the archer needs a bow, so how it is any less "magical" for you to command flames to burst forth from a twig in your hand? You could take it one step further thematically, and think of the wand like a component of casting the spell, ala Harry Potter and his "swish and flick". Wand mechanics are already in place, no grey areas, there are even premade wands that do what you are looking for.

In fact, if you think of items as being extensions of the components of a spell, then things like Necklaces of Fireballs become options too.

Well, in his defense, having rings do his dirty work kills two birds with one stone:

1) No charges to deal with. It's at-will (requiring a standard action.)
2) Doesn't require you to hold something in your hand. So effectively, you can still wield a weapon and a shield and fling spells from your rings.

Scarab Sages

DM Blake, I came from the past, to ninja you in the future!!! :P

Just another case of writing my post while eating/doing other things. I'd guess you posted right after I pulled up the reply tag :p


Okay So if I wanted to make ring of fire balls or lightning bolts but have it do a lower set of dice instead of 5d6 of a lvl 5 caster, how would I do go about scaling a ring thus?


VRDragon wrote:


Okay So if I wanted to make ring of fire balls or lightning bolts but have it do a lower set of dice instead of 5d6 of a lvl 5 caster, how would I do go about scaling a ring thus?

Technically, you can't. Not by RAW.

Alternatively, your DM might allow you, for the required price (Fireball = 3 x 5 x 1,800) to make it at CL 5 (minimum) or even lower if you want, but without reducing the construction price. So for 27,000 GP you could make a ring that casts 1d6 fireballs if you want. Or 5d6, or anywhere in between. I would allow that.

Or, alternatively, your DM might allow you to choose any caster level equal to your own level or lower, and make your ring accordingly, including pricing it based on the caster level. So a 1d6 ring of fireballs would be 3 x 1 x 1,800 = 5,400 gp. I doubt I would allow that (it seems to me that doing this could end up being game-breaking if somebody finds the right combination of a spell and low Caster Level that I didn't foresee). At the very least, I would take the disallow stance and let my players talk me into it on a case-by-case basis (the alternative being to allow it and then maybe have to veto when somebody finds a spell/CL combo that is game-breaking runs into too many arguments).

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