What is considered a spell completion item? What about spell-trigger items?


Rules Questions


Pretty much everything's in the title, I didn't find an exact range of items that could be considered spell completion or spell trigger items. Also, are spell trigger items all spell completion items ? Is a magical item considered a spell trigger item as soon as it allow the user to cast a spell that exists in one of the many spellcaster's spellbooks ?

Any clarifications welcome !


Scrolls are spell completion, and require the spell to be on your list and your stat and level to be high enough. Wands and staves are spell trigger, which just require the spell to be on your list. Barring a few exceptions which specifically say what they are, every other magic item is either use-activated, command-activated or continuous, all of which work for anyone, even if they don't cast spells.


Bobson wrote:
Scrolls are spell completion, and require the spell to be on your list and your stat and level to be high enough. Wands and staves are spell trigger, which just require the spell to be on your list. Barring a few exceptions which specifically say what they are, every other magic item is either use-activated, command-activated or continuous, all of which work for anyone, even if they don't cast spells.

Can I create a wondrous item, use-activated, command-activated or continous, that casts a spell I don't have in my spell list (provided I add 5 to the DC of that item's spellcraft check at creation) ?

And you didn't answer the following questions:

- Are spell trigger items also spell completion items ?

- Is a magical item also considered a spell trigger item as soon as it allow the user to cast a spell (for example, if a ring allowed me to cast wall of fire 3 times/day) ? Or are spell-trigger items specifically wands and staves ?


Basically spell completion items are one use items that Have class restrictions on them which makes them cheaper. Compare to potions which cost as much.

So yes your cleric can make a little ball when crushed that does shield for one minute. But it will be higher cost than a potion. Just realize the item creation rules have a big "dim adjust these prices as you see fit or just say no" written right into the rules.

So decide what you want, have your dim compare it to items that do similar things.

So using my little pellet example, since its basically duplicating a potion but getting past the no personal spells potion rule I might either say no or make it cost like 200gp per pellet.


BlackGyver wrote:
Bobson wrote:
Scrolls are spell completion, and require the spell to be on your list and your stat and level to be high enough. Wands and staves are spell trigger, which just require the spell to be on your list. Barring a few exceptions which specifically say what they are, every other magic item is either use-activated, command-activated or continuous, all of which work for anyone, even if they don't cast spells.
Can I create a wondrous item, use-activated, command-activated or continous, that casts a spell I don't have in my spell list (provided I add 5 to the DC of that item's spellcraft check at creation) ?

Yes.

Quote:
- Are spell trigger items also spell completion items ?

No, they're two separate things that have no relation to each other.

Quote:
- Is a magical item also considered a spell trigger item as soon as it allow the user to cast a spell (for example, if a ring allowed me to cast wall of fire 3 times/day) ? Or are spell-trigger items specifically wands and staves ?

No, spell trigger items are specifically wands, staves, and magic items which say that they're spell trigger items. Everything else similar would be command activated.

Basically, if the fighter can use it, it's neither spell trigger nor spell completion.


Spell completion (scroll) and spell trigger (wand/staff) items are not the same thing and they do not directly interact in any way. Something is either on or the other... or neither in the case of a +1 Longsword.

And yes, if you are trying to get around the restrictions of what can and cannot be made... and who can make it. Craft Wondrous Item is your friend. This is the group that makes many of the things that cannot be made anywhere else. But as Mojorat said... making anything that is not already published in a Paizo book is 100% up to the DM if it is allowed and how much it costs.

And to stop another long thread from going out... the magic item table cost chart is a guide to help a DM decide what to price something at in conjunction with the overall usefulness to the game based upon existing items. You cannot make an continues use bow tie of true strike for 2000 GP unless your DM is VERY generous or subject to bribes. ;)


Thanks for all these precisions, very helpful. And no, I didn't plan on bribing my GM to let me craft magical items at a fraction of the price, I just wasn't sure what fell into which category. :)


Following along on this thread, please clarify the following:

Divine spell caster with access to craft wonderous items feat. Said caster wants to craft a ring of protection from evil. Assuming he meets all material requirements, but does not have (can´t cast) the spell Protection from evil, can then he/she create a beautiful ring, increase the DC by 5 and without casting any spells create a ring of protection from evil ??

I am under the assumption that for a wonderous item to work, the effect (if it is a spell effect) that it is suppose to do needs the spell to be cast on the magic item.


