top of page

MAGIC ITEMS WITHOUT TEARS: A System for Creating Magic Items in AD&D

  • Writer: Dungeoneers Guild Games
    Dungeoneers Guild Games
  • 2 hours ago
  • 30 min read

A complete Advanced Dungeons & Dragons system for researching and fabricating magic items that complements the First Edition rules.

 

by R. N. Bailey



Wizard in red casting magic on a glowing sword, surrounded by lightning. A castle looms in the stormy background. Mystical ambiance.


One of the least developed areas of the Advanced Dungeons & Dragons (AD&D) system is the fabrication of magic items by player characters (PCs). Magic items are a cornerstone of the game, found everywhere—in dungeons, caves, dragons’ hoards, and wizards’ towers. Even a 1st-level city guard might possess a Sword +1. The designers’ decision to devote so little attention to developing a comprehensive, well-rounded system for magic-item creation is surprising. The systems presented in the First or Second Edition Dungeon Masters Guide (DMG) are mechanically similar. In general, the rules for creating magic items in AD&D are loosely defined, leaving most details to the Dungeon Master (DM) to determine.

 

In most campaigns, as soon as a spellcasting player character reaches a high enough level to begin creating magic items, the first question is usually, “So, what exactly can I make?” Unfortunately, the rules provide little guidance. In many cases, the DM can offer no clear answer because the system never adequately defines which magic items are actually possible to create.

 

While it is clear that the magic-item system as presented in First Edition AD&D is loose and requires the DM to make many key decisions about exactly how a magic item is fashioned, and while this may work well for some DMs, many questions still arise that demand answers. Some aspects of the system are unambiguous. For example, making a Wand of Lightning Bolts is fairly straightforward. The magic-user fashions the wand and spends the allotted time preparing it to receive spells. They then make a saving throw to prime it. If successful, the magic-user casts Lightning Bolt spells into the wand—one for each charge. Because the wand is not a permanent item, no Permanency spell is required. Once the magic-user ceases casting, the wand is complete.


Other items are far less straightforward. For example, how does the DM determine how many “plusses” an item can possess, and how are they obtained? How does a Dagger +3 or a Ring of Protection +5 gain these enchantments? The rules never specify. This open-ended ambiguity often discourages both DMs and players from using the system. Frequently, the rules are so confounding that a DM simply abandons them altogether and discourages players from crafting magic items.

 

Additionally, the rules include several safeguards against abuse. Magic-users must be at least 12th level to manufacture magic items. They must obtain the Enchant an Item spell and pass their “Know Spell” check to learn it. To create permanent magic items, they must also obtain Permanency, an 8th-level spell. If they are not at least 16th level—the minimum level required to cast it—or have failed their Know Spell check, the magic-user must resort to using one from a scroll. Furthermore, each casting of Permanency carries a 5% chance of permanently draining 1 point of Constitution from the caster. This is a considerable risk merely to enchant a Shield +1. This possible penalty alone would discourage most magic-users from casting the spell too frequently.

 

All of this raises the question of how many such scrolls are likely to exist in a typical campaign, given that 16th-level magic-users would be exceedingly rare. If only 1 in 1,000 possesses both the aptitude and the opportunity to become a magic-user, such individuals would already be uncommon at best. Most would be low-level—1st or 2nd level. Approximately 1% of these would attain name level (11th level or higher). In a realm with a population of 2 million, this would amount to only about 20 high-level magic-users.

 

However, these safeguards have limits. Once a magic-user learns how to fabricate a Wand of Lightning Bolts, there is little to prevent the creation of large numbers of such deadly wands. All that is required are the Enchant an Item and Lightning Bolt spells. The wand itself requires 2 days plus an additional 1d8 days to prime. Thereafter, each Lightning Bolt spell placed within it requires 16 hours plus 3d4 additional hours. Thus, enchanting a wand with 20 charges requires approximately 25 days. Other than DM fiat, nothing prevents a player character magic-user from crafting a Wand of Lightning Bolts for every member of the party during periods of downtime between adventures. A single year would more than suffice to create a virtual assembly line for constructing wands.

 

What is needed is a clear, practical methodology for the DM when player characters—or NPCs—wish to fabricate magic items: one that reduces much of the DM’s guesswork while preserving personal creativity in magic-item creation. This article demonstrates how magic items are researched and crafted under the First Edition rules (and these guidelines also adapt easily to Second Edition AD&D). More importantly, it presents a detailed method for determining how a specific magic item is researched, its fabrication costs, and the time required to manufacture it. It also examines the actual fabrication and enchantment of magic items.

 

These guidelines provide the DM with a clear, practical system for magic-item creation that is both balanced and logical. The system’s underlying philosophy assumes that magic items are not commonplace in most campaigns and are therefore difficult and costly to create, both in time and in money. This prevents player characters and non-player characters from producing magic items on an industrial scale. Additionally, the system allows for the possibility that an item’s fabrication fails and its creator must begin again. This is not out of perverse cruelty to watch players fail, but as another safeguard against abuse and overuse. Most importantly, these guidelines are intended to complement the First Edition methodology—not supplant it or reconstruct it from the ground up. Those familiar with First Edition or Second Edition AD&D will find no radical departure from the principles presented in the original rulebooks.




Creating Magic Items as Written in AD&D


In this section, we examine in detail how magic-item fabrication works under the First Edition rulebooks. These books provide guidance for the DM and establish procedures, but much of the material is presented broadly and ambiguously. The Dungeon Masters Guide details these rules in the “Fabrication of Magic Items” section, pp. 116–118. This discussion excludes the manufacture of potions and scrolls.

