The Alexandrian

Posts tagged ‘advanced D20 rules’

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True Rituals (Exofont - Joe Bush)

True rituals are very complicated spells that are the stuff of legend. They are far beyond the power of any single spellcaster and can only be cast in ritual form. They cannot by further augmented by any feats or other abilities. True rituals combine all aspects of magic and have no schools of magic associated with them.

True rituals are cast as normal spells with the exceptions detailed below.

TRUE RITUAL COMPONENTS

All true rituals have verbal, somatic, material, and experience cost components. Each member of the ritual must pay the experience cost. If the ritual is using proxy ritual members to cast the spell (see below), the experience cost of the replace caster(s) is divided equally among the normal casters who are participating in the true ritual. If the experience cost lowers one of the caster’s levels, the lost level must come from the caster’s primary spellcaster class.

CASTERS REQUIRED

Each true ritual has a minimum number of required casters. Each caster must have the spell prepared in the usual fashion at the time of casting. True rituals are prepared in lieu of one of the caster’s spells of equivalent level.

With multiple casters, the power of the ritual is increased. Use the level of the highest caster in the group and add the number of other casters (not proxies) participating in the true ritual to determine the effective caster level. The ritual’s effects are based upon this effective caster level.

PROXIES

Some true rituals allow a proxy in place of one or more of the required casters. The proxy section of a true ritual details who can replace a required caster during the ritual. Proxies cannot replace every caster: There must be at least one spellcaster to lead the ritual.

SAVING THROW

True rituals have more power behind them, which in turn makes them more difficult to resist. Any saving throw against a true ritual has a DC of 15 + the level of the spell + the relevant ability modifier of the highest-level caster participating in the ritual.

COUNTERING RITUAL MAGIC

Dispelling or countering augmented and combined ritual castings of a spell is similar to countering a normal casting of the spell. Of course, the longer casting time offers a larger window of opportunity to disrupt the spell. Throughout the casting, observers get a Spellcraft check (DC 18 + the spell’s level). The DC is slightly higher due to the changes in the prolonged casting, but the longer casting time allows for a retry of the check each round. Using dispel magic to counter an augmented or combined ritual casting is much easier due to the delicate and extended manipulation of the magical energies involved. The dispel check goes against a DC of 6 + the spell’s caster level if the dispel check is made during the casting of the ritual spell.

As with countering metamagic feats, any additional effects or added levels are not taken into account when counterspelling a ritual casting. A regular cone of cold spell counters a ritually enhanced cone of cold.

True rituals cannot be countered with knowledge of the true ritual in question: The preparations are too long and complicated to enact even throughout the hours of casting time required. True rituals can easily be disrupted, however, through combat, distraction, or other means. Unlike augmented or combined ritual castings, any dispel magic checks to counterspell a true ritual go against a DC of 15 + the caster level of the true ritual’s highest-level caster.

RESEARCHING ORIGINAL TRUE RITUALS

Any spellcaster who can cast a true ritual can attempt to create a new, original true ritual. Creating a true ritual, however, is much more demanding than creating a normal spell.

Like the research of a regular spell, the creation of a true ritual requires access to a well-stocked library for a wizard and meditation, prayer, and sacrifices in a major temple or blessed location for clerics and druids. A wizard’s library must be comprised of books, treatises, and manuscripts totaling at least 50,000 gp in value. Magical items and spellbooks do not count toward this total for the personal library’s value.

The research must be conducted by at least three spellcasters of the same type  (arcane or divine) who collaborate on the ritual’s research. During the research, each of the spellcasters must pay 1,000 gp per week with a minimum of one week per effective level of the true ritual. This money goes into the same fees, experimentation, and components that regular spell research consumes. At the end of the research period, each of the researchers makes a Spellcraft check against a DC of 20 + the spell level. If all the researchers succeed, the new true ritual has been successfully created (assuming the spell is viable). If any of the researchers fail, however, they must all go through the research process again if they wish to keep attempting to learn the true ritual.

The criteria for a viable true ritual are entirely dependent upon the requirements of the DM. Use the guidelines for new spell creations found in the core rulebooks. Compare any new true ritual concept with those presented in this chapter.

