Creating Magic Items

Creating magic items in a late-medieval enchanted forge workshop
Magic-item creation brings skilled craft, rare materials and magical knowledge together in a single work.

Creating magic items brings together skilled craft, magical knowledge, rare materials and time. Enchanted objects are forged, brewed, inscribed, carved, woven and assembled by specialist makers.

A sword must first be forged, a ring shaped, a scroll prepared and a potion compounded before magic can become part of the finished work. Powerful items demand greater skill, rarer materials and longer periods of uninterrupted creation.

Creating Magic Items — Rules

5.5e Magic-Item Crafting

Choose the item, gather the required materials, use the appropriate tools and spend the required crafting time. Rarity determines the basic cost and length of the project.

Quick Procedure

  1. Choose the item. Determine the item and its rarity.
  2. Have Arcana proficiency.
  3. Have proficiency with the required tool.
  4. Prepare any required spells. If the item allows its user to cast spells, those spells must be prepared on each crafting day.
  5. Provide the materials and base object.
  6. Spend the required crafting time. Each crafting day represents 8 hours of work.

Required Tools

Magic Item Required Tool
ArmourLeatherworker’s Tools, Smith’s Tools or Weaver’s Tools, depending on the armour
PotionAlchemist’s Supplies or Herbalism Kit
RingJeweller’s Tools
RodWoodcarver’s Tools
ScrollCalligrapher’s Supplies
StaffWoodcarver’s Tools
WandWoodcarver’s Tools
WeaponLeatherworker’s Tools, Smith’s Tools or Woodcarver’s Tools, depending on the weapon
Wondrous ItemTinker’s Tools or the tool used to make the ordinary object

The crafter must be proficient in both Arcana and the required tool. Assistants must meet the same requirements.

Crafting Time and Raw-Material Cost

Rarity Crafting Time Magical Raw Materials
Common5 days50 gp
Uncommon10 days200 gp
Rare50 days2,000 gp
Very Rare125 days20,000 gp
Legendary250 days100,000 gp

Crafting days need not be consecutive.

The Physical Item Costs Extra

The table covers magical materials. A weapon, suit of armour or other valuable physical object must also be supplied.

Enchanting plate armour therefore requires both the magical materials and the plate armour itself.

Assistants

Qualified characters can work together. Divide the required crafting time by the number of participating characters. Normally one assistant can help, although larger projects may support a larger team.

Required Spells

If the finished item allows its user to cast a spell, the crafter must have that spell prepared on every day spent crafting the item.

Finding Raw Materials

Suitable magical materials are available 75% of the time in a city and 25% of the time in another settlement. If none are available, wait at least seven days before checking again.

The materials can take whatever form suits the item: purified metals, gemstones, rare pigments, alchemical reagents, unusual timber or substances taken from magical creatures.

Consumable Magic Items

For a consumable magic item other than a Spell Scroll, halve the normal crafting time and material cost.

Spell Scrolls: use their own scribing rules. The scribe can qualify through Arcana or Calligrapher’s Supplies and must have the spell prepared while working.

Potions of Healing

The standard Potion of Healing uses its dedicated Herbalism Kit crafting procedure.

Completion

Ordinary magic-item crafting does not require a universal final skill check. Once the requirements, materials and crafting time are satisfied, the item is complete.

Sentient Items

Sentient items possess personalities, mental ability scores and goals. Ordinary crafting does not provide a universal cost for adding sentience; it comes from a particular item’s rules or from the campaign.

Potions and scrolls are never sentient.

Artefacts

Artefacts lie beyond ordinary rarity-based crafting. Their creation requires exceptional circumstances determined by the campaign.

Common Rulings

  • Ordinary magic-item crafting requires both Arcana proficiency and the required tool proficiency.
  • Assistants must also meet those requirements.
  • The mundane base object is paid for separately.
  • Ordinary consumables halve time and cost.
  • Spell Scrolls use their dedicated scribing rules.
  • Every spell granted by the item must be prepared during each crafting day.
  • Artefacts are outside ordinary crafting.

Pathfinder 1e Magic-Item Creation

Magic-item creation uses an item-creation feat, construction prerequisites, materials, crafting time and a final creation check.

Quick Procedure

  1. Choose the item and required creation feat.
  2. Record its caster level and prerequisites.
  3. Pay for materials. Magical supplies normally cost half the item’s base price.
  4. Spend the required crafting time.
  5. Make the final creation check.
  6. Resolve success or failure.
Creation DC = 5 + the item’s caster level

Materials and Base Price

Magical supplies normally cost half the item’s base price. A weapon, suit of armour or other valuable mundane component is supplied separately.

