unseenmage
2015-09-21, 08:02 AM
ADEPT MAGIC ITEM CREATION
There have been many discussions about what magic items might be available to a party for purchase when they enter a community (whether it be a hamlet or a metropolis). The presence of magic items depends on many things. Unless there is a large population of adventurers constantly buying and selling each other’s loot, it must be assumed that these items are being manufactured. But by whom? Most PC classes are designed for adventurers and most adventurers are not spending their days putting their XP into magic items. Moreover, most NPCs of adventuring class don't spend years studying to be a wizard simply to open a magic item business and thus won’t spend feats on item creation (except, of course, that Wizards get Scribe Scroll as a 1st level bonus feat). Even if a spellcasting NPC of a PC class is available in a city, there is no guarantee that the individual has taken the needed item creation feats, has the prerequisite spells available, and is even inclined to make magic items for cash. These factors make it very difficult for a DM to determine what magic items might be available.
I submit that there is a class uniquely designed for magic item creation: Adepts. Adepts are an NPC class. They are not designed for adventuring and yet are very common. Most communities have at least one adept, and many have more. It makes perfect sense for adepts to make magic items during their spare time, in a world in which adventurers are not uncommon. There is little else productive to dedicate Feat slots to. An adept is essentially a village priest or, in a larger city, a lesser clergyman. His responsibilities are almost all skill related, requiring Knowledge (Religion), Heal, Craft, Profession, and perhaps Handle Animal. Most NPC adepts I’ve seen in game are assigned skill-boosting Feats like Negotiator or Skill Focus (Knowledge (Religion)). I think these adepts would be better suited to take Item Creation Feat and spend his off-time making items to sell to adventurers in order to increase the income of the church that he serves. This greatly reduces the effort a DM has to make to determine what magic items might be available. All one need do is look at the highest level adept in a given town and compare this to the lists below.
Of course, an adept cannot manufacture every magic item by himself, as an adept has a limited spell list. In fact, an adept cannot make any staves, constructs or arcane scrolls. (Such items would have to be commissioned through wizards and sorcerers--to make them as available as the divine scrolls Adepts can scribe, I would generally make at least one sorcerer or wizard in any community with multiple arcane casters an NPC who trades and scribes scrolls.) Moreover, an adept cannot take every item creation feat available, until 18th level. Accordingly, I have ranked the item creation feats for the order in which I believe adepts would be encouraged to learn, so as to maximize their potential income-producing ability. For instance, an adept can only make a handful of rings and rods, so those feats would be taken last. However, in a community with many adepts, they might specialize. Some might eschew Brew Potion and take Craft Wondrous Item at 3rd level. One adept might take metamagic feats and then Craft Rod at 9th level, simply to sell metamagic rods. Note that some items, particularly arms and armor, can be made without a feat:
Adept Crafter’s Feat Ladder
1st: Scribe Scroll
3rd: Brew Potion
6th: Craft Magic Arms & Armor
9th: Craft Wand
12th: Craft Wondrous Item
15th: Forge Ring
18th: Craft Rod
This list does not change if the adept is human. A human adept cannot take any magic item creation feat as a bonus feat. Based on this Feat Ladder, adventurers in a given community should expect to be able to obtain the following items within a few days, based on the highest level adept in the community. Italicized items have racial or alignment prerequisites for the item’s manufacture. Note that this also presumes that the adept does not have any bonus spells for high Wisdom. That might make some these items available at lower level. I also did not include items that require skills that are no class skills for Adepts. It is unlikely that an Adept would be able to make a ring of jumping. However, you might include an unusual Adept who has taken jump as a cross-class skill.