(A ring would fall into the "Forge Ring" item creation feat, not wondrous item, but for clarity's sake, let's just pretend you said "ioun stone" instead of ring)


OK, but the idea is the same, if one creates an item (cloak, ring, boots, belt, hat, sword, armor, etc) and it is imbued with a spell like ability, wouldn´t that spell be needed to be cast on said object??

For example the necklace of fireballs states the following:

Construction Requirements

Craft Wondrous Item, fireball; Cost 825 gp (type I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)

So if i am a caster who does not have fireball as my spell, I can create a necklace and for an additional 5 to the DC create a necklace of fireball even though the creator can not cast the spell?!


The fighter with Master Craftsman can create a necklace of fireballs without being able to cast spells at all.


MagiMaster wrote:
The fighter with Master Craftsman can create a necklace of fireballs without being able to cast spells at all.

OK so then a 3rd level fighter (minimum of 3 ranks in craft) can some items throw them on a forge and bang on them to make a necklace of fire ball or slippers of spider climbing? Just like that without needing a fireball spell for the necklace or the spider climbing spell for the slippers?

I have always taken the aspect of creating magic to need the power of a spell to energize the item and to instill the function you are looking for. Thus if you want an item that will protect you from a certain element, the casting of resistance into the item was needed, same thing if you wanted the necklace of fireball, create the necklace and lace it with the power of a fireball spell to make it as such.

Based on what most are saying here there is no magic involved in making a magic item.


Yes, if you are missing a spell needed to make a magic item, you raise the DC by +5.

So taking the fireball as an example. To craft it normally you cast the spell Fireball while making you check and you are fine. If you do not have the spell the DC is harder because your crafter is "winging it" by trying to get the coals really hot and then adding in extra bellows at just the right time to get the same heat and flame effect of Fireball.

(Keep in mind it is magic and a game, so sometimes the rules are a little fast and loose to allow a dwarven fighter to make magic items. It may fit the lore of the race and the RP element the player wants so the rules came up with a way to allow it without being a wizard via a special feat and good skills.)


No, a 3rd level fighter cannot do so. The minimum is 5 ranks. The earliest the Fighter can take Master Craftsman is level 5. Then the earliest he can take a Craft feat is level 7. So, no (straight) fighter will ever have a Craft feat before level 7.

Now, with that said:

Level 7 Fighter is crafting Slippers of Spider Climbing. He does not have the spell spider climb.

He has a few options:
A) he has his buddy wizard provide the spell.
B) He uses a scroll or wand (with UMD) to provide the spell.
C) He increases the DC by +5 because he does not have the spell.

The fighter probably has: 7ranks, +1int, +3trained = +11 Craft score.

Slippers of Spider Climbing have a CL of 4. The DC is therefore 4+5 = 9.
If the fighter cannot provide the spell (with methods A or B listed above) then he must use method C and increase the DC by 5. This becomes DC14 to craft. DC19 if he wants to accelerate it.

- Gauss

P.S. The entire 'Master Craftsman' concept is based on the idea that Master Smiths should be able to make Magic Armor or Weapons without a wizard around. It is in many different fantasy lores that non-magical Smiths make magical weapons using special knowledge.


Don't forget that Master Craftsman itself gives a +2 bonus.

Anyway, yes, the spell is not needed unless it's a spell-trigger or spell-completion item. That means wands, scrolls, staves and potions do require the spell (and say so in their item crafting sections), while wondrous items, arms and armor, rings and rods do not (though a Master Craftsman can't make rods).

You might also consider that a necklace of fireballs or slippers of spider climbing don't actually cast the spells. Instead they create effects very similar to those spells. Using the spell during creation makes things easier, but it isn't required.

Edit: Also, just because it's not Magic, doesn't mean it's not magic. (Discussion on that here.)


Ahhh yes I did forget that. Thanks MagiMaster.

- Gauss


Wow, surprise. Tricking my GM ? Naaah. But he decided to not only keep the +5DC per missing spell, but you'll also need a potent magical component; want a necklace of fireballs and you don't have "fireball" in your spell list ? You better have a red dragon heart in your pocket aswell, now. Or how to make any other class than Wizard or Cleric unable to craft anything that they might find useful.

Aaah, houserules ... as if magical item creation wasn't already a PITA.

Anyway, enough whining, thanks for all of your clarifications, it just seems it wasn't enough for my GM.