Expensive components consumed by an item’s function can increase the creation cost.

Crafting Time

Creating a magic item normally requires 8 hours of work for every 1,000 gp of base price or fraction thereof, with a minimum of 8 hours for most items.

Normal progress: 8 hours per 1,000 gp of base price

Accelerated Crafting

A crafter can work at twice the normal rate by increasing the final creation DC by +5.

Accelerated creation: 4 hours per 1,000 gp, +5 DC

Crafting While Adventuring

Four hours spent crafting during an adventuring day normally produces only 2 hours of progress. Work in distracting or dangerous conditions is likewise reduced.

Cheap Potions and Scrolls

A potion or scroll with a base price of 250 gp or less can be completed in as little as 2 hours.

A caster can create no more than one magic item per day, regardless of how little time the item requires.

The Final Creation Check

At the end of the work, make one creation check. Spellcraft is standard, although some item categories permit an appropriate Craft or Profession skill.

Success completes the item. Failure wastes the work and materials. Failure by 5 or more creates a cursed item.

Missing Prerequisites

An eligible missing prerequisite increases the creation DC by +5.

Missing eligible prerequisite: +5 DC each

The required item-creation feat cannot be bypassed.

Potions, spell-trigger items and spell-completion items must satisfy their relevant spell prerequisites.

Common Item-Creation Feats

Item Typical Item-Creation Feat Common Creation Skill
Magic Armour & ShieldsCraft Magic Arms and ArmorSpellcraft or Craft (armour)
Magic WeaponsCraft Magic Arms and ArmorSpellcraft or Craft (weapons)
PotionsBrew PotionSpellcraft or Craft (alchemy)
RingsForge RingSpellcraft or Craft (jewellery)
RodsCraft RodSpellcraft or appropriate Craft skill
ScrollsScribe ScrollSpellcraft
StaffsCraft StaffSpellcraft
WandsCraft WandSpellcraft
Wondrous ItemsCraft Wondrous ItemSpellcraft or an applicable Craft or Profession skill

Magic Armour and Weapons

A weapon, suit of armour or shield must be masterwork before receiving magical enhancement. The masterwork object’s cost is separate from the magical price.

For a straightforward enhancement bonus, the creator’s caster level must normally be at least three times the enhancement bonus.

Estimating a New Item’s Price

Start with an existing item that produces a comparable benefit. Use the formulas below when no close comparison exists.

EffectGuideline Base Price
Enhancement bonus to ability scoreBonus² × 1,000 gp
Enhancement bonus to armourBonus² × 1,000 gp
Bonus spellSpell level² × 1,000 gp
Deflection bonus to ACBonus² × 2,000 gp
Other AC bonusBonus² × 2,500 gp
Enhancement to natural armourBonus² × 2,000 gp
Resistance bonus to savesBonus² × 1,000 gp
Other save bonusBonus² × 2,000 gp
Competence bonus to a skillBonus² × 100 gp
Spell resistance10,000 gp per point above SR 12; minimum SR 13
Weapon enhancement bonusBonus² × 2,000 gp

Spell-Effect Price Guidelines

EffectGuideline Base Price
Single use, spell completionSpell level × caster level × 25 gp
Single use, use activatedSpell level × caster level × 50 gp
50 charges, spell triggerSpell level × caster level × 750 gp
Command wordSpell level × caster level × 1,800 gp
Use activated or continuousSpell level × caster level × 2,000 gp before other adjustments

Continuous effects, slotless items and combinations of several abilities can alter the final price substantially.

Multiple Abilities

For several similar abilities in a slotless item, value the most expensive at full price, the next at 75%, and further abilities at 50% each.

Different abilities are normally added together. An unrelated power added to a slotted item can cost 50% more.

Adding a Power to an Existing Item

Subtract the existing item’s value from the completed item’s value. The crafter pays and works toward the difference while meeting the new power’s prerequisites.

Intelligent Items

Intelligent magic items have an alignment, Intelligence, Wisdom and Charisma scores, languages, senses and at least one special ability.

Making an item intelligent adds 500 gp to its base price before the additional costs for improved mental abilities, communication, senses and powers.

A basic intelligent item begins with mental ability scores of 10, sight and hearing to 30 feet, and empathic communication with its owner.

Artefacts

Artefacts stand outside ordinary item-creation feats and pricing formulas.