 

Magic-Users

To craft any magic item, a magic-user must possess the Enchant an Item spell (q.v., 6th-level magic-user spell; see Player’s Handbook, pp. 83–84). The spellcaster must first pay to have the unenchanted item manufactured, at a minimum cost of 100 gp. Enchant an Item is then cast, after which all appropriate spells are placed within the item. If the item possesses charges, the item is complete once this step is concluded. If it is a permanent item, a Permanency spell must then be cast upon it.

 

The player character must also research a method and formula for fabricating the item. The rules leave the cost, time, and chance of success entirely to the DM. The DMG notes that such requirements should be rare, costly, and thematically associated with the item being created—for example, a displacer beast hide for a Cloak of Displacement.

 

Once the creation process is complete, the spellcaster must rest for one full day for every 100 xp of the item’s Experience Point (XP) Value. Needless to say, the character can do nothing else—especially adventuring—during the creation process or the required recovery period afterward.

 

Illusionists

The method illusionists use to fabricate magic items is essentially identical to that of a magic-user, cf. Beginning at 11th level, illusionists may create charged or single-use items; at 14th level, they may fashion permanent ones. The illusionist substitutes Major Creation (q.v., 4th-level illusionist spell) for Enchant an Item and Alter Reality (q.v., 7th-level illusionist spell) for Permanency.

 

Clerics and Druids

For clerics and druids, the process differs substantially. Prior to enchanting an item, the spellcaster must spend time in solitude, meditating, fasting, and praying. Thereafter, the item is placed on an altar, and the deity is beseeched to enchant it. The chance of success is cumulative at 1% per day. If the item possesses charges, the cleric or druid must also place the appropriate spell within it. In all cases, the deity grants enchantment only if the cleric or druid has been exemplary in service to their faith and alignment. No time limit is specified. Consequently, aside from issues of faith or alignment, the rules appear to imply that enchantment is automatically granted by the 100th day.



THE COMPLETE MAGIC ITEM FABRICATION METHOD



The following provides a complete set of guidelines for creating magic items in AD&D (First or Second Edition). The creation of magic items follows three steps: researching the item, finding & crafting the materials, and enchanting the item.


Magic Item Types

There are two types of magic items that spellcasters can fabricate: non-permanent and permanent.

 

Non-Permanent Items: These magic items have charges or are consumed when used. In most cases, once their charges are exhausted, the item no longer serves as a suitable vessel for magic and therefore cannot be re-enchanted. Non-permanent items include wands, Javelins of Lightning, Necklaces of Missiles, and Rings of Wishes.

 

Permanent Items: These magic items retain their dweomer through repeated use. Examples include magic weapons, Rings of Invisibility, and Gauntlets of Ogre Power.

 

Fabrication Restrictions

The following restrictions apply to all classes:

 

  • Both player characters and NPCs may fabricate magic items. Clerics, druids, and illusionists may do so upon reaching 11th level; magic-users may do so at 12th level.

  • A spellcaster may create only items usable by their own class or by classes that do not fabricate magic items (such as fighters and thieves). Thus, a magic-user may craft a Wand of Conjuration or a Girdle of Giant Strength but not a Staff of Curing. Likewise, clerics are prohibited from crafting magical swords.

  • Magical books (tomes, librams, etc.), artifacts, and relics cannot be fabricated. [1]

  • Items associated with demi-human races cannot be created by player characters. These include Boots and Cloaks of Elvenkind and similar items. [2]

  • As the DM, you are the final arbiter of which magic items players may fabricate. If you believe a particular magic item is undesirable in your campaign, you may prohibit its creation. Some items, in addition to those listed previously, that may warrant such restrictions include Rings of Djinni Summoning, Wizardry, Elemental Command, and Wishes; “Anything” Rings; “Anything” Items; Cubic Gates; Decks of Many Things; Ioun Stones; Spheres of Annihilation; Wells of Many Worlds; Armor of Etherealness; “Anything” Armor; “Anything” Swords; Hammers of Thunderbolts; and Vorpal Blades.

 

Cursed Items: These items can either be intentionally created or result accidentally from a failed Creation Check. [3] Any spellcaster class may create a cursed magic item. The DM may prohibit player characters from intentionally creating cursed items or place restrictions on their creation. Intentionally creating a cursed item is not a Good-aligned act and may affect the spellcaster’s alignment.


[1] These include: Boccob’s Blessed Book, Book of Exalted Deeds, Book of Infinite Spells, Book of Vile Darkness, Libram of Gainful Conjuration, Libram of Ineffable Damnation, Libram of Silver Magic, Manual of Bodily Health, Manual of Gainful Exercise, Manual of Golems, Manual of Puissant Skill at Arms, Manual of Quickness of Action, Manual of Stealthy Pilfering, Tome of Clear Thought, Tome of Understanding, and Vacuous Grimoire.

[2] These include Boots of Elvenkind, Cloak of Elvenkind, Girdle of Dwarvenkind, Elfin Chainmail, and Hammer +3, Dwarven Thrower.

[3] The First Edition game does not specify how cursed magic items come into existence. However, the DMG (p. 117) notes that cursed scrolls are intentionally created.



Key Concepts For Magic Item Fabrication

This method introduces several key concepts: Level Rating, Research Check, and Creation Check, as outlined below.

 

Level Rating

All magic items have a Level Rating. This number, ranging from 1 to 20, represents an item’s power and complexity. Lower numbers indicate simpler items with fewer functions and lower costs, while higher numbers indicate more complex items. This rating factors into Research and Creation Checks.

 

The table below lists the Level Ratings corresponding to various XP Value ranges. These XP Values for magic items appear in the First Edition AD&D rulebooks.