The following elements are required for all true rituals:

  • A minimum of three casters is required to perform a true ritual. More may be required depending on the ritual.
  • The ritual must have an experience point cost to cast. Higher experience point costs can balance the power level of some true rituals.
  • The number of casters required to cast a true ritual is also the number of casters that are required to research the ritual. Requiring a higher number of creators can also serve to balance the ritual’s power level, though not as much as an experience point cost (and not if the PCs acquire the ritual through means other than research).

Magic Circle (Sigil Font - Joe Bush)

This material is covered by the Open Gaming License.

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Magic Circle (Sigil Font - Joe Bush)Under the direction of a single spellcaster, a group of individuals can work together to generate greater spell effects. Similar to the use of augmented ritual casting, the primary caster uses ritual casting to enhance the basic prepared spell (or a free spell slot for a bard or sorcerer). Although groups with like magic (divine or arcane) work best together, anyone can assist with the performance of the ritual (although the lack of precision by non-spellcasters adds to the chance of failure).

Combined ritual casting works differently than augmented ritual casting: The caster and participants do not need to have an understanding of metamagic feats. Instead, the leader of the combined ritual casts the spell to be modified, and the auxiliary members of the ritual contribute their will, desire, and life energies to supplement the overall power of the spell.

This supplementary power is used as bonus levels that are split between the different aspects of the spell. Each aspect of a spell that varies with caster level (range, number of targets, area, duration, damage dice, etc.) is treated as a separate category that can be increased with bonus levels generated by the combined ritual casting. The supplementary bonus levels provided by the ritual casting cannot violate the restrictions or limits of the spell. For example, a combined ritual casting of fireball cannot exceed the spell’s 10-die maximum for damage.

The leader (who casts the actual spell) uses their caster level as the starting level in each category of the casting. The total bonus levels, as shown on the table, are then divided up and added into each category as the primary caster chooses. The caster’s level plus the extra bonus levels now determine the effects for each of the spell’s separate categories.

ParticipantBonus Levels
Same caster class+1 per 3 levels
Same caster magic type+1 per 4 levels
Other caster magic type+1 per 5 levels
Non-casters+1 per 10 levels
Able to cast same spell+1

Add all partial levels and round down to determine the total bonus levels added to the spell. Add an additional +1 bonus level per participant that has the ability to cast the spell in question, reflecting the added spell knowledge and caster level ability. (Crossover between arcane and divine versions of the same spells are permissible for this bonus.)

COMBINED RITUAL CASTING TIME

The casting time of a combined ritual casting is the base time of the ritual casting (as shown on the table below) multiplied by the number of participants and the spell level:

(base ritual time) x (# of participants) x (spell level)

The number of participants does not include the leader of the combined ritual, only the people who are helping to power the spell.

Any casting time of an hour or longer requires the leader to make a Ritual Casting check at a DC of 10 + the spell level. The DC of this check is increased by one for every non-spellcaster participating in the ritual. If this check is failed, the energies involved with the combined ritual casting create a backlash that affects all of the participants, resulting in (ritual bonus levels x spell level) hp of damage. A successful Will throw (DC 15 + spell level) reduces this damage by half. The combined ritual is still cast in the event of a failed Ritual Casting check, but only half of the supplementary bonus levels can be harnessed prior to the spell discharge.

Combined Casting TimeBase Ritual Casting Time
Free action1 minute
1 action3 minutes
Full round10 minutes
Other10 x normal casting time

COMBINED RITUAL MATERIAL COMPONENTS

Combined ritual casting also requires expensive material components. These additional components are similar to those used in augmented ritual casting and represent the same types of ingredients. The cost of the material components is a number of gold pieces equal to:

10 gp x (# of participants) x (spell level)

Go to Ritual Casting – Part 3: True Rituals

Weaving a spell is the art of drawing upon the tapestry of magic that permeates all the things. The use of metamagic subtly alters the normal flow of spells, bringing more power to the dweomer at the cost of a higher spell slot. Augmented ritual casting of spells energizes spells at the time that they are cast, as opposed to the time they are prepared; thus the spellcaster does not need to sacrifice any spell levels to cast a spell augmented with metamagic. The ritual provides the extra power.

A spellcaster can ritually cast spells augmented with only the metamagic feats that he knows, but he can include each feat that he knows at the expense of extending the casting time, sacrificing more expensive components, and taking greater risk that the ritual will fail. Each extra metamagic feat that is applied to a spell through augmented ritual casting that would normally increase the level of spell instead makes the spell take longer to cast and cost more in material components. The total of these extra levels is the added level modifier. The added level modifier is used to determine the specific requirements of an augmented ritual casting.

