Some creatures have vulnerability to a certain kind of energy effect typically either cold or fire. In addition, you cannot create potions , spell-trigger, or spell-completion magic items without meeting its prerequisites. It is wonderful for a quick smoothie or meal. Around mid a financial crisis, starting in the US, spread around the world into a global financial crisis , and then into a more general economic crisis, which, as of writing this, the world has still not recovered from. Random Magic Weapon Generator. These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Richard Robbins, Professor of Anthropology and author of Global Problems and the Culture of Capitalism is also worth quoting at length:. The Great Global Depression of that lasted essentially until was the first great manifestation of the capitalist business crisis.
The depression was not the first economic crisis [as there had been many for thousands of years] but the financial collapse of revealed the degree of global economic integration, and how economic events in one part of the globe could reverberate in others. The Depression of revealed another big problem with capitalist expansion and perpetual growth: Given this situation, if you were an American or European investor in , where would you look for economic expansion?
The obvious answer was to expand European and American power overseas, particularly into areas that remained relatively untouched by capitalist expansion — Africa, Asia, and the Pacific.
Colonialism had become, in fact, a recognized solution to the need to expand markets, increase opportunities for investors, and ensure the supply of raw material. In Rhodes said:. I was in the East End of London yesterday and attended a meeting of the unemployed. I listened to the wild speeches, which were just a cry for bread , bread, and on my way home I pondered over the scene and I became more than ever convinced of the importance of imperialism.
The Empire, as I have always said, is a bread and butter question. If you want to avoid civil war, you must become imperialist. As a result of this cry for imperialist expansion, people all over the world were converted into producers of export crops as millions of subsistence farmers were forced to become wage laborers producing for the market and required to purchase from European and American merchants and industrialists, rather than supply for themselves, their basic needs.
World War I was, in effect, a resource war as Imperial centers battled over themselves for control of the rest of the world. World War II was another such battle, perhaps the ultimate one.
However, the former imperial nations realized that to fight like this is not the way, and became more cooperative instead. The Soviet attempt of an independent path to development flawed that it was, because of its centralized, paranoid and totalitarian perspectives , was a threat to these centers of capital because their own colonies might get the wrong idea and also try for an independent path to their development.
Because World War II left the empires weak, the colonized countries started to break free. In some places, where countries had the potential to bring more democratic processes into place and maybe even provide an example for their neighbors to follow it threatened multinational corporations and their imperial or former imperial states for example, by reducing access to cheap resources.
As a result, their influence, power and control was also threatened. Often then, military actions were sanctioned. To the home populations, the fear of communism was touted, even if it was not the case, in order to gain support. The net effect was that everyone fell into line, as if it were, allowing a form of globalization that suited the big businesses and elite classes mainly of the former imperial powers.
Hence, there is no surprise that some of the main World War II rivals, USA, Germany and Japan as well as other European nations are so prosperous, while the former colonial countries are still so poor; the economic booms of those wealthy nations have been at the expense of most people around the world.
Thus, to ensure this unequal success, power, and advantage globalization was backed up with military might and still is. Hence, even with what seemed like the end of imperialism and colonialism at the end of World War II, and the promotion of Adam Smith free trade and free markets, mercantilist policies still continued.
Adam Smith exposed the previous system as mercantilist and unjust. He then proposed free market capitalism as the alternative. More about this in the next section on this site. And so, a belief system had to accompany the political objectives:. When the blatant injustices of mercantilist imperialism became too embarrassing, a belief system was imposed that mercantilism had been abandoned and true free trade was in place. In reality the same wealth confiscation went on, deeply buried within complex systems of monopolies and unequal trade hiding under the cover of free trade.
Many explanations were given for wars between the imperial nations when there was really one common thread: Who will control resources and trade and the wealth produced through inequalities in trade? The Reagan and Thatcher era in particular, saw neoliberalism pushed to most parts of the globe, almost demonizing anything that was publicly owned, encouraging the privatization of anything it could, using military interventions if needed.
