
| Goblin_Priest | 
 
	
 
                
                
              
            
            In my homebrew world, I've decided to use the Wild Magic planar trait for the Material Plane, which can be seen here: http://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Magic-Trai ts
My question, which would also apply to other planar magic traits, is if there is any ruling on how this affects crafting magic items? Say someone wants to brew a potion of cure light wounds, or craft a wand of magic missile, or anything of the like? Would a dead magic plane prevent those altogether? For wild magic, would it incur possible random effects at creation, or upon use? Or both? Any impact on creation cost or time?
I'm more than willing to homebrew myself a solution (as I homebrewed my old wild magic mishap table), but I was looking for something to base myself upon to help me decide how to proceed.

| Claxon | 
 
	
 
                
                
              
            
            There aren't rules to cover this because the material plane doesn't have the Wild Magic trait and since the players are assumed to spend most of their time on the material plane no one thought it important to cover such an event as crafting in a place with screwed up magic.
The lesson here is, when you go changing things don't be surprised when it creates additional problems you may not have anticipated.

| Goblin_Priest | 
 
	
 
                
                
              
            
            There aren't rules to cover this because the material plane doesn't have the Wild Magic trait and since the players are assumed to spend most of their time on the material plane no one thought it important to cover such an event as crafting in a place with screwed up magic.
The lesson here is, when you go changing things don't be surprised when it creates additional problems you may not have anticipated.
My world is special, sure, but the situation isn't. Most spellcasters, at high levels, can create demi-planes. They can change, among other things, the magic and time traits. Has really no one ever witnessed a player attempting to create a demi-plane with timelessness and enhanced magic? And while making the material plane itself different might not be common (though there is an abundance of threads on people making E6 low-magic settings through various means), the planes themselves, and all of their peculiarities, are very much an important part of the game rules and game worlds. Planar travel is available to mid level characters (lvl 9 clerics, for example). Though I'm not sure for Pathfinder, D&D had plenty of published books specifically for planar adventures. With all of this in mind, "how does crafting magic in planes with screwed up magic work" feels like a topic that should have been adressed somewhere, though perhaps not in official Paizo books.

| Claxon | 
 
	
 
                
                
              
            
            Your talking about a level of play most people never actually play at. A majority of games run only to about level 13, 15 at the highest and end.
Very few groups reach a point where such things are possible for players to control.
Enchanced and impeded are easy, its wild magic that is difficult.
Enhanced magic would allow you to create items at higher caster level than you normally could, but remember you have to pay for the higher caster level for the item. The higher the caster level of an item, the more it costs. Nothing about that changes.
For impeded magic, when making the crafting checks you would presumably also need to make the concentration check to successfully cast the spell for that day's worth of crafting progress.
Wild magic...is so inconsistent there isn't an easy way to determine what should happen while crafting.
I think the general answer to your question of "How do you deal with crafting magic items where magic is screwed up?" was "Wait until you're someplace where magic isn't screwed up (like the material plane usually isn't) and you have downtime to craft (instead of trying to craft while adventuring)."
However, you are removing the place that has normal magic.
It also doesn't help that magic crafting is controversial in the first place, and many GMs simply outright ban it or make it "fluffy" (in the sense that you can say you made it, but you don't save any money and you aren't required to spend any feats to have made it).
 
	
 
     
    