 

Level Rating Table 

Level Rating

XP Range

1

20–50

2

51–100

3

101–200

4

201–350

5

351–500

6

501–750

7

751–1,000

8

1,001–1,250

9

1,251–1,500

10

1,501–1,750

11

1,751–2,000

12

2,001–2,500

13

2,501–3,000

14

3,001–4,000

15

4,001–5,000

16

5,001–6,500

17

6,501–8,000

18

8,001–10,000

19

10,001–12,000

20

12,001–15,000

 

Research Check

Once a spellcaster has gathered all available knowledge on crafting a specific magic item, they make a Research Check. Success indicates they have discovered how to fabricate the item. Failure means additional time and money must be spent on further research. Once a player character succeeds in researching an item, they know how to create it and do not need to research it again.

 

Creation Check

Once the item is researched, crafted, and imbued with all appropriate enchantments, the player makes a Creation Check. If it succeeds, the item is created as intended. If it fails, the item might be ruined or even cursed.

 

Hiring an NPC Spellcaster

Player characters may seek to enlist an NPC spellcaster to fabricate magic items. This may be necessary for many reasons, such as being too low in level or lacking the proper spellcaster type to manufacture a particular item (e.g., an illusionist to create a Wand of Illusion). The player characters must first locate a spellcaster of sufficiently high level to create magic items. Such individuals are uncommon, and those willing to undertake such work are rarer still. (Imagine, if you will, the nigh-endless procession of adventurers knocking on your door and pestering you to enchant their swords at all hours of the day. You would be very annoyed, to say the least.) [4]

 

If the spellcaster is willing, the ethos and alignment of the player characters must generally align with the spellcaster’s own. A Good-aligned spellcaster would naturally hesitate to create a magic item destined for wicked purposes in the hands of scoundrels.

 

Next, the spellcaster must know how to create the desired item. Presumably, each high-level spellcaster knows only a handful of formulae. The DM may decide which formulae are known or determine them randomly. Give each spellcaster a percentage chance of knowing a particular formula equal to 100% minus 5% per point of the item’s Level Rating. Thus, a spellcaster has only a 25% chance of knowing how to create a specific item with a 15 Level Rating.

 

If the spellcaster does not know the desired formula, they may research it. The player characters must bear the full cost of the research. The spellcaster retains the formula for their own use and does not share it with the player characters.

 

When an NPC spellcaster fabricates an item for hire, the player characters must pay all associated costs. This includes the item’s full listed GP Sale Value plus an additional 5d4% fee. If a Permanency spell is required, add 2,400–3,000 gp to the final cost.


[4] Jack Vance’s novel, Rhialto the Marvelous, offers great insight into the social life of high-level wizards. Self-interested, pompous, and steeped in extreme elitism, these rarefied magic-users live far above common folk. To trouble one with a petty enchantment request would no doubt invite insouciance and derision. They have far better things to do than squander their time and labor on crafting trifling magic items for others.



STEP 1: RESEARCH


Before a player can begin manufacturing a particular magic item, their character must first research how it is made. Since magic is an art rather than a science, no single formula exists for creating a particular magic item. Dozens of formulas may exist. Therefore, it is up to the character to discover the procedure required to craft the desired item. The DM should never directly tell the player how it is done.

 

No standard research method exists either, and it is ultimately up to the DM to determine the exact details. Characters are assumed to pore over tomes and scrolls of dweomercraft lore; consult sages; question more experienced spellcasters and other magically knowledgeable creatures; employ divination spells; contact intelligent beings or spirits from other planes; and experiment through trial and error.

 

Workshop & Library

Neither a workshop nor a library is required for a spellcaster to conduct the research and experimentation necessary to create magic items. However, both improve the chance of successfully researching a magic item’s formula and reduce the time and cost required for such research.

 

Workshop: A functional workshop requires at least 200 gp in tools and equipment. For example, a well-stocked, working laboratory for a magic-user would include the following: alembics; astrolabe; balance and weights; beaker stand; beakers; bellows; braziers; burner; burette; cabinet; candles; cauldron; coal; coarse-screen and linen filters; crucible; dishes and pans; dissection instruments; distilling coil; easel; glass rods; glass tubing; heat mat; hourglasses; jars and jugs; kiln; lap and wall slates; large and small sacks; magnifying lenses; magnets; measuring spoons; metal files; mortar and pestle; parchment; retorts; sponges; stick chalk; string spool; three-pronged heating stand; tongs; tube stoppers; vent; vials; water reservoir; wooden vial rack; and workbench or table.

 

Library: Access to a library aids the spellcaster throughout the research process. A small library contains 10 to 50 volumes, while a large library contains more than 50. To be of use, each volume must possess a minimum sale value of 100 gp and concern one or more of the following subjects: alchemical texts, bestiaries, history (cultural/local/regional), magical theory and practice, mathematics, natural medicine, occult texts, philosophy, religious texts, and natural science.

 

Spells that Assist Research

The following spells are especially useful for researching a formula to create a magic item. They may provide intelligence or reveal hidden information that assists the spellcaster’s work. Likewise, questioning extraplanar beings may prove useful.

 

Cleric

Astral Spell

Commune

Exaction (when combined with Implore)

Implore (reverse of Abjure)

Magic Font

Plane Shift

Speak with Dead

 

Druid

Call Woodland Beings

Commune With Nature

Reflecting Pool

 

Illusionist

Alter Reality

Astral Spell

Dream

Magic Mirror

Shadow Walk

 

Magic-user

Astral Spell

Beckon* (reverse of Dismissal)

Cacodemon*

Contact Other Plane

Demand

Gate

Legend Lore

Limited Wish

Magic Mirror

Sending

Wish

* Dolor, Spiritwrack, Torment, or Trap the Soul can be used in conjunction with Beckon or Cacodemon.