Sorry to hear that BlackGyver. I would probably not take the feat at that point. Its one of the reasons why I always check with the GM BEFORE I take any item crafting feats to find out how they deal with them. If I dont like what I hear, I go a different direction.

- Gauss


Far too many GMs have something against item creation or at least that's the impression I get from reading this forum. I agree that it's best to get everything out of the way up front so you don't waste resources in and out of character on the issue.

Your GMs particular houserule doesn't sound too bad as long as:
- The expensive and rare components count towards the item creation costs. How much is a red dragon heart worth? Probably enough for a high-level necklace. A fire mephit's heart might be more appropriate for a weak one.
- Components in the appropriate price range can be bought. After all, if the local Master Craftsmen need these things to make their items, someone will be selling it to them.


MagiMaster: Even if the GM has no problem with item creation it may not work well in his game. Perhaps the game will never have sufficient time for crafting. Perhaps the GM will not reward item crafting (WBL issues). In either case, it is not worth the feat.

- Gauss


I agree with Gauss. You have no way of knowing what he will come up with next to try to stunt your crafting.


Just in case I am the GM of the above mentioned game. For the longest I have always played that to create a magical item, something needs to infuse the object with the energies to create it. In many games I have always scavenged what I can from kills as they make great magical components, recall the old stories where "eye of newt and wing of bat" were needed :-)

In the above example I informed the player that just a mechanical +5 to make a piece of metal magical was not enough. The group he is with just killed a hell hound and I have encouraged players to look into the kills to obtain components. In this case the heart of a hell hound, the pelt, the blood, etc are all great components to be used in the event that you do not have the required spell. The example of the dragon is a bit extreme, but maybe that would be needed to create an Orb of the Dragon, which would allow control of a dragon of the type of heart you have. All this figures into the role-playing aspect that I normally try to play by.

There are a few stories in mythology and fantasy where having the part of a creature is needed to create or break something magical and I just love playing up to those old stories.

So the bottom line was that the +5 mech addition just did not do it for me, if you just want to roll-play, then I guess it would work, but if you want to role-play, then i ask that you look into how (or what) you can use to supplement the spell you do not have.


Mage4fun: So what you are saying is 'provide me a roleplay reason that is also mechanical'. Fine, 'blood of a hellhound' could be part of the existing crafting costs. Then it is both RP and mechanical.

The mechanics are trying to simplify things. They do not presume that 'blood of a hellhound' is not added to the mix. That is left to the GM. They do presume that all materials that are required are included in the crafting cost. Even if that cost is just a GP total. Nothing states what that crafting cost is beyond just a GP total so it could be anything, including 'blood of a hellhound'.

For all we know anyone who crafts magic items takes a trip to the local 'strange creature body parts' shop and use the body parts purchased there in the item creation as the crafting costs. That is up to the GM. It does not change the mechanics. You are changing the mechanics in your attempt to add RP. Perhaps provide a GP value for the body part salvaged that contributes to the crafting cost.

- Gauss


Gauss wrote:

Mage4fun: So what you are saying is 'provide me a roleplay reason that is also mechanical'. Fine, 'blood of a hellhound' could be part of the existing crafting costs. Then it is both RP and mechanical.

The mechanics are trying to simplify things. They do not presume that 'blood of a hellhound' is not added to the mix. That is left to the GM. They do presume that all materials that are required are included in the crafting cost. Even if that cost is just a GP total. Nothing states what that crafting cost is beyond just a GP total so it could be anything, including 'blood of a hellhound'.

For all we know anyone who crafts magic items takes a trip to the local 'strange creature body parts' shop and use the body parts purchased there in the item creation as the crafting costs. That is up to the GM. It does not change the mechanics. You are changing the mechanics in your attempt to add RP. Perhaps provide a GP value for the body part salvaged that contributes to the crafting cost.

- Gauss

But that is what I don´t want to do. I don´t want all things done with just "roll a dice and I am done". The excitement of knowing that you can make this if you can get the heart of a hag, or the quill of a manticore, these are the things that can help a game just happen or the reason to tie in several strangers to accept a quest (adventure). I want the PCs to feel like they are doing something more then just rolling dice and trying to out do each other or the GM. I have played where I will allow most things that go completely against the "rules/guidelines" of the game, but at that moment it is what makes the moment fantastic.