FIRST LEVEL ADEPT
Armor and Shields: Adamantine breastplate, Darkwood buckler, Darkwood shield, Dragonhide plate, Dwarven plate, Elven chain, Mithral heavy shield, Mithral shirt
Arms: Adamantine battleaxe, Adamantine dagger, Cold iron longsword, masterwork, Dwarven thrower, Masterwork silver dagger
Scrolls: Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Create Water, Cure Light Wounds, Cure Minor Wounds, Detect [Alignment], Detect Magic, Endure Elements, Ghost Sound, Guidance, Light, Mending, Obscuring Mist, Protection From [Alignment], Purify Food And Drink, Read Magic, Sleep, Touch Of Fatigue
THIRD LEVEL ADEPT
Potions: Cure light wounds, Endure elements, Protection from [Alignment]
FIFTH LEVEL ADEPT
Potions: Aid, Bear’s endurance, Bull’s strength, Cat’s grace, Cure moderate wounds, Darkness, Delay poison, Invisibility, Resist energy (any)
Scrolls: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web
SIXTH LEVEL ADEPT
Armor and Shields: Acid resistance (any), Banded mail of luck, Bashing (+1), Caster’s shield, Cold resistance (any), Electricity resistance (any), Enhancement Bonus (+1 or +2), Fire resistance (any), Rhino hide, Shadow (any), Sonic resistance (any)
Arms: Enhancement Bonus (+1 or +2), Merciful (+1), Oathbow, Sleep arrow
NINTH LEVEL ADEPT
Armor and Shields: Bashing (+2), Demon armor, Enhancement bonus (+3)
Arms: Enhancement bonus (+3), Javelin of lightning, Merciful (+2), Shock (+1 or +2), Shocking burst (+1), Sun blade
Miscellany: Armor of Arrow Attraction, Armor of Rage, Cursed Backbiter Spear, Everburning torch, Mace of Blood
Potions: Cure serious wounds, Daylight, Neutralize poison, Remove curse, Remove disease, Tongues
Scrolls: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues
Wands: Bear’s endurance, Bull’s strength, Burning hands, Cat’s grace, Contagion, Cure light wounds, Cure moderate wounds, Cure serious wounds, Darkness, Daylight, Delay poison, Detect magic, Invisibility, Light, Lightning bolt (5th through 9th), Mirror image, Neutralize poison, Web
TENTH LEVEL ADEPT
Wands: Lightning bolt (10th)
TWELFTH LEVEL ADEPT
Armor and Shields: Bashing (+3), Enhancement Bonus (+4)
Arms: Enhancement Bonus (+4), Merciful (+3), Shock (+3), Shocking burst (+2), Spell storing (+1 to +3)
Miscellany Amulet of Inescapable Location, Flask of Curses, Gauntlets of Fumbling, Helm of Opposite Alignment, Incense of Obsession, Periapt of Foul Rotting WONDROUS ITEMS: Amulet of health (any), Belt of dwarvenkind, Belt of giant Strength (any), Boots of elvenkind, Bracers of archery (any), Cloak of elvenkind, Elixir of fire breath, Elixir of hiding, Gauntlets of ogre power, Gem of brightness, Gloves of Dexterity (any), Golembane Scarab, Hand of glory, Helm of comprehend languages and read magic, Horn of fog, Incense of meditation, Ioun stones (any), Pearl of power (1st through 3rd), Periapt of health, Periapt of proof against poison, Phylactery of faithfulness, Pipes of sounding, Silversheen, Restorative ointment, Robe of bones, Unguent of timelessness
THIRTEENTH LEVEL ADEPT
Armor and Shields: Wild
Scrolls: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire
Wands: Cure critical wounds, Polymorph, Restoration, Stoneskin, Wall of fire
Wondrous Items: Mantle of faith, Pearl of power (4th), Druid’s Vestment
FIFTEENTH LEVEL ADEPT
Armor and Shields: Bashing (+4), Enhancement bonus (+5) ARMS: Enhancement Bonus (+5), Merciful (+4), Shock (+4), Shocking burst (+3), Spell storing (+4)
Miscellany: Intelligent Items
Rings: Energy resistance (any), Invisibility
SEVENTEENTH LEVEL ADEPT
Arms: Disruption (+1 to +3), Seeking (+1 to +4), Shifter’s sorrow
Rings: X-ray vision
Scrolls: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone
Wondrous Items: Feather token (any), Gem of seeing, Goggles of minute seeing, Lens of detection, Marvelous pigments, Pearl of power (5th), Periapt of wound closure
EIGHTEENTH LEVEL ADEPT
Armor and Shields: Bashing (+5)
Arms: Disruption (+4), Merciful (+5), Seeking (+5), Shock (+5), Shocking burst (+4), Spell storing (+5)
Rods: Enemy detection, Flailing, Withering, Python
Looking at the list, some things become apparent. First, healing potions are available fairly readily in any community with one third-level Adept. Basic magic weapons, shields and armor are available in pretty much any substantive town. A wand of healing is available in almost any city. These are the staple magic items for most adventurers, so it is a good sign that these are not going to be scarce. Exotic items probably have to be commissioned from wizards and clerics (or NPC brokers who specialize in finding rare magic items) if they cannot be located as salvage in an adventure.
A Note on Magic Item Shops
I am not a fan of the concept of magic item shops. Most items listed above would have to be commissioned from the adept in question. If, however, you are really hankering for a magic item shop, make the highest level adept in town a magic item proprietor and assume that the adept has the following inventory:
d3-2 of each item that could be made at the adept's level
d4-2 of each item that could be made at half the adept's level, rounded down
d6-2 of each item that could be made at one-quarter the adept's level, rounded down
d10-3 of each item that could be made at one-eighth the adept's level, rounded down
d12-3 of each item that could be made at one-sixteenth the adept's level, rounded down.
