Rules for Magic Item Creation

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Brayon
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Rules for Magic Item Creation

Unread post by Brayon »

Aside from Techno Wizardy, any Item Creation Rules anywhere? So far, I see a lot of descriptions, & Talisman/Amulet is the closes I've found. But what about other items?
"No, actually, as there's that really big special rule that overrides any other rules. You know, the one where if something looks stupid or limiting or otherwise hinders game play or fun the GM is free to change or discard the rule." - Nightmask
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Re: Rules for Magic Item Creation

Unread post by drewkitty ~..~ »

Alchemists in The PF2 main book are the ones that make normal magic items. However, the text that goes along with them is fuzzy cause it is an NPC class.

There is also some alt. amulet making rules in the Through the Glass Darkly book. These are outside the Amulet spell types.
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Re: Rules for Magic Item Creation

Unread post by Glistam »

I think there's a class in one of the Phase Workd books that can make items which are similar to talismen but recharge their uses every day.
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kiralon: "...the best way to kill an old one is to crash a moon into it."

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Re: Rules for Magic Item Creation

Unread post by say652 »

Other than tw, rune, and the heroes unlimited weapons and items,
Magic item creation its strictly gm fiat
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Re: Rules for Magic Item Creation

Unread post by Glistam »

There's probably some stuff I missed, but I think this is a fairly comprehensive list of various "magic items" an invocation-type mage can create/enchant. While not everything in this list is a true magic item like you could get from an alchemist or other such source, they are tangible things with a duration that can be measured in days so I included them. I used the Rifts Book of Magic, Nightbane, Heroes Unlimited GM Guide, and Palladium Fantasy books to pull these spells. There's a neat one in Through the Glass Darkly which binds a persons soul to their decapitated head forever, but it ultimately just didn't feel like an item being enchanted. That's also why I left out the various Golem, Zombie, Mummy and Familiar spells.

  • Mystic Mark
    • Level: 1
    • P.P.E.: 3
    • Duration: Permanent
  • Mystic Alarm
    • Level: 2
    • P.P.E.: 5
    • Duration: 1 year per level
  • Fragile Bone to Wood
    • Level: 2
    • P.P.E.: 10 or 60 to make it permanent (half for Necromancers)
    • Duration: 1 hour per level or permanent
  • Charm Weapon (Ritual)
    • Level: 5
    • P.P.E.: 12
    • Duration: 12 hours per level
  • Fragile Bone to Stone
    • Level: 5
    • P.P.E.: 20 or 120 to make it permanent (half for Necromancers)
    • Duration: 1 hour per level or permanent
  • Locking Hand
    • Level: 5
    • P.P.E.: 20 or 60 to make it permanent (half for Necromancers)
    • Duration: 1 hour per level or permanent
  • Fire Blossom
    • Level: 6
    • P.P.E.: 20
    • Duration: 1 month per level
  • Witch Bottle
    • Level: 7
    • P.P.E.: 28
    • Duration: 1 year per level
  • Time Capsule
    • Level: 8
    • P.P.E.: 30
    • Duration: 50 years per level
  • Fire Globe
    • Level: 8
    • P.P.E.: 40
    • Duration: 1 week per level
  • Attune Object to Owner
    • Level: 8
    • P.P.E.: 30
    • Duration: 1 year per level
  • Temporary Enchantment
    • Level: 8
    • P.P.E.: 70
    • Duration: 1 week per level
  • Fragile Bone to M.D.C. Bone
    • Level: 8
    • P.P.E.: 80 or 320 to make it permanent (half for Necromancers)
    • Duration: 30 minutes per level or permanent
  • Wards
    • Level: 10
    • P.P.E.: 90
    • Duration: 150 years per level
  • Dimensional Pockets
    • Level: 10
    • P.P.E.: 20 for a temporary pocket; 140 for a long term pocket
    • Duration: 1 hour per level if temporary; 6 months per level if long term
  • Energy Sphere
    • Level: 11
    • P.P.E.: 120+
    • Duration: 2 days per level
  • Bone of Invisibility
    • Level: 11
    • P.P.E.: 360 (half for Necromancers)
    • Duration: Permanent
  • Bone Scepter
    • Level: 11
    • P.P.E.: 320 (half for Necromancers)
    • Duration: Permanent
  • Create Magic Scroll
    • Level: 11
    • P.P.E.: 100+
    • Duration: Permanent until used
  • Amulet
    • Level: 12
    • P.P.E.: Between 290 to 500, depending on type
    • Duration: Permanent
  • Bone Staff
    • Level: 12
    • P.P.E.: 420 (half for Necromancers)
    • Duration: Permanent
  • Necklace of Bat Skulls
    • Level: 12
    • P.P.E.: 580 (half for Necromancers)
    • Duration: Permanent
  • Necklace of Bird Skulls
    • Level: 12
    • P.P.E.: 580 (half for Necromancers)
    • Duration: Permanent
  • Necklace of Dragon Teeth
    • Level: 12
    • P.P.E.: 640 (half for Necromancers)
    • Duration: Permanent
  • Necklace of Snake Skulls
    • Level: 12
    • P.P.E.: 600 (half for Necromancers)
    • Duration: Permanent
  • Ironwood
    • Level: 12
    • P.P.E.: 50+
    • Duration: Permanent
  • Necklace of Goblin Skulls
    • Level: 13
    • P.P.E.: 680 (half for Necromancers)
    • Duration: Permanent
  • Enchant Weapon (Ritual)
    • Level: 13
    • P.P.E.: 300 for a melee weapon, 600 for a ranged weapon
    • Duration: Permanent
  • Skull with Flaming Eyes
    • Level: 13
    • P.P.E.: 600 (half for Necromancers)
    • Duration: Permanent
  • Skull of Knowledge
    • Level: 13
    • P.P.E.: 640 (half for Necromancers)
    • Duration: Permanent
  • Talisman
    • Level: 13
    • P.P.E.: 500+
    • Duration: Permanent
  • Sanctum
    • Level: 13
    • P.P.E.: 390
    • Duration: The lifetime of the mage
  • Enchant Weapon (Minor)
    • Level: 15
    • P.P.E.: 400 if temporary, or 1,000 plus 2D4 permanently lost
    • Duration: 1 month per level if temporary, or permanent
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
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Brayon
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Re: Rules for Magic Item Creation