Common Rulings

  • No XP expenditure is required for ordinary creation.
  • The final check is normally DC 5 + caster level.
  • Each eligible unmet prerequisite adds +5 DC.
  • The required item-creation feat cannot be bypassed.
  • Accelerated crafting adds +5 DC.
  • Failure wastes the materials and work.
  • Failure by 5 or more creates a cursed item.
  • A caster can create only one magic item per day.

D&D 3.5e Magic-Item Creation

Magic-item creation uses item-creation feats, gold, time, spells and experience points. Most projects cost half the base price in materials and 1/25 of the base price in XP.

Quick Procedure

  1. Choose the appropriate item-creation feat.
  2. Meet the caster-level, spell and other prerequisites.
  3. Determine the item’s base price.
  4. Pay half the base price in magical supplies.
  5. Spend XP equal to 1/25 of the base price.
  6. Spend one day for every 1,000 gp of base price.
Magical supplies = 1/2 base price
XP cost = 1/25 base price

Time and Workspace

The creator needs a quiet, comfortable and well-lit place suitable for sustained work. Each crafting day represents 8 hours.

Most items require one day per 1,000 gp of base price, with a minimum of one day.

A character can work on only one magic item at a time.

Summary by Item Type

Item Required Feat Typical Base-Price Rule
Magic Armour & Shields Craft Magic Arms and Armour Enhancement and special-ability value; masterwork object paid separately
Magic Weapons Craft Magic Arms and Armour Enhancement and special-ability value; masterwork weapon paid separately
Potions Brew Potion Spell level × caster level × 50 gp
Rings Forge Ring Listed market price or general pricing guidelines
Rods Craft Rod Listed market price or general pricing guidelines
Scrolls Scribe Scroll Spell level × caster level × 25 gp
Staffs Craft Staff Derived from stored spells and charge costs
Wands Craft Wand Spell level × caster level × 750 gp
Wondrous Items Craft Wondrous Item Existing items and general pricing guidelines

Costly Spell Components

An item that casts or reproduces a spell with an expensive material or XP component can add that expense to its creation cost.

Magic Armour and Shields

Armour and shields must be masterwork before magical enhancement is added. The physical item’s cost is separate from the magical price.

The creator’s caster level must normally be at least three times the enhancement bonus.

Magic Weapons

A weapon must be masterwork before receiving magical enhancement. Its physical and masterwork cost is paid separately.

The creator’s caster level must normally be at least three times the weapon’s enhancement bonus.

Potions

Potion base price = spell level × caster level × 50 gp

Creation costs half that base price in magical supplies plus XP equal to 1/25 of the base price. Relevant costly components are added separately.

Brewing a potion takes at least one day.

Rings

Use existing rings and the general pricing guidelines to determine value.

Creating a ring requires Forge Ring.

Rods

Rod prices vary widely, so existing rods provide the best guide.

Creating a rod requires Craft Rod.

Scrolls

Scroll base price = spell level × caster level × 25 gp

The scribe must supply the spell and any required material component or focus.

Creating a scroll requires Scribe Scroll.

Staffs

A newly created staff begins with 50 charges. Its price is derived from its stored spells, caster level and charge costs.

Creating a staff requires Craft Staff.

Wands

A wand normally contains a spell of 4th level or lower and begins with 50 charges.

Wand base price = spell level × caster level × 750 gp

Creation costs half the base price in magical supplies plus XP equal to 1/25 of the base price.

Creating a wand requires Craft Wand.

Wondrous Items

Wondrous items vary too widely for one formula. Existing items are the best guide.

Creating one requires Craft Wondrous Item.

Estimating Magic-Item Gold-Piece Values

Compare a new design with an existing item first. Use the formulas below when no close comparison exists.

EffectGuideline Base Price
Enhancement bonus to ability scoreBonus² × 1,000 gp
Enhancement bonus to armourBonus² × 1,000 gp
Bonus spellSpell level² × 1,000 gp
Deflection bonus to ACBonus² × 2,000 gp
Other AC bonusBonus² × 2,500 gp
Enhancement to natural armourBonus² × 2,000 gp
Resistance bonus to savesBonus² × 1,000 gp
Other save bonusBonus² × 2,000 gp
Competence bonus to a skillBonus² × 100 gp
Spell resistance10,000 gp per point above SR 12; minimum SR 13
Weapon enhancement bonusBonus² × 2,000 gp

Spell-Effect Pricing

Spell EffectGuideline Base Price
Single use, spell completionSpell level × caster level × 25 gp
Single use, use activatedSpell level × caster level × 50 gp
50 charges, spell triggerSpell level × caster level × 750 gp
Command wordSpell level × caster level × 1,800 gp
Use activated or continuousSpell level × caster level × 2,000 gp before duration adjustments

Continuous Spell Duration Adjustments

  • Rounds: ×4.
  • 1 minute per level: ×2.
  • 10 minutes per level: ×1.5.
  • 24 hours or longer: may reduce the calculated price.