Research Cost and Time

Research has two costs: money and time.

 

Research Cost: The monetary cost of researching the formula to create a magic item is twice the item’s Gold Piece (GP) Sale Value as listed in the First Edition rulebooks. For example, a magic-user must spend 20,000 gp to research how to craft a Brooch of Shielding, which has a value of 10,000 gp.

 

Research Time: The time required to research an item is 4 weeks (28 days) plus 1d6 additional days for every 100 points of the item’s listed XP Value, as shown in the rulebooks. A minimum of 1d6 additional days is required regardless of the item’s XP Value.

 

Examples:
  • Arrows +1, amongst the lowest XP Value items at 20 xp, require 4 weeks plus 1d6 additional days to research. The average research time is 31.5 days.

  • Ring of Invisibility, with a typical XP Value of 1,500, requires 4 weeks plus 15d6 additional days. The average research time is 80.5 days.

  • Staff of the Magi, amongst the highest XP Value items at 15,000, requires 4 weeks plus 150d6 additional days. The average research time is 553 days (approximately 1.5 years).

 

Certain circumstances can reduce research costs and/or time. One such circumstance is the use of a preexisting formula; see “Research from Existing Formulae” below.

 

Determine Research Success

Once the research period is complete, the character must make a Research Check to determine success. The base chance of success is 50%. This chance is adjusted by 5% for each level difference between the character and the item’s Level Rating. Thus, an 11th-level cleric researching a 5th-level item has an 80% chance of success, while an 11th-level cleric researching a 12th-level item has a 45% chance of success.

 

Additional adjustments to the base chance are listed in the Research & Creation Modifiers Table (see below). A roll equal to or less than the final adjusted score indicates successful research. A roll of 5% or less always indicates success, regardless of the number of negative modifiers. Conversely, a roll of 96% or greater indicates that the character possesses erroneous information but believes it to be correct. Any item constructed using incorrect information automatically fails its Creation Check. Therefore, it is best for the DM to make these rolls in secret.

 

If the roll indicates unsuccessful research, the character may try again. Each additional Research Check costs 10% or 100 gp, whichever is greater, of the item’s listed GP Sale Value and requires an amount of time equal to one-tenth of the initial Research Time (1 day minimum). Once a successful Research Check is achieved, the character possesses the formula needed to create the magic item.

 

Research from Existing Formulae

Just as magic-users covet other magic-users’ spellbooks, they also covet existing magic-item formulae researched by others. Having someone else do all the work and bear all the expense is always advantageous. Existing formulae are typically found in magical notebooks, occult tomes, or arcane texts. These writings are extremely valuable, and spellcasters guard them jealously, much as mages guard their spellbooks.

 

A spellcaster will not simply loan their formulae to just anyone, and they likely will not lend them even to a close friend. Owners willing to part with the fruits of their research usually demand compensation in the form of magic items valued at twice the magic item’s Creation Cost or more.

 

Using an existing formula reduces Research Time and Cost by 30%–60% ([1d4+2] × 10%). Ultimately, the DM determines the precise details of a particular formula.



STEP 2: MATERIALS


The cost of raw materials required to craft an unenchanted magic item equals half the item’s listed GP Sale Value. These materials must be of the highest quality and must be crafted by master craftsmen. The DM determines the exact number and type of materials that would suffice for the operation.

 

Creation Time: The time required to fashion the item is 7 days plus 1d6 additional days per 1,000 gp of the item’s listed GP Sale Value. Regardless of the item’s GP Sale Value, the item always requires a minimum of 1d6 additional days.

 

Examples:
  • Arrows +1, amongst the least costly magic items at 120 gp, require 7 days plus 1d6 additional days to craft. The average crafting time is 10.5 days.

  • Gauntlets of Dexterity, with a typical GP Sale Value of 10,000, require 7 days plus 10d6 additional days. The average crafting time is 42 days.

  • Field Plate Armor +5, amongst the costliest items at 120,000 gp, requires 7 days plus 120d6 additional days. The average crafting time is 427 days, or approximately 1.17 years.



A winged helmet, glowing staff, and jeweled necklace rest on a purple cloth in a dimly lit room. Candles burn, and lightning strikes outside.


STEP 3: ENCHANTING


Once the item is complete, the spellcaster must enchant it. This process involves preparing the item (priming it) to receive spells cast into it. Before enchantment can begin, the spellcaster must prepare the item to receive additional spells. Once all required spells have been cast into the item, a Creation Check is rolled to determine whether the enchantment takes hold.

 

Clerics & Druids

These classes, which have no spell equivalent to Enchant an Item, instead use the process below.

 

  1. After the item is created, a cleric or druid, respectively, casts Commune or Commune With Nature to determine their standing with their deity. Failure to act strictly in accordance with the tenets of the petitioner’s faith or alignment prevents the deity from blessing the item’s creation and imbuing it with its intended enchantments. The DM must adjudicate whether the petitioner has faithfully upheld their religion’s obligations and ethics and whether the deity grants the requested enchantment.

  2. If found to be in good standing with their deity, the cleric or druid may proceed. They then spend 14 consecutive days in meditation and isolation. This period is followed by 7 days of fasting, then 1 final day spent praying over the item.

  3. After this preparation, the cleric or druid invokes their deity to enchant the item by placing it atop their altar. As long as the petitioner remains a paragon of faith and alignment, the deity primes the item for enchantment after 1d10 days, plus 1d4 additional days per Level Rating.