If the die roll is less than 1, none of that item is available. Be sure to have the adept hire guards and install traps in the shop that make the EL for overcoming the shop's defenses commensurate with the treasure level of the value of the shop's inventory. Otherwise, it makes no sense for the shop not to have been cleaned out by thieves long before the PCs even roll into town.
Comments are welcome!
It should be noted that this article only uses the core books. Spells and magic items from supplements are not included. However, such items would probably not have altered the analysis much because Adepts rarely gain access to non-core spells and most magic items in the supplements require spells from that supplement in item creation. This idea is also totally useless in Eberron, which has its own NPC classes dedicated to magic item creation.
- original thread by wrecan, WotC Forums, Dec 13, 2006 17:22:04 (https://web.archive.org/web/20150921125946/http://community.wizards.com/forum/previous-editions-archive/threads/1095441)
There have been many discussions about what magic items might be available to a party for purchase when they enter a community (whether it be a hamlet or a metropolis). The presence of magic items depends on many things. Unless there is a large population of adventurers constantly buying and selling each other’s loot, it must be assumed that these items are being manufactured. But by whom? Most PC classes are designed for adventurers and most adventurers are not spending their days putting their XP into magic items. Moreover, most NPCs of adventuring class don't spend years studying to be a wizard simply to open a magic item business and thus won’t spend feats on item creation (except, of course, that Wizards get Scribe Scroll as a 1st level bonus feat). Even if a spellcasting NPC of a PC class is available in a city, there is no guarantee that the individual has taken the needed item creation feats, has the prerequisite spells available, and is even inclined to make magic items for cash. These factors make it very difficult for a DM to determine what magic items might be available.
I submit that there is a class uniquely designed for magic item creation: Adepts. Adepts are an NPC class. They are not designed for adventuring and yet are very common. Most communities have at least one adept, and many have more. It makes perfect sense for adepts to make magic items during their spare time, in a world in which adventurers are not uncommon. There is little else productive to dedicate Feat slots to. An adept is essentially a village priest or, in a larger city, a lesser clergyman. His responsibilities are almost all skill related, requiring Knowledge (Religion), Heal, Craft, Profession, and perhaps Handle Animal. Most NPC adepts I’ve seen in game are assigned skill-boosting Feats like Negotiator or Skill Focus (Knowledge (Religion)). I think these adepts would be better suited to take Item Creation Feat and spend his off-time making items to sell to adventurers in order to increase the income of the church that he serves. This greatly reduces the effort a DM has to make to determine what magic items might be available. All one need do is look at the highest level adept in a given town and compare this to the lists below.
Of course, an adept cannot manufacture every magic item by himself, as an adept has a limited spell list. In fact, an adept cannot make any staves, constructs or arcane scrolls. (Such items would have to be commissioned through wizards and sorcerers--to make them as available as the divine scrolls Adepts can scribe, I would generally make at least one sorcerer or wizard in any community with multiple arcane casters an NPC who trades and scribes scrolls.) Moreover, an adept cannot take every item creation feat available, until 18th level. Accordingly, I have ranked the item creation feats for the order in which I believe adepts would be encouraged to learn, so as to maximize their potential income-producing ability. For instance, an adept can only make a handful of rings and rods, so those feats would be taken last. However, in a community with many adepts, they might specialize. Some might eschew Brew Potion and take Craft Wondrous Item at 3rd level. One adept might take metamagic feats and then Craft Rod at 9th level, simply to sell metamagic rods. Note that some items, particularly arms and armor, can be made without a feat:
Adept Crafter’s Feat Ladder
1st: Scribe Scroll
3rd: Brew Potion
6th: Craft Magic Arms & Armor
9th: Craft Wand
12th: Craft Wondrous Item
15th: Forge Ring
18th: Craft Rod
This list does not change if the adept is human. A human adept cannot take any magic item creation feat as a bonus feat. Based on this Feat Ladder, adventurers in a given community should expect to be able to obtain the following items within a few days, based on the highest level adept in the community. Italicized items have racial or alignment prerequisites for the item’s manufacture. Note that this also presumes that the adept does not have any bonus spells for high Wisdom. That might make some these items available at lower level. I also did not include items that require skills that are no class skills for Adepts. It is unlikely that an Adept would be able to make a ring of jumping. However, you might include an unusual Adept who has taken jump as a cross-class skill.
