Batches of magic items


Homebrew and House Rules


I am considering a house rule that would allow characters to create a batch of identical magic items (e.g. cure light wound potions), with the number in the batch restricted by the daily limit on magic item production (e.g. 1000gp/day). This would allow somebody to create 20 CLW potions in a day instead of one.

I would appreciate opinions on whether this change would be game unbalancing.


With high crafting skill items can be created in less time (+10 DC) so effectively that increases the number created per unit of time. The Master Alchemist feat allows more doses of poisons to be created at the same time. There is also the downtime system which can provide more opportunities for crafting.

I think the single-item limits are so DMs can keep track of ongoing crafting activities better.


The first link is for mundane crafting, not magical. Magical crafting allows you to add +5 to the DC to double your speed but no more than that.

*Shrug* I'd be good with such a rule, personally. It makes things like Craft: Potion and Craft: Wand a little more palatable since they're normally close to useless.


Craft 40 potions today, spellcraft DC is only 11. Yeah, sign me up for that.

It raises a couple questions:
1. Do I only need one Cure Light Wounds spell, or do I need to cast it 40 times? I assume the former, but maybe the plan is that you need a team of clerics to all get in line to cast spells while you brew?
2. What happens if a player actually rolls low enough for a cursed item? Is the whole batch going to be cursed or only part of it? It would be funny to end up with 40 cursed potions because of one bad roll.


I used to do that. All the potions were being made in the same caldron. That's how Dresden brewed potions in the books. Delusion healing potions would be funny. "You feel all healed up."(Secret keeps track of current hit points). "You fall down. Roll to stabilize."


kestral287 wrote:
The first link is for mundane crafting, not magical. Magical crafting allows you to add +5 to the DC to double your speed but no more than that.

You're correct. I was thinking of the Master Craftsman feat which allows magical items to be created by non-casters. Also there are the "alchemical power components" from the Adventurer's Armory which can enhance spells.


DM_Blake wrote:

Craft 40 potions today, spellcraft DC is only 11. Yeah, sign me up for that.

It raises a couple questions:
1. Do I only need one Cure Light Wounds spell, or do I need to cast it 40 times? I assume the former, but maybe the plan is that you need a team of clerics to all get in line to cast spells while you brew?
2. What happens if a player actually rolls low enough for a cursed item? Is the whole batch going to be cursed or only part of it? It would be funny to end up with 40 cursed potions because of one bad roll.

1- I would make it a single casting.

2- The entire batch would be cursed in my game. Mass production has its downsides.

Goth Guru wrote:
I used to do that. All the potions were being made in the same caldron.

Do you no longer do it? Did it cause problems in your campaign?


Quorlox wrote:
DM_Blake wrote:

Craft 40 potions today, spellcraft DC is only 11. Yeah, sign me up for that.

It raises a couple questions:
1. Do I only need one Cure Light Wounds spell, or do I need to cast it 40 times? I assume the former, but maybe the plan is that you need a team of clerics to all get in line to cast spells while you brew?
2. What happens if a player actually rolls low enough for a cursed item? Is the whole batch going to be cursed or only part of it? It would be funny to end up with 40 cursed potions because of one bad roll.

1- I would make it a single casting.

2- The entire batch would be cursed in my game. Mass production has its downsides.

Goth Guru wrote:
I used to do that. All the potions were being made in the same caldron.
Do you no longer do it? Did it cause problems in your campaign?

Not at all. I haven't had a PC making potions since.

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