  4. For non-permanent items, once the Step 3 process is complete, the item becomes receptive to additional spells. This receptivity lasts for 24 hours, during which the cleric or druid must begin the spell-insertion process. Otherwise, the preparatory process must be started anew.

  5. Each spell cast into the item requires 4 hours, plus an additional 1d4+4 hours per spell level. During this time, the cleric or druid must continuously touch the item and keep it within 1’ at all times, as described previously. No more than 24 hours may pass between spell insertions. Otherwise, the entire enchantment process must begin anew.

  6. Each spell cast into the item requires a successful saving throw vs. Spells (using the caster’s saving throw). A bonus of up to +3 may be applied to this roll, such as from a Ring of Protection. A roll of “1” always fails, regardless of the modified saving throw. Failure indicates that the spell did not properly take hold within the item. Such failure does not ruin the item; it merely means the spell insertion failed. The DM should make these rolls in secret and not inform the player whether individual spell insertions succeeded.

  7. Once all required spells have been cast into the item, the player rolls a Creation Check to determine whether the item is successfully created.

 

Magic-Users

At this time, the magic-user must cast Enchant an Item upon the item. This process is detailed below.

 

  1. The caster must maintain contact with the item for 2 days plus 1d8 additional days. (For these purposes, consider a day to equal 8 hours.) During this period, the item must never be more than 1’ away, even while the caster rests or sleeps. Any other activity during this time, including spellcasting, disrupts the process and forces the caster to begin again.

  2. After the allotted time, the caster makes a saving throw vs. Spells (using their own saving throw). A bonus of up to +3 may be applied to this roll, such as from a Ring of Protection. A roll of “1” always fails, regardless of the modified saving throw value.

  3. Success indicates that the item has become receptive to additional spells. This receptivity lasts for 24 hours, during which the caster must begin the spell-insertion process. Otherwise, the preparatory process must be started anew.

  4. Both permanent and non-permanent items typically require the appropriate spells to be cast into them. For permanent items, these are usually spells that match the item’s nature, such as a Strength spell for Gauntlets of Ogre Power. For non-permanent items, each spell cast into the item typically counts as 1 charge. Each spell cast into the item requires 4 hours plus an additional 1d4+4 hours per spell level. During this time, the caster must continuously touch the item and keep it within 1’ at all times, as noted in Step 1. No more than 24 hours may elapse between spell insertions. Otherwise, the entire enchantment process must begin anew.

  5. Each spell cast into the item requires a successful saving throw vs. Spells, as described in Step 2. A failure indicates the spell did not properly take hold in the item. Such a failure does not ruin the item; it merely means the spell insertion failed. The DM should make these rolls in secret and not inform the player whether individual spell insertions succeeded. Example: A magic-user casts 20 Lightning Bolt spells into a wand. Of these, 6 fail their saving throws. The completed wand therefore possesses only 14 charges, though the player may incorrectly believe it contains all 20.

  6. Once all required spells have been cast into the item, the player rolls a Creation Check to determine whether the item is successfully created.

 

Illusionists

This process is identical to that described in the magic-user section above, except that Major Creation substitutes for Enchant an Item.

 

Enchanting Items with “Plusses”

All spellcasters can fabricate magic items with plusses—usually magical armor, swords, weapons, and miscellaneous items such as Rings and Cloaks of Protection. Requiring spell insertion for plusses serves two purposes: measuring the success of the enchantment process and safeguarding against abuse and overuse. Thus, the more plusses an item has, the more difficult it is to create successfully.

 

To accomplish this, the spellcaster casts a specific spell into the item for each “plus” the item is intended to possess. Each casting requires a successful saving throw, as described in Magic-User Step 2 above. Every successful insertion grants the item a +1 bonus. Thus, a cleric creating Chain Mail +3 must cast the Magical Vestment spell three times into the armor. Although the caster can never know with certainty the final strength of the enchantment, they always recognize whether the item possesses at least a +1 dweomer.

 

Spellcasters use the following spells shown below: 

 

Armor & Shields

Weapons

All Other

Cleric

Magical Vestment

Prayer

Prayer

Druid

Barkskin

Shillelagh

Commune With Nature

Illusionist

Phantom Armor

Minor Creation

Minor Creation

Magic-User

Armor

Enchanted Weapon

Shield

 

Ammunition: When a spellcaster creates magical ammunition such as arrows, bolts, or sling bullets, they fabricate the maximum number listed in the “Miscellaneous Weapon” treasure tables in the rulebooks. For example, Arrows +1 are found in lots of 2–24 arrows. Therefore, the spellcaster fabricates a lot of 24 at a time. One spell insertion per “plus” of the enchantment is required to enchant the entire lot, as described previously.

 

N.B.: Each magic item has a unique creation formula that cannot be transferred to other items, even similar ones. When creating items with “plusses,” such as Chain Mail +1, the spellcaster may create only the specific item associated with that enchantment level. Thus, a spellcaster who researches Chain Mail +1 cannot use that formula to create Chain Mail +2. Instead, an entirely new round of research is required to discover the formula for the more powerful item.

 

Making Permanent Items

Once the enchantment process is complete and all required spells have been cast into the item, any item that is neither single-use nor charge-based must be made permanent. Otherwise, the magic within it is exhausted on its first use.

 

a) The magic item’s Level Rating is lower than its creator’s Experience Level.

  • Magic-Users: Magic-users cast Fabricate (q.v., 5th-level magic-user spell) upon the item to make the enchantment permanent. Upon casting, roll a d100. On a roll of 96–00, the item crumbles to dust.

  • Illusionists: As magic-users, except that Dream (q.v., 5th-level illusionist spell) substitutes for Fabricate.

