Craft (Artificing)

Craft (Artificing) [Int, Trained only]

  Use this skill for making, repairing, and recharging magic items.

  Check:

  Making a Magic Item:

  Crafting a magic item is similar to making a normal item.

  To craft an item, follow these steps.

  1. Find the item's crafting time and DC from Table 1 below.

  2. Make a Craft check representing one day's work. If the check succeeds, the creator has completed 1 day of work. For each 10 points by which he exceeds the DC, he accomplishes an extra day's (or week's) work. He can reduce the crafting time down to half in this manner.

  If the crafter fails a check by 4 or less, he makes no progress that day or week.

  If he fails a check by 5 or more, the enchantment fails, but the item is still usable – he ruins one-quarter of the raw materials and must pay one-quarter the original raw material cost again.

  If the crafting time is one week or more, the crafter can instead make Craft checks by the week. A failed roll of 4 or less means he loses 2 days of work that week; a failed roll of 5 or more means that he ruined one-quarter of the raw materials and he loses 5 days of work. For each 10 points by which he exceeds the DC, he reduces the crafting time by two days (this is for a seven-day week; if you use a different length of time, reduce the time by one-third of the week, rounding down).

Optional: Instead of making multiple checks, the creator can make a single check. He cannot take 10 on this check – it must be a d20 roll. This is an "all or nothing" check – success means he makes the item; failure means he doesn't make the item, and all the materials are wasted. In either case, it still takes a normal amount of time to make the item, though Step 3 from above applies.

Table 1: Magic Item Craft DCs and Crafting Times

Item Craft DC1 Crafting Time1 Max. Price2
Potion 153 1 hour
Scroll 15+spell level Special1
Wand, minor 16 1 day 3,000 gp
Minor wondrous 17 2 days 7,500 gp
Ring, minor 18 3 days 9,000 gp
Wand, medium 18 5 days 14,000 gp
Rod, medium 22 7 days 19,000 gp
Medium wondrous 22 9 days 27,500 gp
Ring, medium 22 12 days 28,000 gp
Wand, major 24 11 days 33,500 gp
Staff, medium 31 27 days 65,000 gp
Rod, major 32 28 days 65,000 gp
Major wondrous 33 31 days 65,000 gp
Ring, major 33 31 days 65,000 gp
High-end items4 335 44 days

  1 Divide the item's price by 5,000 (round down) and add this to the base Craft DC. This number is also the modifier, in days (or hours for potions), that is added to the base crafting time. If the price is under 5,000 gp, then the modifier is 0.

  Scrolls have a crafting time of 10 minutes per spell level. See Creating Scrolls.

  2 The maximum price for an item to be in a given category. For example, a ring of the ram (8,600 gp) is a minor ring, while a ring of evasion (25,000 gp) is a medium ring.

  3 The crafter can brew a "batch" of potions – up to 5,000 gp worth or 10 potions total, whichever is less, but this increases the DC by +2 per potion. See Brewing Potions

  4 Any item that exceeds 65,000 gp.

  5 Divide the market price by 10,000 gp and add this number to the Craft DC.

  Table 2 covers all items that grant simple bonuses - weapons, armor, amulets of natural armor, rings of protection, etc. Skill bonus items (bonus^2 x 100 gp) are listed on Table 3.

  The times listed for armor and weapons (and other items that give bonuses, like rings) are for enchanting only - if the item is made during the enchanting process, add half its crafting time to the artificing time (since the spells are being cast while the item is being made, part of its time is subsumed into the enchantment time). If the crafter is enchanting a nonmagical item that has already been made, the DC is increased by +4, since it is harder to infuse the magic into the item.

Adding New Abilities: A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item were not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being that of a +2 vorpal sword minus the cost of a +1 sword. The item grants a bonus to the crafter's check based on its total market value bonus (for items that use Table 2) or existing bonus divided by 5 (for items that use Table 3). The time is merely the difference between the lower level and the new one – for instance, upgrading a weapon's total market value from +12 to +13 would take 128 days (275 - 147). To determine the time for upgrading from one bonus to another on the same level (+13 to +14, for instance), multiply the time by 3/4. So, upgrading the above weapon from +13 to +14 would take 207 days (275 x 0.75 = 206.25, rounded up).

If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5. The creation time for such items is equal to this cost divided by 5.


Table 2: Magic Item Craft DCs and Crafting Times

Bonus^2x 1000 gp1 Bonus^2 x 2000 gp2
Bonus DC Time Bonus DC Time
1-2 16 1 day 1-2 22 2 days
3-4 20 5 days 3-4 30 10 days
5-6 32 12 days 5-6 44 24 days
7-8 42 40 days 7-8 73 89 days
9-10 57 128 days 9-10 105 128 days
11-12 73 147 days 11-12 137 293 days
13-14 93 275 days 13-14 177 550 days
15-16 116 458 days 15-16 223 916 days
17-18 143 706 days 17-18 276 1412 days
19-20 173 1,029 days 19-20 336 2058 days

1 Ability bonus, armor bonus (enhancement), and save bonus (resistance).

2 AC bonus (deflection), natural armor bonus, and save bonus (other).

Table 3: Skill and Armor Bonus Item Craft DCs and Crafting Times

Skill Bonus Items Armor Bonus Items1
Bonus DC Time Bonus DC Time
+5 16 1 day 1-2 16 1 day
+10 19 3 days 3-4 20 5 days
+15 24 7 days 5-6 27 12 days
+20 31 20 days 7-8 37 37 days
+25 40 31 days 9-10 47 64 days
+30 51 60 days 11-12 62 119 days
+35 64 122 days 13-14 82 202 days
+40 79 213 days 15-16 105 362 days

1 Use this only if you are keeping bracers of armor in your game. Clothing that grants an armor bonus is classed as armor and uses Table 1.

  Recharging a Magic Item: Recharging magic items is a relatively simple procedure, but it still requires a bit of knowledge to perform properly. Recharging a magic item requires a Craft (artificing) check (see below); if the check fails, nothing happens beyond the item not being charged. If the check is a natural 1, the item is drained of all charges and becomes inert, though it can be enchanted again.

  Recharging an item takes one day. If the character is recharging multiple spells into an item (a staff, e.g.), it takes one day for each different spell – for example, a staff of fire requires one day to recharge its uses of burning hands, one day for fireball, and one day for wall of fire.


Item DC
Wand 5
Minor wondrous 7
Rod 10
Medium wondrous 12
Staff 14
Major wondrous 17

  Action: Varies (see above).

  Try Again: Yes, unless the item has been ruined.

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