Unread post by Brayon »

Thanks everyone.
"No, actually, as there's that really big special rule that overrides any other rules. You know, the one where if something looks stupid or limiting or otherwise hinders game play or fun the GM is free to change or discard the rule." - Nightmask
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Re: Rules for Magic Item Creation

Unread post by Glistam »

The Techno-Smithy O.C.C. from Rifts Dimension Book 6: Three Galaxies has limited magical item creation capabilities. There is also the Scathath Druid from Rifts World Book 3: England and the Mystic Kunzya from Rifts World Book 18: Mystic Russia, who can both create a few specific magical items.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
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Re: Rules for Magic Item Creation

Unread post by Library Ogre »

I wrote some rules for item creation in the MoM manuscript, but have no idea what will be returned on that.
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Re: Rules for Magic Item Creation

Unread post by ShadowLogan »

Brayon wrote:Aside from Techno Wizardy, any Item Creation Rules anywhere? So far, I see a lot of descriptions, & Talisman/Amulet is the closes I've found. But what about other items?

What do you define as "creation rules". Some classes (such as various Shaman type, Necromancer) can create pre-defined magic items. But other wise a list of what can be put in not via spell/rituals I think are pretty limited to "class X" can create "item Y", but generally no true "class X" can put Y number of features from this list (like Rune magic, or PF2E's alchemist).
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Re: Rules for Magic Item Creation

Unread post by eliakon »

ShadowLogan wrote:
Brayon wrote:Aside from Techno Wizardy, any Item Creation Rules anywhere? So far, I see a lot of descriptions, & Talisman/Amulet is the closes I've found. But what about other items?

What do you define as "creation rules". Some classes (such as various Shaman type, Necromancer) can create pre-defined magic items. But other wise a list of what can be put in not via spell/rituals I think are pretty limited to "class X" can create "item Y", but generally no true "class X" can put Y number of features from this list (like Rune magic, or PF2E's alchemist).

