- Official Dmg Ruling Potion Crafting Recipe
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Sorry if stupid question, I only had the chance to play the very first play test and didn't have a chance to play the later updates. But do they have crafting in next? And are alchemy items reasonably priced? I was always a fan of alchemy items however their price was something to be desired. A low level character could not afford them and by time you had that much money to blow most of said items were not worth it anymore. Just wondered if they did something about this or if my group will just keep our houserules about them.
Homebrew 5e Crafting Potions of Healing 5th Edition submitted 3 years ago. by Wrestlefox Necromancer So I haven't really seen any detailed rules in the books about crafting health potions.
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Home > Magic Items > Creating Magic Items
To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.
Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.
The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.
The secrets of creating artifacts are long lost.
Magic Item | Feat | Item Cost | Spell Component Costs | Magic Supplies Cost | Base Price4 | |
---|---|---|---|---|---|---|
Material2 | XP3 | |||||
An item’s market price is the sum of the item cost, spell component costs, and the base price. | ||||||
Armor | Craft Magic Arms And Armor | Masterwork armor | Cost × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Shield | Craft Magic Arms And Armor | Masterwork shield | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Armor and Shields | Value on Table: Armor and Shields |
Weapon | Craft Magic Arms And Armor | Masterwork weapon | × 50 (usually none) | × 50 (usually none) × 5 gp | ½ the value on Table: Weapons | Value on Table: Weapons |
Potion | Brew Potion | -- | Cost (usually none) | Cost (usually none) | 25 × level of spell × level of caster | 50 × level of spell × level of caster |
Ring | Forge Ring | -- | × 50 | × 50 × 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Rod | Craft Rod | --1 | × 50 (often none) | × 50 (often none) | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
Scroll | Scribe Scroll | -- | Cost (usually none) | Cost (usually none) | 12.5 × level of spell × level of caster | 25 × level of spell × level of caster |
Staff | Craft Staff | Masterwork quarterstaff | × 50 / (# of charges used to activate spell) | × 50 × 5 gp / (# of charges used to activate spell) | See Creating Staffs | See Creating Staffs |
Wand | Craft Wand | -- | × 50 | × 50 × 5 gp | 375 × level of spell × level of caster | 750 × level of spell × level of caster |
Wondrous Item | Craft Wondrous Item | --5 | × 50 (usually none) | × 50 (usually none)× 5 gp | Special, see Table: Estimating Magic Item Gold Price Values | Special, see Table: Estimating Magic Item Gold Price Values |
| ||
Effect | Base Price | Example |
---|---|---|
Ability bonus (enhancement) | Bonus squared × 1,000 gp | Gloves of Dexterity +2 |
Armor bonus (enhancement) | Bonus squared × 1,000 gp | +1 chainmail |
Bonus spell | Spell level1 squared × 1,000 gp | Pearl of power |
AC bonus (deflection) | Bonus squared × 2,000 gp | Ring of protection +3 |
AC bonus (other)2 | Bonus squared × 2,500 gp | Ioun stone, dusty rose prism |
Natural armor bonus (enhancement) | Bonus squared × 2,000 gp | Amulet of natural armor +1 |
Save bonus (resistance) | Bonus squared × 1,000 gp | Cloak of resistance +5 |
Save bonus (other)2 | Bonus squared × 2,000 gp | Stone of good luck |
Skill bonus (competence) | Bonus squared × 100 gp | Cloak of elvenkind |
Spell resistance | 10,000 gp per point over SR 12; SR 13 minimum | Mantle of spell resistance |
Weapon bonus (enhancement) | Bonus squared × 2,000 gp | +1 longsword |
Spell Effect | Base Price | Example |
Single use, spell completion | Spell level1 × caster level × 25 gp | Scroll of haste |
Single use, use-activated | Spell level1 × caster level × 50 gp | Potion of cure light wounds |
50 charges, spell trigger | Spell level1 × caster level × 750 gp | Wand of fireball |
Command word | Spell level1 × caster level × 1,800 gp | Cape of the mountebank |
Use-activated or continuous | Spell level1 × caster level × 2,000 gp3 | Lantern of revealing |
Special | Base Price Adjustment | Example |
Charges per day | Divide by (5 divided by charges per day) | Boots of teleportation |
Uncustomary space limitation4 | Multiply entire cost by 1.5 | Helm of teleportation |
No space limitation5 | Multiply entire cost by 2 | Ioun stone |
Multiple different abilities | Multiply lower item cost by 1.5 | Helm of brilliance |
Charged (50 charges) | ½ unlimited use base price | Ring of the ram |
Component | Extra Cost | Example |
Armor, shield, or weapon | Add cost of masterwork item | +1 composite longbow |
Spell has material component cost | Add directly into price of item per charge6 | Wand of stoneskin |
Spell has XP cost | Add 5 gp per 1 XP per charge6 | Ring of three wishes |
Magic Item Gold Piece Values
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values.
Multiple Similar Abilities
For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.
Multiple Different Abilities
Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells
When multiplying spell levels to determine value, 0-level spells should be treated as ½ level.
Other Considerations
Once you have a final cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use
Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use
Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.
Prices presented in the magic item descriptions (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item.
Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.
Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.
Masterwork Items
Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. They are not magical in any way. However, only masterwork items may be enhanced to become magic armor and weapons. (Items that are not weapons or armor may or may not be masterwork items.)
Creating Magic Armor
To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.
Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Magic armor or a magic shield must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Armor Special Abilities and Table: Shield Special Abilities.
If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting magic armor requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required
Craft Magic Arms and Armor.
Creating Magic Weapons
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.
A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table: Ranged Weapon Special Abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a magic weapon requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required
Craft Magic Arms and Armor.
Creating Potions
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp × the level of the spell × the level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Brewing a potion requires one day.
Item Creation Feat Required
Brew Potion.
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Prices assume that the potion was made at the minimum caster level. | ||||
0 | 25 gp | 25 gp | 25 gp | -- |
1st | 50 gp | 50 gp | 100 gp | 100 gp |
2nd | 300 gp | 400 gp | 400 gp | 400 gp |
3rd | 750 gp | 900 gp | 1,050 gp | 750 gp |
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr1 |
---|---|---|---|---|
Costs assume that the creator makes the potion at the minimum caster level. | ||||
0 | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | -- |
1st | 25 gp +2 XP | 25 gp +2 XP | 50 gp +4 XP | 50 gp +4 XP |
2nd | 150 gp +12 XP | 200 gp +16 XP | 200 gp +16 XP | 200 gp +16 XP |
3rd | 375 gp +30 XP | 450 gp +36 XP | 525 gp +42 XP | 375 gp +30 XP |
Creating Rings
To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring’s market price.
Rings that duplicate spells with costly material or XP components add in the value of 50 × the spell’s component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Forging a ring requires one day for each 1,000 gp of the base price.
Item Creation Feat Required
Forge Ring.
Creating Rods
To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Price Values and use the rod prices in the rod descriptions as a guideline. Creating a rod costs half the market value listed.
If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the i