Structural Adjustment policies were used to open up economies of poorer countries so that big businesses from the rich countries could own or access many resources cheaply. So, from a small, unpopular sect with virtually no influence, neo-liberalism has become the major world religion with its dogmatic doctrine, its priesthood, its law-giving institutions and perhaps most important of all, its hell for heathen and sinners who dare to contest the revealed truth.
Oskar Lafontaine, the ex-German Finance Minister who the Financial Times called an unreconstructed Keynesian has just been consigned to that hell because he dared to propose higher taxes on corporations and tax cuts for ordinary and less well-off families.
The Iron Lady was herself a disciple of Friedrich von Hayek, she was a social Darwinist and had no qualms about expressing her convictions. Competition is central because it separates the sheep from the goats, the men from the boys, the fit from the unfit. It is supposed to allocate all resources, whether physical, natural, human or financial with the greatest possible efficiency. Above all, do not compete. The only actors in the neo-liberal world who seem to have taken his advice are the largest actors of all, the Transnational Corporations.
The principle of competition scarcely applies to them; they prefer to practice what we could call Alliance Capitalism. As former World Bank Chief Economist Josepth Stiglitz notes, it is a simplistic ideology which most developed nations have resisted themselves:. Because in this model there is no need for government — that is, free, unfettered, liberal markets work perfectly — the Washington Consensus policies are sometimes referred to as neo-liberal, based on market fundamentalism, a resuscitation of the laissez-faire policies that were popular in some circles in the nineteenth century.
In the aftermath of the Great Depression and the recognition of other failings of the market system, from massive inequality to unlivable cities marred by pollution and decay, these free market policies have been widely rejected in the more advanced industrial countries, though within these countries there remains an active debate about the appropriate balance between government and markets.
Economists Sanford Grossman and Joseph Stiglitz demonstrated this in , and hundreds of subsequent studies have pointed out quite how unrealistic the hypothesis is, some of the most influential of which were written by Eugene Fama himself [who first formulated the idea as a a Ph.
Markets can behave irrationally—investors can herd behind a stock, pushing its value up in ways entirely unrelated to the stock being traded. Despite ample economic evidence to suggest it was false, the idea of efficient markets ran riot through governments. The World Wars were about rival powers fighting amongst themselves to the spoils of the rest of the world; maintaining their empires and influence over the terms of world trade, commerce and, ultimately, power.
Throughout the Cold War, we contained a global threat to market democracies: John Gray, mentioned above, notes that the same processes to force the peasantry off their lands and into waged labor, and to socially engineer a transformation to free markets is also taking place today in the third world:. The achievement of a similar transformation [as in mid-nineteenth century England] is the overriding objective today of transnational organizations such as the World Trade Organisation, the International Monetary Fund and the Organisation for Economic Cooperation and Development.
The thinkers of the Enlightenment, such as Thomas Jefferson, Tom Paine, John Stuart Mill and Karl Marx never doubted that the future for every nation in the world was to accept some version of western institutions and values.
A diversity of cultures was not a permanent condition of human life. It was a stage on the way to a universal civilization, in which the varied traditions and culture of the past were superseded by a new, universal community founded on reason. Gray also notes how this western view of the world is not necessarily compatible with the views of other cultures and this imposition for a western view of civilization may not be accepted by everyone.
Ironically then, using terms like Enlightenment , freedom , liberty , etc, which is common in such discourse, as Gray notes, results in conformity, almost totalitarian in nature.
Around mid a financial crisis, starting in the US, spread around the world into a global financial crisis , and then into a more general economic crisis, which, as of writing this, the world has still not recovered from. The crisis has been so severe, criticisms of market fundamentalism and neoliberalism are more widespread than before.
Raj Patel argues that the markets in their current shape have created a convoluted idea of value; value meals are cheap but unhealthy whereas fruit and veg are often more expensive; rainforests are hardly valued whereas felling trees adds to the economy. Flawed assumptions about the underlying economic systems contributed to this problem and had been building up for a long time, the current financial crisis being one of its eventualities. This problem could have been averted in theory as people had been pointing to these issues for decades.
