| Maese Mateo |
According to the Magical Item Creation Rules a spellcaster can make objets he doesn't have the Requirement for (save for the Feat to craft the item in the first place).
Does that mean a Druid can make an Incense of Meditation even if he doesn't have the Maximize Spell feat nor the Bless spell or that a Lv8 Wizard can make a Necklass of Fireball VI even when he can't cast such a powerful Fireball yet (or maybe even doesn't have the Fireball spell in the first plase) for as long as both of them increase de DC +5 for every missing Requirement? I mean, not they only lack the Requirements, they even have a lower Caster Level than the objet they are making.
Isn't that a little bit overpowered? What am I missing here?
| Adam Moorhouse 759 |
Yes, for wondrous items. Caster level pretty much just sets the craft DC.
Wands, Potions, Scrolls, and Staves (anything that directly casts a spell) requires you to have the spell, and be the right caster level.
Armor and weapons require you to be a certain caster level for a given plus, or have a feat to get around it.
Read the section for the specific type of thing to be sure.
| Kaisoku |
The FAQ entry on the caster level of Pearls of Power pretty much states the official stance on it.
The necklace of fireball has no "cast the spell of a particular level" requirement, so it should be fine to make such an item.
However...
Going by the gamemastery section, talking about wealth per level (and the assumed wealth spent on a particular item or resource), the total of your disposable items should only be around 15% of your total wealth.
The 8100gp market price necklace with a 10d6 bead means at least 4k gold on a disposable item... which is around 8th level to be comfortable.
The feat basically lets you get access to a few items earlier than normal.
Granted, a person could dump all his cash on hand into it and get one around (lets be a little realistic) 5th or so. But that means he has a couple fireballs and then he's out of magic items to keep up.
The need for the "big six" (stat booster, various ac, saves, etc) makes it so this kind of thing doesn't really fly in practice. The player might dominate a single encounter (or a couple) in a way he shouldn't... and then he's got a gimped character for quite a while.
Not to say that your ruling Diego, as a houserule, wouldn't be bad off. At least it would help curb the players from making a mistake.
| Kaisoku |
Considering the conditions to properly craft magic items fulfill the "When your character is not in immediate danger or distracted" clause of taking 10, I don't see why not.
If a 10 will succeed, then it's the very reason taking 10 is an option. Taking 20 has the "catastrophic failure" bit, so no on the taking 20 thing... also the time involved might approach insanity at higher level items. Taking 10 can allow for bad failures if you rolled lower, but that's the point of taking 10. When you *could* fail (and bad), but you aren't being distracted and a 10 is *enough to pass*, then the act is routine and taking 10 is allowed.
Use Magic Device states specifically that taking 10 isn't an option. Spellcraft, and the crafting rules, don't mention anything of the sort.
However, pushing that caster level and lack of requirements and fast crafting can make taking 10 no longer an option for success.
I mean, a headband of mental superiority requires 3 spells, and a caster level 16. If your character doesn't have any of those spells (why get them, if you intend to have the magic item anyways.. especially if you have a limited spell list), then you can be looking at a DC 41 to craft at speed.
Note also that even a +2 headband would take 16 days to make normally, so not crafting fast might not be an option depending on the game (8 days is bad enough).
Craft on the road and it'd be 32 days (or 16 even, at fast crafting speeds).
At lower levels, gold is a huge limiter. At higher level, time is the huge limiter.
Most Adventure Paths really don't allow for most high level crafting (Kingmaker being the exception to that rule).