Charges and Uses per Day

Limited-use items reduce the value of an equivalent unlimited-use effect. An item with 50 total charges is normally worth half the corresponding unlimited-use estimate.

Multiple Similar Abilities

For several similar abilities in a slotless item, value the most expensive at full price, the next at 75%, and further abilities at 50% each.

Multiple Different Abilities

Different abilities are normally added together. An unrelated secondary power added to a slotted item usually costs 50% more.

Slotless Items

An item that functions without occupying a normal body slot normally costs twice as much as an equivalent slotted item.

Restrictions

Real restrictions can reduce an item’s estimated price. A required skill typically reduces price by about 10%; a restrictive class or alignment requirement by about 30%.

0-Level Spells

Treat a 0-level spell as one-half spell level when multiplying spell level in a pricing formula.

Adding New Abilities

To improve an existing item, pay the difference between its existing creation value and the completed item’s value while meeting the new power’s prerequisites.

Body-Slot Affinities

Body AreaCommon Magical Themes
Head / HeadbandMental improvement, knowledge, awareness
EyesVision, perception and magical sight
NeckProtection, discernment and defence
ShouldersProtection, transformation and travel
Torso / BodyPhysical enhancement and defence
WaistStrength, endurance and physical enhancement
WristsCombat and defensive effects
HandsOffensive power and manipulation
RingsBroad persistent or activated effects
FeetMovement, travel and mobility

Intelligent Item Creation

A creator attempting to make an intelligent item must be caster level 15th or higher.

Mental abilities, communication, senses and special powers increase the item’s value and therefore its time, gold and XP costs.

An intelligent item has goals and preferences of its own and should be played as a character rather than passive equipment.

Artefacts

Artefacts cannot be produced through ordinary item-creation feats and pricing formulas.

Common Rulings

  • Magical supplies normally cost half the base price.
  • Ordinary creation costs XP equal to 1/25 of the base price.
  • Masterwork weapons, armour and shields are supplied separately.
  • Wands and staffs normally begin with 50 charges.
  • Existing items are the best guide when pricing new designs.
  • Slotless items and unrelated combined powers cost more.
  • Artefacts are outside ordinary creation rules.

Video Guide: Crafting Magic Items

This practical walkthrough covers skills and tools, raw materials, assistants, crafting time, rarity and the process of turning a magical design into a finished item.

Designing and Creating Magic Items

Creating magic items begins with purpose. Decide what the object was made to accomplish before calculating its powers or price. A weapon built to kill giants should not feel like one made to defend a city gate, even if both are equally powerful.

Its form, materials and magic should support that purpose. Existing items provide the best guide to mechanical value; the item’s history gives it identity.

Give It a Purpose

Decide what problem the maker intended the item to solve. Its powers should follow from that purpose.

Give It a Maker

Someone forged, commissioned, inherited, stole, copied, buried or lost the object. That history belongs to the item.

Let the Form Matter

Materials, inscriptions, heraldry, workmanship and visible wear can reveal an item’s origin before its powers are fully known.

Give Power a Boundary

Charges, narrow targets, difficult activation conditions and costly components can make an item more distinctive than another permanent bonus.

Adding Powers to an Existing Item

Enchanted objects can change. A blade can be reforged, a ring given a second working, a staff rebuilt around a new purpose or an inherited object awakened to powers it did not possess before.

The practical obstacle is often finding someone capable of altering another master’s work.

A guild may demand proof of ownership before touching a valuable object. A dwarven artificer may recognise a lost method no human workshop can reproduce. A court enchanter may agree to the work only if the finished item legally belongs to the ruler financing it.

Sentient & Intelligent Magic Items

A thinking magic item is a character in its own right. It can remember, judge, bargain, deceive, refuse cooperation and pursue goals that conflict with those of its bearer.

Some are deliberately awakened. Others inherit memories from former owners, develop awareness after centuries of magical use or become vessels for something that was never intended to live inside an object.

An intelligent sword might love battle but despise pointless slaughter. A crown may consider itself the final judge of succession. A book may continually urge its bearer toward a place erased from every surviving map.

At the table: give a sentient item motives, loyalties and opinions. Its personality should matter as much as its powers.