Yet, of course, during periods of boom no-one let alone the financial institutions and their supporting ideologues and politicians largely believed to be responsible for the bulk of the problems would want to hear of caution and even thoughts of the kind of regulation that many are now advocating. To suggest anything would be anti-capitalism or socialism or some other label that could effectively shut up even the most prominent of economists raising concerns.
Of course, the irony that those same institutions would now themselves agree that those anti-capitalist regulations are required is of course barely noted. Such options now being considered are not anti-capitalist.
However, they could be described as more regulatory or managed rather than completely free or laissez faire capitalism, which critics of regulation have often preferred. But a regulatory capitalist economy is very different to a state-based command economy, the style of which the Soviet Union was known for.
The points is that there are various forms of capitalism, not just the black-and-white capitalism and communism. And at the same time, the most extreme forms of capitalism can also lead to the bigger bubbles and the bigger busts.
In that context, the financial crisis, as severe as it was, led to key architects of the system admitting to flaws in key aspects of the ideology. At the end of , Alan Greenspan was summoned to the U. Congress to testify about the financial crisis. His tenure at the Federal Reserve had been long and lauded, and Congress wanted to know what had gone wrong. Henry Waxman questioned him:. I found a flaw in the model that I perceived is the critical functioning structure that defines how the world works, so to speak.
In other words, you found that your view of the world, your ideology, was not right, it was not working. That is precisely the reason I was shocked, because I had been going for 40 years or more with very considerable evidence that it was working exceptionally well.
And Greenspan is not alone. The only guy who really called this right was Karl Marx. One after the other, the celebrants of the free market are finding themselves, to use the language of the market, corrected.
We had become accustomed to the hypocrisy. Yigal's Spider Pen Pro is absolute perfection. And it produces absolute miracles.
The Spider Pen Pro will prove a boon to the art of levitation. Always under your control. But when the box is opened it is discovered that inside is a solid Brass Block, completely filling the box. The performer displays a match box. A needle with ribbon attached is passed through the middle of the box. Then the match box is handed to a spectator to examine. Imagine his surprise when he finds the match box contains a brass block which fills the entire inside of the box.
The brass block can be examined. Yet it is ingeniously gimmicked to allow a needle or toothpick etc. Peter has used this wallet for the past 3 years, and to this day only one other person has had the pleasure of owning and working with the incredible wallet.
This is Peter Nardi's updated version of the best selling Stealth Assassin. The Stealth Assassin V1. Please note the original Stealth Assassin is no longer in production the new V1. Do no be fooled by cheap imitations! The Stealth Assassin is the wallet of choice for many of the worlds top mentalists! Manufactured in high quality leather with a great attention to detail, the Assassin takes all the greatest elements from its predecessors and combines them to create something new and powerful!
This is truly the utility device for the mentalist. Carry the Assassin with you, and you will have a complete mentalism act in your pocket! The Stealth Assassin Wallet V1. The effects one can perform with the Assassin are virtually unlimited. Predict a driver's license number - Predict a birthday - Predict a credit card number - Have a spectator write or draw anything on the back of a business card.
The mentalist can then read the spectator's mind and tell them what is on the business card, or the mentalist can choose to simply redraw what the spectator has drawn.
The DVDs include full routines, handling, timing tips, and bonus effects and ideas! Simply place the marked bill inside the tube and push on the cap. Give the tube to the spectator to hold while you bring out another sealed brass tube use our Deluxe Bill Tube. Jay also shares the real work on such essential topics as the power of impromptu performances, combining magic and mentalism, magic with a borrowed deck, scripting, the importance of simplcity, and handling props within the impromptu setting.
SMS can be performed in a T-Shirt or with no shirt at all. It has an instant reset that can be done right in front of the spectator. Make items vanish off of spectator's hands. Produce key items for your routine. Plus two other fast and furious impromptu street routines. You'll be performing this stuff in no time! You will make pens jump out of cups, napkins jump off tables, even candy jump out of its bowl!
Meticulously redesigned and perfected, Jump will allow you to perform miracles that simply cannot be done any other way! The cork is then inserted into the top of the bottle, thereby preventing any entry or escape of any foreign objects.