  • Clerics and Druids: These classes complete the process with Commune or Commune With Nature, respectively. The chance of success is the same as that of the magic-user.

 

b) The Level Rating is equal to or greater than the caster’s Experience Level

  • Magic-Users: A Permanency spell is used to make the magic permanent. Each casting has a 5% chance of permanently reducing the caster’s Constitution by 1 point.

  • Illusionists: As magic-users, but substitute Alter Reality for Permanency. The illusionist has the same chance of losing a Constitution point.

  • Clerics and Druids: The same as in “a” above.

 

Creation Check

The final step in enchanting a magic item is making a successful Creation Check. This check determines whether the item can successfully retain the enchantment placed within it. As with the Research Check, the base chance of success is 50%. This chance is modified according to the Research & Creation Modifiers Table (see below).

 

A roll equal to or lower than the final adjusted score indicates successful creation of the magic item. If the Creation Check is 01–05%, or 96–00%, consult the Special Creation Result Table for unusual effects upon the completed item. Thus, it is best for the DM to make the Creation Check in secret so the player remains unaware of any special results.

 

If the Creation Check fails, the character may attempt the enchantment again after a period of rest (see “Finishing” below), restarting the enchantment process from its first step. However, each subsequent attempt imposes an additional –10% penalty to the Creation Check. If the cumulative penalty reduces the adjusted chance of success to 0% or less, the unenchanted item disintegrates into a pile of worthless dust.


Research & Creation Modifier Table

Modifier

Research Check

Creation Check

Time & Cost

Assistance from a higher-level caster

+10%

+10%

–10%

Each assistant (maximum of two)a

0

0

–5%

Each additional 5% in materials invested beyond

the item’s normal Creation Costb

0

+2%

+2%

Each additional charged power, spell level 1–2c

–5%

–5%

+5%

Each additional charged power, spell level 3–4

–10%

–10%

+10%

Each additional charged power, spell level 5–6

–15%

–15%

+15%

Each additional charged power, spell level 7–8

–20%

–20%

+20%

Each additional charged power, spell level 9

–25%

–25%

+25%

Each additional permanent power, spell level 1–2c

–15%

–15%

+15%

Each additional permanent power, spell level 3–4

–20%

–20%

+20%

Each additional permanent power, spell level 5–6

–25%

–25%

+25%

Each additional permanent power, spell level 7–8

–30%

–30%

+30%

Each additional permanent power, spell level 9

–35%

–35%

+35%

Each failed Research Check

+5%

0

0

Each failed Creation Check

0

–10%

0

Each level of difference between the creator’s

level and the Level Rating

±5%

±5%

0

Inferior material substitution

0

–5% to –50%

–5% to –50%

INT or WIS 9–15

0

0

0

INT or WIS 16–17

+5%

+5%

–5%

INT or WIS 18–19

+10%

+10%

–10%

INT or WIS 20+

+15%

+15%

–15%

Previously created a similar itemd

+5%

+5%

–5%

Variant of a preexisting magic iteme

–15%

0

+15%

Library access: 10–50 relevant works

+10%

0

0

Library access: 51+ relevant works

+15%

0

0

Workshop containing at least 200 gp worth

of magical supplies

0

0

0

No workshop available

–20%

0

+20%

 

a: Each assistant must be at least 7th level.

b: This bonus may not exceed 20% of the item’s Creation Cost for a maximum of +8%.

c: These are powers beyond those typically found in a standard item, such as making a suit of armor magically silent. If the power does not exactly duplicate a specific spell, use the closest comparable spell available.

d: Similar items include weapons or armor of the same type or possessing the same powers. For example, a character who previously created a Dagger +1 is entitled to the bonus when creating a Knife +1, but not a Knife +3.

e: For example, creating a Helm of Invisibility using the formula for a Ring of Invisibility as a starting point.

 

Finishing

In all cases, the creation of any magic item other than a potion or scroll is so physically and mentally debilitating that it requires the creator to rest for 1 day for every 100 xp of the item’s XP Value. Thus, an item with a value of 2,000 Experience Points requires 20 days of complete rest.

 

Even if the creator fails the Creation Check, they must still rest before attempting to enchant the item again. During this period, the character may do nothing except eat, rest, engage in mild exercise, and sleep—all in relative isolation. No adventuring, spellcasting, magical research, or magic-item creation is possible during this period.



Special Creation Result Tables

 

Table 1. Beneficial Results (roll of 5% or less)

d100

Special Quality

01–60

The item is upgraded to a more powerful form (e.g., Bracers of Defense AC 7 become AC 6) or gains enhanced functions (e.g., a longer Rope of Entanglement capable of ensnaring additional victims). Ignore this result and reroll if the item cannot suitably be enhanced (cf. Cloak of Displacement).

61–80

The item gains a unique minor beneficial power (e.g., Boots of Elvenkind that slightly increase movement rate).

81–90

The item gains a unique major beneficial power (e.g., Boots of Elvenkind that double movement rate).

91–97

The item additionally gains the powers of another magic item (e.g., Boots of Elvenkind combined with Boots of Varied Tracks).

98–00

The item becomes sentient with an Intelligence score of 3–18 (3d6). Use the guidelines in the “Unusual Swords” section of the Dungeon Masters Guide (pp. 166–168), ignoring the abilities, powers, and special-purpose sections.

 

Table 2. Detrimental Results (roll of 96% or greater)

d100

Special Quality

01–30

The item is downgraded (e.g., Bracers of Defense AC 7 become AC 8) or functions less effectively (e.g., a Wand of Fire lacking the Wall of Fire function).

31–55

The item crumbles to dust upon first use.