Workshops, Materials & Commissioning

Creating magic items begins with ordinary craft. Smiths forge blades and armour. Jewellers cut stones and prepare settings. Calligraphers make pages and inks. Alchemists refine unstable substances. Leatherworkers, woodcarvers, weavers, glassworkers and metalworkers create the physical forms that hold magic.

Traditional smithy and forge used for skilled metalworking
A traditional smithy remains the physical foundation of many enchanted arms and armour workshops.

The Workshop

A magical workshop needs precision more than spectacle: controlled heat, accurate measures, dry storage, secure cabinets, dependable tools, prepared writing surfaces and uninterrupted working space.

Wealthier workshops add alchemical benches, specialised furnaces, gemstone tools, locked libraries, warded storage and secure rooms for dangerous commissions.

Rare Materials

Gold spent on a magic item often represents materials that cannot simply be taken from a shop shelf.

A commission may require unusually pure silver, flawless crystal, a rare pigment, unusual timber, a fragment of an older enchanted object or a substance taken from a dangerous creature.

When the material matters enough to become an adventure, treat it as something specific to the item rather than a universal monster-part currency.

Commissioning an Item

Finding a maker can be harder than finding the money.

A respected artificer may demand advance payment, proof of ownership, access to a restricted manuscript, help acquiring materials or a favour unrelated to the commission.

Powerful commissions also attract attention. Rivals may steal plans, patrons may conceal what they are buying and workshops may guard unfinished work as carefully as finished treasure.

Creating Magic Items in 1454

Creating magic items in 1454 happens where learned magic and skilled craft meet. Scholars can understand the principles of enchantment, but theory does not replace the hands of an experienced smith, jeweller, apothecary, calligrapher or other master artisan.

Universities preserve theory. Court scholars pursue expensive commissions. Guild workshops guard practical methods. Private masters train apprentices. Travelling specialists carry techniques between cities, courts and distant workshops.

Some methods survive only because generations of craftsmen continued to use them. The original explanation may be forgotten while the working technique remains sound.

Dwarven Craft

Dwarven communities remain important centres of metallurgy, stonework, mechanisms and runic craft. Some workshops preserve techniques that neighbouring human craftsmen cannot reproduce, particularly when repairing or extending very old enchanted objects.

This does not make dwarven craft universally superior. Different peoples excel in different materials and magical traditions, and an item made in one culture may look nothing like an object with the same function made elsewhere.

Guilds and Masters

Magic creates awkward questions for guild law. An enchanted sword may require a bladesmith, jeweller, alchemist and enchanter, each claiming authority over part of the commission.

Masters guard their reputations and methods fiercely. A failed commission can ruin a workshop. A stolen design can begin a feud. An apprentice who disappears with a master’s notebooks may be worth more than everything else missing from the strongbox.

Courts and Cities

Rulers compete for skilled artificers because enchanted objects turn rare expertise into portable power. Armour can protect a commander. A staff can preserve magical strength. A ring can become a diplomatic gift. Wards can secure gates, treasuries and archives.

Free cities compete for the same craftsmen. A celebrated workshop attracts wealthy patrons, apprentices and trade while strengthening the city’s military and political independence.

Magic Shops

Most magical trade is smaller than a warehouse filled with enchanted treasure. Potions, scrolls, charms and lesser objects circulate in wealthy centres; powerful permanent items are more often commissioned, inherited, privately traded, captured in war or recovered from older places.

A successful dealer may therefore be a broker rather than a maker: someone who knows which noble house is quietly selling a relic, which mercenary captain returned with unusual plunder and which workshop will accept a difficult commission.

Adventure Uses & Complications

The Missing Ingredient

The workshop can complete the item, but one irreplaceable material has disappeared from the market. The last known supply belongs to someone who refuses to sell.

The Stolen Pattern

A rival has acquired an unfinished copy of the artificer’s design. Recovering it matters more than catching the thief.

The Unfinished Masterwork

An enchanter dies halfway through a major commission. The object survives, but nobody knows what another hand will awaken by finishing it.

The Prince’s Commission

A ruler finances an item whose true purpose will alter the local balance of power.

The Guild Dispute

Several guilds claim legal control of the same workshop while an invaluable unfinished item remains locked inside.

The Item That Answers Back

A newly completed object begins speaking to its maker and knows something about its materials that nobody in the workshop could know.

Related Magic Item Rules

Rules Sources and Attribution

  • SRD 5.2.1 Creative Commons attribution. This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
  • Pathfinder Roleplaying Game Core Rulebook — Magic Item Creation. Paizo Publishing.
  • Revised D&D 3.5 System Reference Document — Creating Magic Items.

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System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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