The Mystic Kuznya from Mystic Russia is the closest.
They have a list of features they can impart into items.
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Re: Rules for Magic Item Creation

Unread post by thorr-kan »

Related:
Create Zombie
Create Mummy
Create Golem

Honorable Mention:
Familiar Link
I have a blog; come see what I've created: https://thewhiteminotaur.wordpress.com/
-The 2025 Character Creation Challenge (#charactercreationchallenge):
https://thewhiteminotaur.wordpress.com/ ... challenge/
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Re: Rules for Magic Item Creation

Unread post by Glistam »

Here's a magic item that I believe is both interesting and able to be made by invocation mages who are able to acquire the magics necessary to make it work:

Healing Potion:
  • Description: A stoppered bottle filled with a glowing, red liquid. If left stoppered it will remain potent for 50 years per level of the creator. Once the stopper is removed, it will only remain potent for 24 hours. When the liquid is drunk is will heal the drinker of 1D8+2 hit points or S.D.C., or if an M.D.C. being 1D4+1 M.D.C. will be healed.
  • How to create: This is simply a combination of the Nazcan line magic Draught of Health and either the level 8 Temporal Magic spell Time Capsule or the level 8 Invocation Magic spell Ley Line Time Capsule. The Draught of Health pattern is inscribed by the user of the magic into a container such as a small pitcher (as an invocation mage, a successful Artist skill roll must be made to do this successfully). Once done, the cost for Draught of Health is paid and the liquid is poured into a potion bottle, where one of the Time Capsule spells is then cast in order to prevent the liquid from "spoiling" for the duration of the Time Capsule spell. In total, each potion costs no more than 38 P.P.E. to prepare.
  • Note: The Nature Magic spell Make Honey Medicine can also be used in this manner to make honey-based elixers or candy that can Cure Minor Disorders or Negate Poison.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
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Re: Rules for Magic Item Creation

Unread post by drewkitty ~..~ »

say652 wrote:Other than tw, rune, and the heroes unlimited weapons and items,
Magic item creation its strictly gm fiat

This is even true with the TW magic item rules because the GM has final say in what the magic item actually does.
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Re: Rules for Magic Item Creation

Unread post by Library Ogre »

thorr-kan wrote:Related:
Create Zombie
Create Mummy
Create Golem

Honorable Mention:
Familiar Link


Necromancer's Bone Magic has a large amount of "Create an Item" spells, too.
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Brayon
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Re: Rules for Magic Item Creation

Unread post by Brayon »

Awesome, & thank you all very much. I'm running a Scotland based game, & the descriptions in RIFTS: England, & Aftermath mention heavy concentration of Magical Items. Again, thanks!
"No, actually, as there's that really big special rule that overrides any other rules. You know, the one where if something looks stupid or limiting or otherwise hinders game play or fun the GM is free to change or discard the rule." - Nightmask
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Re: Rules for Magic Item Creation

Unread post by Glistam »

Oh, if you're just looking for magical items, the Palladium Fantasy book has a bunch of magical items that would be appropriate to the area.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
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Re: Rules for Magic Item Creation

Unread post by Brayon »

Glistam wrote:Oh, if you're just looking for magical items, the Palladium Fantasy book has a bunch of magical items that would be appropriate to the area.


That, plus creation rules. We do have a mage in our party.
"No, actually, as there's that really big special rule that overrides any other rules. You know, the one where if something looks stupid or limiting or otherwise hinders game play or fun the GM is free to change or discard the rule." - Nightmask
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Re: Rules for Magic Item Creation

Unread post by The Beast »

Mark Hall wrote:I wrote some rules for item creation in the MoM manuscript, but have no idea what will be returned on that.


Any word on when the other books will be coming out?
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Re: Rules for Magic Item Creation

Unread post by Library Ogre »

The Beast wrote:
Mark Hall wrote:I wrote some rules for item creation in the MoM manuscript, but have no idea what will be returned on that.


Any word on when the other books will be coming out?


Not a single clue. I turned in the revised version something like a decade ago.
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Re: Rules for Magic Item Creation

Unread post by Glistam »

If you look in the section on Mystic Herbology in Rifts: England, there's a good number of magical items that can be made from plants by those who know that skill. That could account for a number of the magical items since Druids all get that skill.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
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Re: Rules for Magic Item Creation

Unread post by drewkitty ~..~ »

Glistam wrote:If you look in the section on Mystic Herbology in Rifts: England, there's a good number of magical items that can be made from plants by those who know that skill. That could account for a number of the magical items since Druids all get that skill.

the problem with the England magic makers is that the book does not give times needed and all that jazz on "how to make' the items.
May you be blessed with the ability to change course when you are off the mark.
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