The Alexandrian

This article originally appeared in the August 2002 issue of Campaign Magazine. It originated as a set of house rules I used in my original 3rd Edition campaign. Its stripped down simplicity should make it widely applicable to most D20-based games (including 3.5 and PF).

This alternate system for magic item creation scraps the original item creation feats (found in the core rulebook) and replaces them with an alternate set, consisting of Scribe Scroll, Brew Potion, Enchant Wand, Enchant Magic Arms and Armor, Enchant Magical Items, Enchantment, and Major Enchantment.

The system defines five types of magic items:

Scrolls. A one use device for storing spells usable by spellcasters. This typically takes the form of written parchment, but this is not necessarily the case.

Potion. A one use device for storing spells usable by anybody. However, a potion must affect only the person using it (although the affect may allow the user to effect others, such as a potion of fire-breathing). Potions almost always take the form of a liquid which is activated by drinking.

Wands. Stores a single spell with 50 charges (with each charge allowing the user to use the wand’s spell one time). Wands usually take the form of a thin baton.

Magic Arms/Armor. Magical weapons, armor, and shields. Although arms and armor can actually be used as the focus for many types of items (for example, a sword could be enchanted as a wand), this category specifically applies to only two things: (1) Creating weapons or armor with magical bonuses; and (2) Creating weapons or armor with special abilities.

Magical Items. A catch-all category containing everything else (including items previously defined as wondrous items, rods, rings, and staffs).

The system defines three types of feats:

Basic Creation Feats. Scribe Scroll and Brew Potion are basic creation feats. Spellcasters can use Scribe Scroll and Brew Potion with nothing more than the feat, the spell, and the necessary materials.

Enchant Feats. Enchant Wand, Enchant Magic Arms and Armor, and Enchant Magical Items are the three Enchant feats. These feats represent the spellcaster’s basic knowledge of how to create a specific type of item.

Enchantment Feats. Enchantment and Major Enchantment are the enchantment feats. Enchantments are broke into three categories: Minor enchantments (spell levels 1-3), enchantments (spell levels 4-6), and major enchantments (spell levels 7-9). A spellcaster can create an item requiring only a minor enchantment (for example, an amulet of natural armor) with nothing more than the appropriate enchant feat and spell (in this case, Enchant Magical Item and barkskin). If a spellcaster wishes to create an item requiring an enchantment or major enchantment (for example, a wand of ice storm) the spellcaster must have the appropriate enchant feat, the appropriate spell, and the appropriate enchantment feat (in this case, Enchant Wand, ice storm, and Enchantment).

In general, creating items in the new system is identical to creating items in the original system – except that the prerequisites for creating an item now use the new feats instead of the old (as described above). (See the accompanying table for a quick conversion if the appropriate feat is not readily apparent for some reason.)

NEW FEATS

SCRIBE SCROLL
You can create scrolls, from which you or another spellcaster can cast the scribed scroll. A scroll is a one use device for storing spells usable by spellcasters. This typically takes the form of written parchment, but this is not necessarily the case.

Prerequisite: Spellcaster Level 1st+

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost to the creator. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

 

BREW POTION
You can create potions which carry spells within themselves. Potions are a one use device for storing spells usable by anybody. However, a potion must affect only the person using it (although the affect may allow the user to effect others, such as a potion of fire-breathing). Potions almost always take the form of a liquid which is activated by drinking (although some potions are known as elixirs, and magic oils are activated by rubbing them on the body).

Prerequisite: Spellcaster Level 3rd+

Benefit: You can create a potion of any spell of 3rd level or lower that you know and that targets a creature or creatures. Brewing a potion takes 1 day. When you create the potion, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level multiplied by its caster level multiplied by 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.

When you create a potion you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost to the creator. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

 

ENCHANT WAND
You can create wands, which cast spells. A wand stores a single spell with 50 charges (with each charge allowing the user to use the wand’s spell one time). Wands usually take the form of a thin baton.