AUGMENTED RITUAL LIMITS

The level of the spell being cast plus the added level modifier of all feats augmenting the spell cannot exceed the highest level spell the caster is capable of normally casting.

Example: A 12th level wizard cannot cast 7th level spells. The most powerful ritual a 12th level wizard could perform to augment the knock spell (a 2nd level spell) would be one with an added level modifier of +4 (2 + 4 = 6, the highest spell level the wizard can cast).

AUGMENTED RITUAL CASTING TIME

To determine the casting time of an augmented ritual casting, first determine the spell’s base ritual casting time according to the spell’s normal casting time (see table). The ritual casting time is equal to this base time multiplied by the total added level modifier of the augmentations:

(base ritual time) x (added level modifier)

Any casting time which exceeds an hour requires a Ritual Casting check against a DC of 10 + the spell level. (Use the spell’s original level, not the augmented level, for this DC.) A failure on this Ritual Casting check results in the magical energies warping and recoiling back upon the caster, resulting in (level of the spell + added level modifier) hp of damage. The augmented ritual is still successfully cast in the event of a failed Ritual Casting check.

Normal Casting TimeBase Ritual Casting Time
Free action1 full round
1 action5 full rounds
Full round5 minutes
Other10 x normal casting time

AUGMENTED RITUAL MATERIAL COMPONENTS

Augmented ritual castings require extra material components beyond those normally required for casting the spell. These additional components represent the rare materials that must be expended to draw upon even greater power for the spell effect. For divine casters, these components are typically comprised of holy incense, small sacrifices, or similar trappings offered to the gods. For arcane casters, these components may represent herbs, minerals, or any other form of ritual trappings.

Regardless of what these ingredients are, the general cost of these materials is a number of gold pieces equal to:

25 x (added level modifier)

SPECIFIC FEATS

Heighten Spell: The Heighten Spell feat can be used, with the difference in the actual spell level and the new spell level being used to calculate the added level modifier.

Quicken Spell: The Quicken Spell feat cannot be added to an augmented ritual casting. However, if the feat is used normally and the quickened spell is then augmented the ritual casting time can be greatly reduced (per the chart above).

Silent Spell: The Silent Spell feat cannot be added to an augmented ritual casting. If a spell prepared with the effects of the Silent Spell feat is used to perform an augmented ritual casting, the feat’s benefits are negated.

Spell Focus: This feat may be used in augmented ritual castings to provide a bonus beyond the normal +2 benefit. For every extra +1 bonus (above the normal +2 bonus provided by this feat) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting.

Spell Penetration: This feat may be used in augmented ritual castings to provide a bonus beyond the normal +2 benefit. For every extra +1 bonus (above the normal +2 bonus provided by this feat) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting.

Still Spell: As with Silent Spell, the Still Spell feat cannot be added to an augmented ritual casting. If a spell prepared with the effects of the Still Spell feat is used to perform an augmented ritual casting, the feat’s benefits are negated.

Go to Ritual Casting – Part 2: Combined Ritual Casting

The Struggle at the Door - Alex Drummond

The original 3rd Edition game came pre-packaged with a hand full of specific combat maneuvers (bull rush, disarm, etc.). I’ve always found it odd that this list was so rarely expanded upon in supplements, with designers apparently preferring to ladle on more feats instead. Over my nearly 20 years of running D20 systems, however, the Rule Supplement document I maintain for my personal campaigns has slowly accumulated a number of new combat maneuvers. These are presented below, along with a few expansions to the existing rules where appropriate.

ACTION OF OPPORTUNITY

Instead of attacks of opportunity, characters may take actions of opportunity. An attack of opportunity can be taken as an action of opportunity, but actions of opportunity can also be used for other purposes. Feats and abilities which normally grant additional attacks of opportunity instead grant additional actions of opportunity. If a character has used all of their actions of opportunity in a round, they may still attempt an action of opportunity by using their immediate action (if it is still available to them).

AID ANOTHER [Standard]

If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, you can choose to grant a +2 circumstance bonus to hit, a +2 circumstance bonus to AC, or provide flanking if you are not doing so already (regardless of your relative position).