A quarter is then borrowed, and the performer taps it on the bottom and side of the bottle. The coin visibly penetrates the bottle and is now freely shown to be sealed inside. The cork is still in place and the bottle, none the worse for wear. Now, the bottle is held right under the spectators' noses so they can clearly see the coin inside.
The coin is then magically passed through the bottle and handed back to its owner! Thin enough to conceal on your wrist or under a coat, yet strong enough to penetrate the thickest hands and tables. There is no end to the strong magic that can be created with this PK Collection!
Then it's the magician's turn. It clearly is very solidly threaded onto the bolt. Taking the bolt from the spectator, in less than one second, the bolt literally "melts" through the nut. No covers or anything to hide.
The whole unit can be examined both before and after. The spectator tries, but cannot do the same. Joe Porpers popular anodized aluminum style.
The box is a mechanical gem and has great potential too fool you. Box is beautifully made and the mechanism is clever. MAGMA Hands are the focal point for power for many magicians, so why not turn your hands into a glowing hot lightshow? With Magma, you can focus your power and transform your fist into a seemingly, red-hot inferno.
Gimmick is practically invisible in performance and can provide over uses before it will require a USB recharge.
Highly durable and expert manufactured, your Magma gimmick will handle years of repeated use. Perform all the famously visual Raven vanishes with this new version. The Reel Raven attaches quickly and easily and can be attached in more places.
While the standard version is sure to remain the favorite of many magicians, the Reel Raven is uniquely different and is sure to appeal to many magicians. No special counts or sleight of hand! NO rough and smooth! NO force and instant reset! Next the backs change to a rainbow design. The cards are then turned face down to reveal an eye chart, a pair of eyes and a pair of reading glasses on their backs.
When cards are turned over they have all formed a heart shape each with matching colors front and back. Chink a Chink Streamlined, Description: Schindlers Pen - Description: More than 25 tricks, gags vanishes and mental effects with this unique prop.
Monkey Silk, Description silk tied to red rope with three yellow knots on it. Silk magically jumps from left side to right side of rope, then jumps to middle of rope.
Steel ball thru Glass, Description: Cards are removed and placed between spectators hand. When hands removed the pips from one card have melted on to the back of the other. Comes with bonus coin magic penny to dime and shrunken penny. Levitator, Description gimmick allows you to float many objects. Separate Salt and Pepper magically. This is the original version not the current version of Salt and Pepper by Rocco.
Push a pencil through the center of a bill yet leaves no hole! Vanish a marked penny from one hand and cause it to appear under the other! Cause two bills to melt through each other right under a spectators nose! And much, much more! Different variations of the Linking Rings performed 3-rings, 5- rings, 8-rings. Long a classic effect, but seldom performed, this DVD will instruct and teach how the novice or professional can add an excellent effect to their acts.
Four performers reveal their secret routines for the chop cup, a classic of magic, and explain as well. Gain insight on each performer's philosophy, style, and subtlety on the same effect.
With nothing but a single paper clip, you'll astound onlookers by making it bend and contort to your will. The method for Bently is unlike anything you have ever seen before.
No optical illusions are used. No threads are used. Best of all Bently can be reset instantly so that you can perform it over and over with the same paper clip. Within minutes of finishing this tutorial you'll be able to flawlessly warp the paper clip from any angle, at any time. A playing card is now freely selected and signed. The spectator himself slowly pushes his card into the deck. The cards are immediately counted and the deck is one short - the selection has vanished.
Please note that there is no palming. The card is genuinely in the envelope. Only one card is used, no extra pieces, nothing to add, nothing to take away. Use any card and can be performed surrounded. Comes with Bicycle back Jumbo card professionally printed, a list of celebrity names and routine. As soon as you receive the spectator's ring you're in full control. RinKey Dinky will handle it from there. The ring will vanish from your fingertips without any sleight of hand.
The ring will automatically travel to your pocket and attach itself to your own set of keys. Performing a miracle with these everyday objects will blow people away! Production Box Wood box with a secret drawer I would call this used but like new. The box is in excellent shape.