I guess I expect the game to create magic in the minds of the players and not just a chance that a die roll will make the decision for you :-(

Grand Lodge

Thazar wrote:

Yes, if you are missing a spell needed to make a magic item, you raise the DC by +5.

So taking the fireball as an example. To craft it normally you cast the spell Fireball while making you check and you are fine. If you do not have the spell the DC is harder because your crafter is "winging it" by trying to get the coals really hot and then adding in extra bellows at just the right time to get the same heat and flame effect of Fireball.

(Keep in mind it is magic and a game, so sometimes the rules are a little fast and loose to allow a dwarven fighter to make magic items. It may fit the lore of the race and the RP element the player wants so the rules came up with a way to allow it without being a wizard via a special feat and good skills.)

You can wing it with a lot of types of magic items. However you MUST have the spell if you're doing wands and scrolls. there's no dodging that.


Mage4Fun: Right, I agree with you on RP stuff. My point is that I think there are ways to do that inside the rules. Roleplay the hunt for the resources to make a magic item. However, do not require 'extra' resources that are not required by the rules.

Of course, it is your game and you can do what you want. I am just saying that RP does not have to violate mechanics and still be RP.

- Gauss


?? gauss ??
I think we have a miscommunication here. I was working this out that if the person creating the wonderous item does not have the spell required, that they can substitute with something close to the spell. I am not saying that if an item requires X GP, materials, and Fireball, that you need that and the blood/heart of a hell hound, rather that if you do not have the fireball spell then supplement this with the heart/blood of the hell hound instead of just saying +5 to the DC and that is it.

As to the substitute materials, obtaining them can be the group meeting and killing a monster that fits the needed material, maybe the old crone that lives alone in the woods that people call, The Witch". Maybe said witch will give you the skin of a dopple ganger if you but bring her a white rose form the palace gardens.

These are all just ideas to get the PCs to have fun and play within the game instead of just rolling dice.


Perhaps there is a miscommunication.

Rules state: X GP (the RP on that is not set), Materials, and Fireball. If you do not have Fireball increase DC by +5.

From what I understand you are ammending the part about not having fireball by adding 'and must have the blood of a hellhound'. At that point you ARE modifying the rules.

My position is that you do not need to modify the rules. Just roleplay out the acquisition of the GP amount of materials. Do not add a whole extra component.

It is a subtle difference and one that may not actually mean anything to your players but it is a difference in the mechanics. You are adding another item prerequisite. Just like the Masterwork property is required in making a +1 Long Sword you are requiring 'the blood of a hellhound'. That crosses from RP to mechanics.

Note: Blood of a hellhound is one example you used earlier that I can point to. I am sure other examples can be provided.

Personally, if a GM I was playing with made Crafting significantly more difficult than the rules intend I would have to seriously question whether or not I would take Craft feats with that GM ever again. Crafting is intended to be easy. Note: I am not saying you are making it more difficult. I am not at your table so I do not know how hard or easy you are making these extra requirements. But, I have seen GMs add extra requirements in the past all for 'RP' and it makes certain abilities just not worth it.

- Gauss


Gauss wrote:

Perhaps there is a miscommunication.

Rules state: X GP (the RP on that is not set), Materials, and Fireball. If you do not have Fireball increase DC by +5.

From what I understand you are ammending the part about not having fireball by adding 'and must have the blood of a hellhound'. At that point you ARE modifying the rules.

My position is that you do not need to modify the rules. Just roleplay out the acquisition of the GP amount of materials. Do not add a whole extra component.

It is a subtle difference and one that may not actually mean anything to your players but it is a difference in the mechanics. You are adding another item prerequisite. Just like the Masterwork property is required in making a +1 Long Sword you are requiring 'the blood of a hellhound'. That crosses from RP to mechanics.

Note: Blood of a hellhound is one example you used earlier that I can point to. I am sure other examples can be provided.

Personally, if a GM I was playing with made Crafting significantly more difficult than the rules intend I would have to seriously question whether or not I would take Craft feats with that GM ever again. Crafting is intended to be easy. Note: I am not saying you are making it more difficult. I am not at your table so I do not know how hard or easy you are making these extra requirements. But, I have seen GMs add extra requirements in the past all for 'RP' and it makes certain abilities just not worth it.

- Gauss

Yes I guess I am modifying them, but my intent was to replace the mechanical +5 to DC with something a that makes a bit more sense (in my mind).