Any character with a base attack bonus of +5 or higher may be able to offer additional assistance with a successful Aid Another check. For every 10 points that their attack roll exceeds DC 10, they grant an additional +1 circumstance bonus.

AIM [Attack]

When making a full attack, you can choose to sacrifice all of the attacks you could normally make and take careful aim at a specific target. On your next attack against that target, you gain a +4 circumstance bonus for each attack you sacrificed. You cannot take any other action or move more than a 5 foot step before making your attack without losing the circumstance bonus. Since you are focused on aiming, you are considered flat-footed until you make your attack.

Quick Aim: If you can make more than one attack as part of a full attack maneuver, you can choose to sacrifice one of your attacks in order to gain a +2 circumstance bonus to a single attack taken on the same turn. You can sacrifice multiple attacks to gain multiple circumstance bonuses, and these circumstance bonuses stack with each other.

Example: If you can normally make four attacks when using the full attack maneuver, you can sacrifice your third and fourth attacks to gain a +4 circumstance bonus to your first attack. You could also sacrifice those attacks and gain a +2 circumstance bonus to each of your first two attacks.

BACK-TO-BACK [Free]

On your turn you can choose to fight back-to-back with an ally as a free action. The ally must be within 5 feet, and must choose to fight back-to-back with you. While fighting back-to-back, you and your ally work to protect each other – shoring up each other’s defense and, literally, watching each other’s back. You and your ally make attacks at a –2 penalty while fighting back-to-back, but so long as you are fighting back-to-back you cannot be flanked.

Note: You can fight back-to-back with multiple allies. However, in order to fight back-to-back with multiple allies, all your allies not only need to be within 5 feet of you, but within 5 feet of each other. (This clarification is only significant for odd-numbered groups wishing to fight back-to-back.)

BIND WEAPON / SHIELD [Attack]

As a melee attack you can attempt to bind an opponent’s weapon or shield. Attempting to bind a weapon or shield provokes an attack of opportunity from your target.

After the attack of opportunity has been resolved, you and your target make an opposed melee attack roll. The wielder of a two-handed weapon gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If you and your opponent are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.

If you beat your opponent’s roll, you have successfully performed a bind on your opponent’s shield or weapon. Weapons and shields involved in a bind, whether yours or your opponents, cannot be used: Bound shields provide no armor bonus and bound weapons cannot be used to make attacks.

The instigator of a bind may end it as a free action. The target of a bind can attempt to break the bind as an attack action by succeeding at an opposed attack roll.

Special: Binding a weapon or shield is considered a variation of the sunder action. Characters with the Improved Sunder feat do not provoke attacks of opportunity when attempting to bind a weapon or shield.

CALLED SHOT [Free]

When using the attack action or the full attack action, before making attack rolls for the round, you may choose to accept a penalty on all attacks from the round in order to gain a bonus to the damage roll of your first attack. For every -2 penalty you accept you gain a +1 bonus to damage. The total penalty cannot exceed your base attack bonus. The bonus to your damage roll applies only to your first attack (even if it misses or otherwise causes no damage), but the penalty to attacks lasts until your next turn.

Design Note: This effectively makes Power Attack a feat which improves a basic maneuver.

DISREGARD FLANKER [Free]

You can disregard attacks from an opponent flanking you. When you do, that opponent doesn’t get the +2 flanking bonus when attacking you and that opponent does not provide a flanking bonus to any of its allies. Ignoring a flanker, however, provokes an attack of opportunity from that flanker, and you lose your Dexterity bonus to Armor Class against that flanker. You do, however, continue to threaten that flanker. If the flanker is out of attacks of opportunity, you can ignore the flanker (and deny the flanking bonus) with impunity.

You must make the decision to disregard a flanker as soon as the foe moves into a flanking position. You can change your decision as a free action on your turn. (You still have to disregard a flanker you can’t see.)

DRIVE BACK [Attack]

As a melee attack, you can attempt to drive back your opponent. In doing so, you are attacking in a way that should force your opponent to back away from you. When you perform the drive back maneuver, your opponent can either choose to move 5-feet directly away from you or remain where they are.  If they choose to move, they suffer no adverse effects. However, you can choose to follow them (also moving 5 feet) if you have the necessary movement remaining this turn. If they choose not to move, you resolve your attack against them with a +2 circumstance bonus.