Used a few times. Not in the original box. Cups for Cups and Balls 3 cups, one magnetized. Four knitted balls Material may be brass, dont remember I would call these used in good shape. Linklip Ken Courcy Trick with paper clips - Two separate paper clips are shown.
They are placed into the left hand and after an amusing love story, when removed, are found to be linked. Aldo Columbinis version of the love story. Two separate paper clips are shown. They are placed in the hand of the spectator and ,when he opens the hand, they have linked. They are replaced in the spectators hand and when he opens it, three small paper clips appear,,,the babies.
This is repeated with the second bracelet also amazingly penetrating the string! A spectator then chooses one of the bracelets and the magician visually removes it from the string, visibly melting through and dropping to the table! A signed piece of paper is torn into four pieces, rearranged and restored in this mis-made condition!
The paper can be handed to the spectator. A piece of ribbon is also passed around for all to see. Performer collects the cards and adjusts them so the holes are lined up at the top. Includes dice and instructional DVD - Never used. Show a large steel nut and a length of velvet cord. Thread the nut on the cord. Place them in your closed fist with the ends of the cord sticking out.
Open your hand and the nut has penetrated the cord! So far, good magic, but no killer. Thread the nut on the cord and place it in your closed fist as before. Open your fist and the nut is gone!! Where the heck did it go??
Immediately toss the cord out for examination. This is killer magic and very easy to do! Nuttin' Here uses no pulls, elastics, wires or trap doors. You do not need to wear a jacket to perform the routine, as a matter of fact you can do it with your sleeves rolled up!! Comes complete with Nut, Cord, Speciall gimmick and instructions.
Get ready for woman to scream and guys to be transfixed in bewilderment! This is a must for the close-up or restaurant worker!
Can be done over and over, resets almost instantly! No tricky moves or switches! Over the years, we had many customers ask us for a better "life like" looking mouth. Well, now we have done it! The Note Pad Surprise 2. Watch the new demo to see the new mouth in action!! Same great effect, still NO Switches and now a new "bendy" mouth!
Give away the same picture you actually draw and animate! Imagine this, you take a simple 4" x 6" pad out of your pocket. You then draw a face on the page complete with eyes and mouth. Suddenly the eyes and mouth begin to move! After you have startled and amazed your spectators, you then tear off the same page that you drew the face on and hand it out as a souvenir! You can easily refill with any 4" x 6" pad.
Includes DVD, props and gimmicks. Includes 5 routines and works with all I-Phone models. It was a breakthrough for thread workers. Imagine if you had a reel that would feed out fifteen feet of invisible thread in one continuous thread. Not only that, but reel it back in automatically, so that you can use it over. We as magicians now for the first time in history entered a new era for thread magic. You will be able to float a dollar bill, right out in front of you with no obvious anchor points even near you.
This will triple the impact of floating any object. I really cannot express to you how exciting this these products are. The case is then zippered shut and held by a spectator until the end of the effect. All can be examined! This effect can be repeated time and again with different results.
You instantly hand out the bill for immediate examination. Ninh's Currency is one of the most practical and hard-hitting bill changes on the market today.
Included on this instructional DVD are all the inner workings you will need to perform this miracle. Effects in General, Seances, Haunted Houses, with Thousands of routine possibilities, you will see why it really is one of the best values in all of magic today! Used by the pro's hundreds of thousands sold. The original by the sorcery shop. In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs.
The cost to create these items is the magic supplies cost 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.
Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create if their base price is gp or less. Scrolls and potions whose base price is more than gp, but less than 1, gp, take 8 hours to create, just like any other magic item.
The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. The caster can work for up to 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. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.
If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress just as with the adventuring caster. A character can work on only one item at a time.
If a character starts work on a new item, all materials used on the under-construction item are wasted. Standard items can be made unique without changing their mechanics by adding flavorful descriptions or backstories. Alternatively, making an item intelligent or cursed, combining two items into one, or adding an unusual power to an existing item are all perfectly good changes that can make items more memorable.
Similar to providing a historical background for an item, creating a story that directly connects the item to one or more player characters in the game allows a GM to spin a fascinating story—possibly one that is directly connected to a story feat.