Let me see if this clarifies a bit:

Person wants to create a necklace of fireballs (type I), requirements are craft wonderous item, fireball (spell I presume), and 825GPs. If you have these then you can craft the item. If you don´t then you can´t. Now there is a rule that states that if you do not meet the requirement add a +5 to the DC and you can make it.

So I need Craft Wonderous Item
I also need Fireball (spell I presume)
and I need 825GPs in material

Without being a spell caster or not having that spell
I need Craft Wonderous Item
+5 to DC
825 GPs

What I was looking at was to do something like this:
Need Craft Wonderous Item
825 GPs
And a substitute for the spell (in this case Fire Lizard Heart, hell hound blood, or some such thing associated with fire).

If multiple spells or spell like effect are required and the person creating does not have it, then I can add the +5 to the DC after the first requirement is satisfied. So if the example above required those 3 things and resist fire, then they would like this:

Need Craft Wonderous Item
825 GPs
And a substitute for the spell
+5 DC


I see, you want to swap the +5 DC for a special component. Not a bad option. In fact I like it. Houserule all the same and if the component is not readily available then I might have a problem with it as a player. Of course, a player's definition of readily available is variable but you know what your players will tolerate. :)

- Gauss


@Gauss, If crafting isn't right for the current game, that needs to be stated up front. Most of the posts I've read don't suggest this problem has anything to do with a specific campaign.

@mage4fun, The problem is that that does make crafting harder for your players. The original method does not require them to spend large amounts of in game time and energy tracking down these rare items. Your method does. That 1 day necklace (less than 1000 gp) just became a 1 week necklace and they may not have that kind of time.

Also, if they went and commissioned this necklace, the NPCs could probably do it in a day, since you'd likely rule they have the appropriate spell for simplicity sake. Except now the NPCs are better crafters than the players. (The in game reasons for this aren't important. The consequences are.)

As per my previous post, to make this acceptable, you need two things:
- These rare items are presumably worth something. That should count towards the GP requirement as well as anything else. (Actually, you could leave the +5 in there if they counted towards the GP. A +5 is usually not a significant increase in difficulty.) This way, they players will view these items as treasure and actively seek them out. It also means they have the chance to sell it if it turns out they can't find a use for it. (It'd be fair for for such stuff to sell at half price.)
- Some cheaper items should be purchasable. If the players are level 12 and want to make a wand of cure light wounds, are they really going to have to go hunting for fairy dust? The crafting cost is only 375 gp. Use the settlement rules and roll to see if they can find someone with some fairy dust for sale. Expensive stuff won't be available in most cases, but the cheap stuff should be. (Of course, this means that the cheap stuff will just be roll-the-dice-and-its-done, but do you really want to deal with a new quest for every single trinket?)

Also note that if you do this, there's still Use Magic Device that can bypass your entire system. So the rogue with Master Craftsman and UMD will be a better crafter than the paladin of Torag. The person with UMD will just go by a scroll of fireball and skip the quest. (Another reason cheaper components should be buyable.)


MagiMaster wrote:

@Gauss, If crafting isn't right for the current game, that needs to be stated up front. Most of the posts I've read don't suggest this problem has anything to do with a specific campaign.

@mage4fun, The problem is that that does make crafting harder for your players. The original method does not require them to spend large amounts of in game time and energy tracking down these rare items. Your method does. That 1 day necklace (less than 1000 gp) just became a 1 week necklace and they may not have that kind of time.

Also, if they went and commissioned this necklace, the NPCs could probably do it in a day, since you'd likely rule they have the appropriate spell for simplicity sake. Except now the NPCs are better crafters than the players. (The in game reasons for this aren't important. The consequences are.)

As per my previous post, to make this acceptable, you need two things:
- These rare items are presumably worth something. That should count towards the GP requirement as well as anything else. (Actually, you could leave the +5 in there if they counted towards the GP. A +5 is usually not a significant increase in difficulty.) This way, they players will view these items as treasure and actively seek them out. It also means they have the chance to sell it if it turns out they can't find a use for it. (It'd be fair for for such stuff to sell at half price.)
- Some cheaper items should be purchasable. If the players are level 12 and want to make a wand of cure light wounds, are they really going to have to go hunting for fairy dust? The crafting cost is only 375 gp. Use the settlement rules and roll to see if they can find someone with some fairy dust for sale. Expensive stuff won't be available in most cases, but the cheap stuff should be. (Of course, this means that the cheap stuff will just be roll-the-dice-and-its-done, but do you really want to deal with a new quest for every single trinket?)