The movement taken as part of the drive back does not count against your opponent’s movement for the round. Your movement does not provoke an attack of opportunity from your opponent, nor does their movement provoke an attack of opportunity from you. However, this movement may provoke attacks of opportunity from other combatants.

ENGAGE [Attack]

As a melee attack you can choose to engage one opponent within reach. If an engaged opponent attempts to move away from you or if they attack anyone else before your next turn, you may take an attack against them at the same Base Attack Bonus as the attack you used to engage them (this attack is in addition to any attacks of opportunity you would normally be able to take and does not count against the limit on the number of attacks of opportunity you can take each round). You gain a +2 circumstance bonus to this attack.

If your opponent attempts to make an attack of opportunity against a different character while you’re engaging them, you take your attack normally. If the attack is successful, however, your opponent must make a Concentration check (DC 10 + damage dealt). If the Concentration check fails, your opponent loses the ability to make that attack of opportunity (although they may still take an attack of opportunity later if one is provoked).

Note: Even if you have more than one attack per round, you cannot engage a single opponent more than once (although you can engage multiple opponents at once).

FIGHT DEFENSIVELY [Free]

When using the attack action or the full attack action in melee, before making attack rolls for a round, you may choose to accept a penalty on all attacks from the round in order to gain a bonus to your AC. For every -2 penalty you accept, you gain a +1 dodge bonus to your AC. (For example, by accepting a -6 penalty, you would gain a +1 dodge bonus to your AC.) The total penalty cannot exceed your base attack bonus, although characters with low base attack bonuses (less than +4) can still accept a -4 penalty to their attack rolls for a +2 dodge bonus to their AC. The penalty to attacks and bonus to AC apply until your next turn.

Total Defense: When using the attack action or the full attack action in melee, you can sacrifice all of your attacks and dedicate yourself to a total defense. You gain a +2 dodge bonus to your AC for each melee attack that you would normally make. (For example, if you could normally make three attacks using the full attack action, then you could gain a +6 dodge bonus to AC for using total defense as a full action.) This bonus is in addition to the normal bonus you would receive for fighting defensively or using Combat Expertise at your maximum penalty.

INTERVENE [Action of Opportunity]

If you are within 5 feet of an ally who is targeted by a direct melee or ranged attack you are aware of (but not an area effect), you can use an action of opportunity to attempt to take the attack in your ally’s stead. If the attack hits you, you take damage normally. If it misses, it also misses your ally. You must declare your intention to place yourself in harm’s way before the attack roll is made.

OUT-OF-TURN-DODGE [Immediate]

Any time a character is about to be attacked, they can give up their next turn to gain a +4 dodge bonus to their AC as an immediate action. A character must be able to apply their Dexterity bonus to AC against the attack (so a character can’t use an out-of-turn dodge while flat-footed, for example) and the out-of-turn dodge is declared before the attack roll is made. The character’s initiative does not change, they simply do not take an action on their next turn. The character gains this dodge bonus until the next time their initiative comes up after their “skipped” turn.

PROTECT [Immediate/Action of Opportunity]

If someone within your threatened area is about to make an attack of opportunity against a target other than yourself, you can use an action of opportunity as an immediate action to prevent them from doing so. You and the combatant attempting the attack of opportunity each make an opposed melee attack roll.

If you succeed, you use your attack of opportunity to preoccupy them and prevent them from taking the attack of opportunity. (This does not count against the total number of attacks of opportunity they may take in a round, however, and they may still take an attack of opportunity later if one is provoked).

If you fail the opposed melee attack roll, they can resolve their attack of opportunity normally. This counts as an attack of opportunity for you.

QUICK DODGE [Immediate/Action of Opportunity]

At any time when you are about to be attacked, you can use an action of opportunity to gain a +2 dodge bonus to AC as an immediate action. The dodge bonus is only effective against a single attack. If you can take multiple actions of opportunity in a round (through the use of the Combat Reflexes feat, for example) you can still only gain a single bonus against one attack, although you can use additional attacks of opportunity to quick dodge additional attacks.

SPRINT [Move]

You can sprint at twice your normal speed in a straight line as a move action. You lose any Dexterity bonus to AC while sprinting unless you have the Run feat. You cannot sprint if your maximum run speed has been reduced to three times your normal speed (due to wearing heavy armor or carrying a heavy load, for example). Sprinting twice in the same round is the same as running.

This material is covered under the Open Gaming License.

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.

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