56–75

The item appears functional but malfunctions during use (e.g., a Wand of Lightning Bolts that unpredictably overshoots or undershoots its target).

76–90

The item appears functional but explodes upon first use, dealing 1d4 points of damage per Level Rating within a 5’ radius and destroying itself.

91–97

The item becomes a cursed variant (e.g., a Bowl Commanding Water Elementals becomes a Bowl of Watery Death, or a Ring of Jumping becomes a Ring of Delusion). If no suitable preexisting cursed item exists, the DM should create one.

98–00

The item becomes sentient with an Intelligence score of 13–18 (1d6+12), a base Ego score of 15–20 (1d6+14), and an Evil alignment. Use the guidelines in the “Unusual Swords” section of the Dungeon Masters Guide (pp. 166–168), ignoring the abilities, powers, and special-purpose sections. The item attempts to dominate its owner in pursuit of its own goals.



≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋



Two Examples of the Magic Item Fabrication Process



Example 1— Leather Armor +2

A 13th-level druid, Vallask, decides to craft a suit of magical leather armor to gift to another druid in her order. Vallask seeks a substantial enchantment and therefore creates a suit with a +2 enchantment. She also wishes to add an enchantment that allows the wearer to blend naturally into wooded surroundings. The DM rules that the best equivalent spell in the druid’s repertoire for this effect is Hallucinatory Forest (q.v., 4th-level spell).

 

Leather armor +2 has a listed GP Sale Value of 7,500 gp and a listed XP Value of 1,000, giving it a Level Rating of 7, which is below Vallask’s Experience Level.

 

Vallask sets out to research how to craft this armor. She questions other knowledgeable druids, uses Call Woodland Beings to summon magical creatures such as brownies who might have pertinent information, and casts Commune With Nature. The druid has two druid assistants, a Wisdom of 17, and a workshop. She also receives assistance from a 14th-level druid.

 

Base Research Cost: 15,000 gp

  • Two assistants: –10%

  • High-level caster assistance: –10%

  • 17 Wisdom: –5%

  • Additional permanent magical power, spell level 3–4: +20%

Total Cost: 14,250 gp

 

Base Research Time: 28 days plus 10d6; roll = 36 days, making the total research time 64 days

  • Two assistants: –10%

  • High-level caster assistance: –10%

  • 17 Wisdom: –5% time

  • Additional permanent magical power, spell level 3–4: +20%

Total Time: 61 days

 

Vallask’s chance of successfully researching the formula is as follows.

 

Base Chance: 50%

  • Difference in levels: +30%

  • High-level caster assistance: +10%

  • 17 Wisdom: +5%

  • Additional permanent magical power, spell level 3–4: –20%

Adjusted Chance: 75%

 

Vallask’s player rolls the dice and gets a 14%—success! With the formula in hand, the druid moves on to the creation phase.

 

Base Creation Cost: 3,500 gp

  • Two assistants: –10%

  • Higher-level caster assistance: –10%

  • 17 Wisdom: –5%

  • Additional permanent magical power: +20%

Total Cost: 3,150 gp

 

Base Creation Time: 7 days plus 7d6; roll = 30 days, making the total creation time 37 days

  • Two assistants: –10%

  • Higher-level caster assistance: –10%

  • 17 Wisdom: –5%

  • Additional permanent magical power: +20%

Total Time: 35 days

 

To create the leather armor, Vallask obtains three undamaged basilisk hides. She cures them in a solution of powdered cocklebur, balmony, and hematite. After two weeks, the armor is boiled in rendered rhino fat, rosemary oil, and mistletoe essence. It is then cut and stitched together with iron vine fibers.

 

Now crafted, Vallask enchants the leather armor. First, she casts Commune With Nature to determine her standing with her deity. Finding it favorable, she meditates in isolation for a fortnight, then fasts for a sennight, followed by a full day of prayer. She places the armor on her altar and waits 1d10 days plus 1d4 additional days per Level Rating for her deity to prime the item for enchantment. The DM rolls 18 days.

 

Vallask must now insert the spells required to complete the enchantment. For +2 armor, she must place two Barkskin spells into the item. For the camouflage ability, she must place a Hallucinatory Forest spell into the item. This process requires the following amount of time:

 

Barkskin #1: 12 hours + 2d4 hours

Barkskin #2: 12 hours + 2d4 hours

Hallucinatory Forest: 20 hours + 4d4 hours

 

This amounts to 44 + 8d4 hours. After rolling, the total time required is 63 hours.


Each spell insertion requires a successful saving throw vs. Spells using the druid’s own saving throw. A 13th-level druid has a saving throw of 10. The DM allows the player to apply a +2 bonus from Vallask’s Ring of Protection +2. Furthermore, Vallask recruits a cleric to cast a Prayer during each spell insertion, granting an additional +1 bonus. In total, Vallask receives a +3 bonus, so she must roll a 7 or higher on a d20 to succeed.

 

The DM rolls these saving throws secretly, resulting in the following rolls.

 

Barkskin #1: 17

Barkskin #2: 19

Hallucinatory Forest: 10

 

Because this is a permanent item and its Level Rating is lower than Vallask’s Experience Level, the druid must complete the process by casting Commune With Nature on the armor. Any roll other than 96–00 on a d100 is a success. The player rolls a 30, so the item is now permanently enchanted.

 

The final step is the Creation Check, which binds the magic and materials into a functional magical item. Vallask’s Creation Check for this item is as follows:

 

Creation Check


Base Chance: 50%

  • Higher-level caster assistance: +10%

  • Difference in levels: +30%

  • 17 Wisdom: +5%

  • Additional permanent magical power: –20%

Adjusted Chance: 75%

 

With a 75% chance of success, Vallask’s player rolls a d100 and gets a 25. The suit of magical leather armor is successfully created. Vallask gifts the prized item to the honored warrior, blessing him so that its protection proves true.