Also note that if you do this, there's still Use Magic Device that can bypass your entire system. So the...

I am not sure how UMD can work toward creating magical items ?

As to the materials, I have always tried to let PCs nkow that if they kill a magical beast/animal/whatever, that parts of the body will/can fetch gold. I always ran games in which wizards who may not feel comfortable adventuring would pay with large amounts of gold or other magical items for rare components from magical critters.

Imagine what a wizard would pay for the central eye of a beholder, or for the horns of a Balor? Adventures in which compensation can be gained not only for going and finding the treasure, but also for the parts that you can bring back to sell (or use yourself if you need them).


UMD lets non-magic users cast spells from scrolls, which is enough for the creation of a magic item. Since scrolls are easier to obtain than rare components, anyone with UMD should prefer it over trying to quest for materials.

It's good the components are worth money. That also means you already have some idea of what they're worth. Do you allow that worth to count towards the GP requirements for magic items?


MagiMaster wrote:

UMD lets non-magic users cast spells from scrolls, which is enough for the creation of a magic item. Since scrolls are easier to obtain than rare components, anyone with UMD should prefer it over trying to quest for materials.

It's good the components are worth money. That also means you already have some idea of what they're worth. Do you allow that worth to count towards the GP requirements for magic items?

I have in the past based on the rarity of the item. For example, some necromancer may pay 10GPs for the tongue of a ghoul, but upward of 100GPs for some vampire dust. The greater the risk associated with the component required the greater the cost. I have also worked that the mundane item in question (ring, shoes, cloak, ect) does not have to be of masterwork quality if the component used is of very rare type. The way I have played it is that the power of the magical component can out weigh the value of the material items and cost needed.

Here is an example, player want to create a lesser mask of giants with these requirements:

Craft Wondrous Item, giant form I; Cost 15,000 gp (lesser), 45,000 gp (greater)

You can go the normal way and use the 15,000 gold and spell needed or you can substitute the giant form with the heart of a troll and 15,000 gold to create the same lesser mask, but if while doing this you instead use the heart of a storm giant, I would say that as you go thru the process of creating the lesser mask, the fact the heart of a storm giant was used, the mask turn out to be a mask of giant, greater. This is to reflect that the heart of a storm giant is a much more potent item then the heart of a troll.

I just like to do this to add flavor and imagination into the game. Mind you that this does not mean it will always happen, but if the PCs role play well, then these things happen to them :-)


Sorry for the late reply. I've been out of town.

Anyway, I've got to ask, if they decided to sell the troll heart, how much would it be worth?

The way you're describing things is not too bad mechanically, but it is fairly arbitrary and does increase the difficulty in crafting magic items. You're replacing something that's supposed to be quick and easy (+5 DC, get a scroll, etc) with something potentially expensive and rare (monster parts). Don't be surprised if people decide they don't want to deal with it.

Also, how strictly do you stick to WBL? I know it's probably unlikely to be a problem, but there are some GMs on this board that stick to WBL way too closely and under such GMs getting a greater mask when you wanted a lesser one wouldn't be a good thing. (You'd be stuck with no new gear for quite a while.)

You could probably make this simpler on both yourself and your players if you just said the monster parts had a value that counted as gold for crafting.

Liberty's Edge

MagiMaster wrote:


Your GMs particular houserule doesn't sound too bad as long as:
- The expensive and rare components count towards the item creation costs. How much is a red dragon heart worth? Probably enough for a high-level necklace. A fire mephit's heart might be more appropriate for a weak one.
- Components in the appropriate price range can be bought. After all, if the local Master Craftsmen need these things to make their items, someone will be selling it to them.

It is a perfectly reasonable idea, the problem are:

1) keeping tack of the value and effects of the different monster parts (no "if you are level 1 so a the residue from a small small fire elemental has high power but if you are level 10 you need a elder elemental residue to get the same effect")
2) the effect of this change on monster treasure. If the dragon heart has a market value it affect the reward for slaying the dragon.

In 3.5. I used a similar rule to reduce XP costs for creating magic items. When using the right body part from an appropriate monster you did get a XP cost rebate, based on the monster CR.
Relatively simple but it still required constant GM evaluation of what was appropriate.


Tying it to the CR is probably a good idea. It simplifies a lot of things, but shouldn't be too unbalancing.

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