A restless spirit haunts the item. This lingering spirit might be something that evokes sympathy from the PCs, such as a young child who died in a tragic way or a grandmother who was killed by her family so they could gain her fortune. Alternatively, a nasty spirit could inhabit the item, in which case each use might require a battle of wills. A mundane sword wielded by a famous war hero or a suit of leather armor crafted by artisans of a long-lost civilization could provide adventure hooks involving the historical figures or cultures associated with the item.
Historians and collectors alike would prize such items simply to study or own, and may send PCs on adventures to retrieve them. Bards in particular may be interested in tracking down such pieces, as the recovery could earn the lore masters prestige as procurers of museum-worthy items.
Give an item a spark of intelligence to make it more intriguing. Certainly the player characters are used to intelligent weapons, but what about an intelligent folding boat? Once an item is imbued with intelligence, its use can no longer be taken for granted, instead requiring a diplomatic encounter or battle of wills.
Can the PCs convince the boat to unfold? If so, can they then persuade or cajole it to allow them aboard to make their journey? When you name an item, many players automatically think of it as something special. Proper names pique interest, and you may find players asking to research the named item at various libraries and taking notes about the discovered references.
Sometimes, finding an item is necessary before a larger adventure can commence. Though required, such an item may have no further importance beyond being necessary to achieve another goal. For example, suppose the PCs need to find the key to an otherwise impenetrable vault. The search for the sword thus becomes part of a larger campaign. Who says every rod of rulership , cape of the mountebank , or flying carpet has to look exactly the same? Sure, the item works the same as the other ones, but making a small variation, even if just a minor or superficial change, opens a tremendous host of possibilities for making treasure more wondrous.
To make a fairly mundane item more prized, alter the materials used to craft it. Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place. The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item.
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. Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: The correct way to price an item is by comparing its abilities to similar items see Magic Item Gold Piece Values , and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item.
If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect. The formula indicates this would cost 2, gp spell level 1, caster level 1. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item.
A 0-level spell is half the value of a 1st-level spell for determining price. If the spell has a hour duration or greater, divide the cost in half. If it has some daily limit, determine as if it had 50 charges. If the GM is using the downtime system , both you and the other character must use downtime at the same time for this purpose. Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item , the GM makes the check in secret.
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. Once you have a 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.
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 the 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. 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. Staves follow the formulas closely, and other items require at least some judgment calls. 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 supply 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: 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 armor or 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 and must provide any material components or focuses the spells require.
Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details. Time Required Crafting magic armor requires one day for each 1, gp value of the base price.
Craft Magic Arms and Armor. Spellcraft or Craft armor. The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells. A single suit of armor can be inscribed with a number of spells equal to its base armor bonus not including its enhancement bonus. If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed.
The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed. Light armor, a buckler, or a light shield can hold up to 3rdlevel spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells.
An inscribed spell is a spell-completion item that only the wearer of spellscribed armor may activate , and only if he is proficient with the type of armor worn. The inscribed spell vanishes when activated.
The inscribed spell must be visible to the wearer and must be touched as part of its activation. Spells inscribed on armor can be dispelled as if they were separate magic items treat them as scrolls , wholly independent of the suit of armor on which they are etched. 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.
Creating a magic weapon has a special prerequisite: A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon 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.
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, and special abilities. Creating some weapons may entail other prerequisites beyond or other than spellcasting. Time Required Crafting a magic weapon requires 1 day for each 1, gp value of the base price.
Spellcraft , Craft bows for magic bows and arrows , or Craft weapons for all other weapons. 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: 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.
Material components are consumed when he begins working, but a focus is not. The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. Time Required Brewing a potion requires 1 day. Spellcraft or Craft alchemy.
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 determine. Estimating Magic Item Gold Piece Values and use the ring prices in the ring descriptions as a guideline. Having a spell with a costly component as a prerequisite does not automatically incur this cost. Creating some rings may entail other prerequisites beyond or other than spellcasting.