Example 2 — Wand of Fire

Cwhyldred, a 12th-level magic-user, has recently become embroiled in a feud with another mage. Determined to go on the offensive and destroy this rival before the rival can destroy him, Cwhyldred decides to create a Wand of Fire. This is an ambitious undertaking, as the magic item’s Level Rating exceeds the magic-user’s Experience Level, making success far from guaranteed. Furthermore, the wand is costly and time-consuming to research and fabricate.

 

First, he must research a formula for manufacturing such a potent device. To this end, he pores over years of magical notes; consults friendly fellow mages for advice; visits the wizard who taught him his craft to consult the wizard’s prodigious library; requests and gains access to a monastery library for additional information; uses spells to contact several denizens of the Elemental Plane of Fire and question them; summons a slaad from Limbo for further information; and even visits a local copper dragon, whom he must bribe for additional knowledge.

 

A Wand of Fire is a 15th-level magic item with an XP Value of 4,500 and a GP Sale Value of 25,000. The required Research Time is 45d6 days plus 28 days. After rolling, the result is 151 days plus 28 days, or 179 days—just under half a year. However, Cwhyldred has an 8th-level magic-user assistant, which reduces the time by 5%, bringing the total to 170 days.

 

The base Research Cost is 50,000 gp (twice the item’s GP Sale Value). However, the assistant reduces this by 5%, lowering the total cost by 2,500 gp to a final cost of 47,500 gp.

 

The magic-user has 15 Intelligence, a full workshop, and a library of 35 volumes. Once the research period ends, Cwhyldred’s player makes a Research Check with all relevant adjustments applied.

 

Research Check


Base Chance: 50%

  • Difference between the MU’s level and the item’s Level Rating: –15%

  • 15 Intelligence: 0

  • Workshop: 0

  • Small library: +10%

Adjusted Chance: 45%

 

The player rolls a 56—not low enough to succeed. Consequently, Cwhyldred returns to his studies and invests an additional 2,375 gp (10% of the Wand of Fire’s 25,000 GP Sale Value, less 5% for the assistant), along with another 17 days of research time (10% of the initial Research Time, less 5% for the assistant).

 

After this additional effort, Cwhyldred makes another Research Check. He locates a Luckstone to aid the research, granting an additional +5% bonus. He also receives another +5% bonus for having previously failed a Research Check, as Cwhyldred now possesses greater familiarity with Wands of Fire.

 

With the adjusted chance now at 55%, the player rolls a 23. Success! The actual creation of the item may now begin.

 

For materials, Cwhyldred acquires a branch from a 1,000-year-old oak scorched by a gold dragon’s breath; a large chunk of greenish glass recovered near a meteorite impact site; 2 ounces of the purest gold infused with essence drawn from an efreet; and a lacquer varnish made from substances originating on the Plane of Magma and pyrolisk brain matter.

 

The mage must then hire a master whitesmith, gem cutter, and woodworker to prepare the materials. For added assurance, he spends an additional 2,500 gp on superior materials and highly skilled craftsmen (10% of the Creation Cost). Altogether, this totals 15,000 gp (the Wand of Fire’s 12,500 gp Creation Cost plus the additional 2,500 gp). However, the assistant reduces this by 5%, bringing the total to 14,250 gp.


Construction requires 25d6 days plus 7 days. The dice roll is 71, for a total of 78 days. However, the assistant reduces this by 5%, while superior materials add 4%, resulting in a net reduction of only 1%, or about 1 day. Thus, creating the wand costs 14,250 gp and takes 77 days.


After the wand is completed, Cwhyldred proceeds through the seven steps required to enchant it. Once this process is complete, the Creation Check determines whether the item becomes permanently enchanted.

 

Creation Check


Base Chance: 50%

  • Additional quality materials: +4%

  • Difference between the MU’s level and the item’s Level Rating: –15%

  • Cwhyldred possesses a Luckstone: +5%

Adjusted Chance: 44%

 

Cwhyldred’s player then rolls an 86. The check fails. The magic-user must rest for 45 days (the wand’s 4,500 XP Value divided by 100) before attempting the enchantment again.

 

After this period, the Creation Check chance decreases to 34% (–10% for a failed Creation Check). A total of 309 days have passed since Cwhyldred first conceived the idea of creating the wand, and he has invested 63,625 gp.

 

Should he fail the next roll, his chance of success will drop to 24%. Hopefully, this lengthy undertaking has not consumed so much time that his rival gains the advantage while Cwhyldred remains preoccupied with the wand’s creation.



≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋≋

 

 

Summary of Key Concepts

 

Research Cost: Twice the item’s Gold Piece (GP) Sale Value as listed in the First Edition rulebooks.

 

Research Time: 4 weeks (28 days) plus 1d6 additional days for every 100 points of the item’s listed XP Value, as shown in the First Edition rulebooks (minimum of 1d6 additional days).

 

Additional Research Check Costs: 10% or 100 gp, whichever is greater, of the item’s listed GP Sale Value and requires an amount of time equal to one-tenth of the initial Research Time (minimum of 1 day).

 

Creation Cost: Half the item’s listed GP Sale Value.

 

Creation Time: 7 days plus 1d6 additional days per 1,000 gp of the item’s listed GP Sale Value (minimum of 1d6 additional days). Each additional 5% invested beyond the item’s normal Creation Cost grants a +2% bonus to the Creation Check.


END.

bottom of page