Prerequisites: Spellcaster Level 5th+

Benefits: You can create a wand of any spell of 4th level or lower that you know. (You must possess the Enchantment feat to create wands with 4th level spells.) Crafting a wand takes 1 day for each 1,000 gp in its base price. The base price of a wand is its caster level multiplied by the spell level multiplied by 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing half of this base price.

A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost to the creator. In addition to the costs derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

 

ENCHANT MAGIC ARMS AND ARMOR
You can create magical weapons, armor, and shields – enchanting them with magical bonuses or special abilities.

Prerequisite: Spellcaster Level 5th+

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. (You must possess the Enchantment or Major Enchantment feats to create an item with prerequisite spells of 4th level or above.) Enchancing a weapon, suit or armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit or armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing half of this total price. (See the core rulebooks for descriptions of magic weapons, armor, and shields, the prerequisites associated with each one, and prices of their features.)

You can also mend a broken magic weapon, suit or armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enchant that item in the first place.

The weapon, armor, or shield to be enhanced must be a masterwork item that you must provide. (Its cost is not included in the above cost.)

 

ENCHANT MAGICAL ITEMS
You can create miscellaneous magic items – including rods, staffs, rings, crystal balls, and others

Prerequisite: Spellcaster Level 5th+

Benefit: You can create any miscellaneous magic item whose prerequisites you meet. (You must possess the Enchantment or Major Enchantment feats to create an item with prerequisite spells of 4th level or above.) Enchanting a miscellaneous magic item takes 1 day for 1,000 gp in its price. To enchant a miscellaneous magic item, the spellcaster must spend 1/25 of it the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken miscellaneous magic item if it is one that you could create. Doing so costs half the XP, half the raw materials, and half the time that it would take to enchant that item in the first place.

Some wondrous items incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or mend a broken one.

 

ENCHANTMENT
You are capable of enchanting items requiring more powerful spells.

Benefit: You can create magic items requiring prerequisite spells of 4th-6th level.

Normal: A spellcaster without the Enchantment feat can only create magic items with prerequisite spells of 1st-3rd level.

 

MAJOR ENCHANTMENT
You are capable of enchanting items requiring the most powerful spells.

Benefit: You can create magic items requiring prerequisite spells of 7th level or higher.

This material is covered by the Open Gaming License.

2 Responses to “Advanced D20 Rules: Alternate Magic Item Creation”

  1. Debby says:

    You’d have Sean K. Reynolds ripping his hair out over the misuse of “enchantment,” as it specifically refers to spells of that school. He had a whole rant about that years’ back and it suck in my mind. That’s why one does not “enchant” magical items but “create” them. Just thought I’d mention it.

    The only thing that limits spellcasters is their need for feats. By reducing the number of feats necessary, aren’t you making them even more powerful? It’s probably not that big a deal but I’m always leery of powercreep in my games.

  2. Justin Alexander says:

    This system basically eliminates Craft Rod, Craft Staff, and Forge Ring, effectively folding those feats into the Enchant Magical Items feat (which also includes Craft Wondrous Items). On the reverse side, it requires two additional feats to enchant more powerful items.

    Hypothetically, this reduces the number of feats a truly versatile item creator requires. What I found in practice in my 3E games, however, was that most item creators would just take Craft Wondrous Item and use it to create the items they wanted. They couldn’t create anything specifically to fill a ring slot, but pretty much anything else they wanted could be conceived as a wondrous item. No one ever took Craft Rod, Craft Staff, or Forge Ring in my campaigns unless they needed it for a prestige class.

    So, basically, no, I haven’t found that this system causes spellcasters to become even more powerful. In fact, the primary feedback I got was from many people who felt it was a net penalty to spellcasters, who needed to invest in those two extra feats to make items with higher level spells. (This is particularly true for spellcasters who are just using Scribe Scroll to greatly increase the versatility of their spell selection.)

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