Spellcraft or Craft jewelry. 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 determine. Estimating Magic Item Gold Piece 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. Creating some rods may entail other prerequisites beyond or other than spellcasting.
Spellcraft , Craft jewelry , Craft sculptures , or Craft weapons. To create a scroll , a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: All writing implements and materials used to scribe a scroll must be fresh and unused.
A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell. The creator must have prepared the spell to be scribed or must know the spell, in the case of a sorcerer or bard and must provide any material component or focus the spell requires.
A material component is consumed when she begins writing, but a focus is not. A focus used in scribing a scroll can be reused. The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. Time Required Scribing a scroll requires 1 day per 1, gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.
Spellcraft , Craft calligraphy , or Profession scribe. To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.
The materials cost is subsumed in the cost of creation: Staves are always fully charged 10 charges when created. If desired, a spell can be placed into the staff at less than the normal cost, but then activating that particular spell drains additional charges from the staff.
Divide the cost of the spell by the number of charges it consumes to determine its final price. Note that this does not change the order in which the spells are priced the highest level spell is still priced first, even if it requires more than one charge to activate.
The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells. The creator must have prepared the spells to be stored or must know the spells, in the case of a sorcerer or bard and must provide any focus the spells require as well as material component costs sufficient to activate the spell 50 times divide this amount by the number of charges one use of the spell expends.
Material components are consumed when he begins working, but focuses are not. A focus used in creating a staff can be reused. Creating a few staves may entail other prerequisites beyond spellcasting. Spellcraft , Craft jewelry , Craft sculptures , or Profession woodcutter. To create a rune , a character needs a supply of arcane inks and scar-inducing irritants. The cost for the materials is subsumed in the cost for creating the rune.
Rune costs are difficult to determine. Creating a rune costs half the market value listed. If spells are involved in the prerequisites for making the rune, 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.
Creating some rune may entail other prerequisites beyond or other than spellcasting. Spellcraft or an applicable Craft or Profession skill check. To create a magic wand , a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand: Market value is double this creation cost. Wands are always fully charged 50 charges when created.
The creator must have prepared the spell to be stored or must know the spell, in the case of a sorcerer or bard and must provide any focuses the spell requires. Fifty of each needed material component are required one for each charge. Material components are consumed when work begins, but focuses are not.
A focus used in creating a wand can be reused. To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled.
The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to determine. Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed. If spells are involved in the prerequisites for making the item, 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.
Creating some items may entail other prerequisites beyond or other than spellcasting. Time Required Crafting a wondrous item requires 1 day for each 1, gp of the base price. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate.
Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation.
Along with adding flavor to the crafting of magic items, this system changes the average cost of magic item creation to be variable—generally more expensive for a single creator, and possibly less expensive for a group that works together.
The standard system for the creation of magic items leads to automatic successes during crafting, and given enough days of downtime, it can lead to a wild power imbalance between PCs who opt into the crafting system and all other characters. For groups that prefer a more in-depth experience, replace the required skill checks below with roleplaying scenes.
The magic item creation system in this section divides the creation of magic items other than potions and scrolls into a series of challenges that the creators try to overcome. These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: Between those steps, the characters face a number of random challenges based on the total market price of the item.
Each challenge the PCs face represents a setback or opportunity in the magic item creation process. This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables.
It allows the entire party to participate, so anyone who wishes to help counts as a creator, and only one creator needs to have the required item creation feat. Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. This choice of tasks to attempt must be made before rolling any associated checks.
If a creator takes on such a task, it must be completed before attempting a task that involves a check. If the creators decide to attempt both tasks for a given challenge, each task must be attempted by a different creator.
For instance, when faced with a sesquipedalian elucidation challenge, a wizard might pull out his dictionary and attempt a Linguistics check, while a rogue might choose to make up her own big words and attempt a Use Magic Device check. The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.
These are the options a creator can choose from when trying to complete the challenge. They contain only short titles, and the GM should interpret the specifics in an interesting way that makes sense based on the story. These entries cover the consequences of success or failure. Various challenges can raise and lower this amount.
You must purchase weapons, armor, and other items that require masterwork or ingredient components separately to begin the process.