Sunday, December 14, 2014

General Rules - Item Creation Feats

This is a list of item creation feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

Craft Eldritch Staff [Item Creation](from Path of Magic)
You have found the raw materials for your eldritch staff and are now able to create and wield this item of power.
   Prerequisite: Ability to cast 1st-level arcane spells.
   Benefit: You are able to create and wield an eldritch staff and attune new elements to its arcane matrix. See House Rule - Eldritch Staves for information on these items of power.

Create Gris-Gris Bag [Item Creation] (from Nyambe; African Adventures)
These items are small bags encoded with mystical energy. The typically contain a few rocks, feathers, bits of iron, and other mundane items. To the uninitiated, these objects mean nothing, but to a spellcaster, they contain the formula and energies needed to cast a spell. In areas where literacy is not common, gris-gris bags serve the same functions as magical scrolls do elsewhere.
   Prerequisite: Spellcaster level 1st+.
   Benefit: The character can create a gris-gris bag of any spell that he knows. A gris-gris bag can only hold one spell. Creating a gris-gris bag requires one day for each 1,000 shillings in its base price. The base price of a gris-gris bag is its spell level multiplied by its caster level multiplied by 25 shillings. To create a gris-gris bag, the character must spend 125 of this base price in experience points and use up raw materials costing half of this base price.

Any gris-gris bag that stores a spell with costly material components or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the experience points when creating a gris-gris bag.

Create Portal [Item Creation](from Forgotten Realms Campaign Setting)
You have learned the ancient craft of creating a portal, a permanent magic device that instantaneously transports those who know its secrets from one locale to another. The Three Worlds are riddled with portals.
   Prerequisite: Craft Wondrous Item.
   Benefit: You can create a portal whose prerequisites you meet. Crafting a portal takes one day for every 1,000 shillings of its base price. To craft a portal you must spend 125 of its base price in experience points and use up raw materials costing half of this base price.

Some portals incur extra costs in material components or experience points as noted in their descriptions. These costs are in addition to those derived from the portal's base price.

Culinary Ashe [Item Creation](from Nyambe: African Adventures)
This feat is sometimes called "upside-down cooking". It is the ability to trap maghical powers within common food items. The enchanted foods are magically protected from spoilage, and retain their magic indefinitely until used.
   Prerequisites: Ability to cast divine spells, spellcaster level 3rd+.
   Benefit: This feat functions exactly like Brew Potion, except that the caster can make the potion appear as any sort of food desired. Soups and stews are the most common, but it can also be used to make magical breads, cheeses, or meats.

Economical Charge [Item Creation](from Path of Magic)
You are able to fill and expendable focus with more energy than normal.
   Prerequisites: Brew Potion, Craft Wondrous Item, Culinary Ashe, or Forge Ring.
   Benefit: When creating an expendable focus (see House Rules - Expendable Foci), you always put one more level into it than you pay for. Thus, if you pay to charge four levels into an expendable focus, you charge it with a bonus level for free, bringing its total levels to five.

Etch Object Rune [Item Creation](from The Book of Eldritch Might)
You can etch magical rune stones onto the surface of inanimate objects.
   Prerequisites: Spellcaster level 5th+.
   Benefit: You can create an etched object rune of any spell that you know. Etching an object rune takes one day for each 1,000 shillings in its base price. The base price of an etched object rune is its spell level multiplied by its caster level multiplied by 30 shillings. To etch a rune, you must spend 1/25 of this base price in experience points and use up raw materials costing ½ of this base price.

Any etched object rune that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the spell's material component or pay the experience point cost when etching the rune.

Any object with a solid surface can bear an etched rune. Normally, a Small object (or smaller) can have only one object rune, while a Medium-sized object can have two, a Large object can have four, a Huge object eight, and so on. The etching does not harm the object in any way, and once the rune is used, the object returns to normal.

Once an object rune is etched, it can be used like a scroll, as described in the rules for casting spells from scrolls in the Player's Handbook.

Focus Mastery [Item Creation](from Path of Magic)
You have a natural affinity for creating expendable foci.
   Prerequisites: Brew Potion, Craft Wondrous Item, Culinary Ashe, or Forge Ring.
   Benefit: You receive a +4 competence bonus to any Spellcraft checks made while creating an expendable focus (see House Rules - Expendable Foci).

Inscribe Magical Tattoo [Item Creation](from Relics & Rituals)
You can infuse tattoos with powerful magic, allowing the wearer of the tattoo to cast spells and access magical effects.
   Prerequisites: Spellcaster level 3rd+, Craft: Tattoo 1+ ranks.
   Benefit: You can inscribe magical tattoos whose prerequisites you meet (see House Rules - Magic Tattoos). Inscribing a magical tattoo takes one day for each 1,000 shillings in the base price of the tattoo and requires Craft: Tattoo ranks equal to 3 + the highest spell level of the spells that are prerequisites for that tattoo. To inscribe a tattoo you must spend 125 of its base price in experience points and use up raw materials costing half of the base price.

Manufacture Magic Poison [Item Creation](from The Book of Eldritch Might)
You can create magic poisons, which have magical effects in addition to their traditional deadly nature.
   Prerequisites: Spellcaster level 5th+, .
   Benefit: You can create any magic poison (see House Rules - Magic Poisons). Enchanting a magic poison takes one week for each 1,000 shillings of its price. To enchant a magic poison, the spell caster must spend 1/25 of the item's price in experience points and use up raw materials costing ½ of this price.

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