FIRST LEVEL ADEPT
Armor and Shields: Adamantine breastplate, Darkwood buckler, Darkwood shield, Dragonhide plate, Dwarven plate, Elven chain, Mithral heavy shield, Mithral shirt
Arms: Adamantine battleaxe, Adamantine dagger, Cold iron longsword, masterwork, Dwarven thrower, Masterwork silver dagger
Scrolls: Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Create Water, Cure Light Wounds, Cure Minor Wounds, Detect [Alignment], Detect Magic, Endure Elements, Ghost Sound, Guidance, Light, Mending, Obscuring Mist, Protection From [Alignment], Purify Food And Drink, Read Magic, Sleep, Touch Of Fatigue
THIRD LEVEL ADEPT
Potions: Cure light wounds, Endure elements, Protection from [Alignment]
FIFTH LEVEL ADEPT
Potions: Aid, Bear’s endurance, Bull’s strength, Cat’s grace, Cure moderate wounds, Darkness, Delay poison, Invisibility, Resist energy (any)
Scrolls: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web
SIXTH LEVEL ADEPT
Armor and Shields: Acid resistance (any), Banded mail of luck, Bashing (+1), Caster’s shield, Cold resistance (any), Electricity resistance (any), Enhancement Bonus (+1 or +2), Fire resistance (any), Rhino hide, Shadow (any), Sonic resistance (any)
Arms: Enhancement Bonus (+1 or +2), Merciful (+1), Oathbow, Sleep arrow
NINTH LEVEL ADEPT
Armor and Shields: Bashing (+2), Demon armor, Enhancement bonus (+3)
Arms: Enhancement bonus (+3), Javelin of lightning, Merciful (+2), Shock (+1 or +2), Shocking burst (+1), Sun blade
Miscellany: Armor of Arrow Attraction, Armor of Rage, Cursed Backbiter Spear, Everburning torch, Mace of Blood
Potions: Cure serious wounds, Daylight, Neutralize poison, Remove curse, Remove disease, Tongues
Scrolls: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues
Wands: Bear’s endurance, Bull’s strength, Burning hands, Cat’s grace, Contagion, Cure light wounds, Cure moderate wounds, Cure serious wounds, Darkness, Daylight, Delay poison, Detect magic, Invisibility, Light, Lightning bolt (5th through 9th), Mirror image, Neutralize poison, Web
TENTH LEVEL ADEPT
Wands: Lightning bolt (10th)
TWELFTH LEVEL ADEPT
Armor and Shields: Bashing (+3), Enhancement Bonus (+4)
Arms: Enhancement Bonus (+4), Merciful (+3), Shock (+3), Shocking burst (+2), Spell storing (+1 to +3)
Miscellany Amulet of Inescapable Location, Flask of Curses, Gauntlets of Fumbling, Helm of Opposite Alignment, Incense of Obsession, Periapt of Foul Rotting WONDROUS ITEMS: Amulet of health (any), Belt of dwarvenkind, Belt of giant Strength (any), Boots of elvenkind, Bracers of archery (any), Cloak of elvenkind, Elixir of fire breath, Elixir of hiding, Gauntlets of ogre power, Gem of brightness, Gloves of Dexterity (any), Golembane Scarab, Hand of glory, Helm of comprehend languages and read magic, Horn of fog, Incense of meditation, Ioun stones (any), Pearl of power (1st through 3rd), Periapt of health, Periapt of proof against poison, Phylactery of faithfulness, Pipes of sounding, Silversheen, Restorative ointment, Robe of bones, Unguent of timelessness
THIRTEENTH LEVEL ADEPT
Armor and Shields: Wild
Scrolls: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire
Wands: Cure critical wounds, Polymorph, Restoration, Stoneskin, Wall of fire
Wondrous Items: Mantle of faith, Pearl of power (4th), Druid’s Vestment
FIFTEENTH LEVEL ADEPT
Armor and Shields: Bashing (+4), Enhancement bonus (+5) ARMS: Enhancement Bonus (+5), Merciful (+4), Shock (+4), Shocking burst (+3), Spell storing (+4)
Miscellany: Intelligent Items
Rings: Energy resistance (any), Invisibility
SEVENTEENTH LEVEL ADEPT
Arms: Disruption (+1 to +3), Seeking (+1 to +4), Shifter’s sorrow
Rings: X-ray vision
Scrolls: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone
Wondrous Items: Feather token (any), Gem of seeing, Goggles of minute seeing, Lens of detection, Marvelous pigments, Pearl of power (5th), Periapt of wound closure
EIGHTEENTH LEVEL ADEPT
Armor and Shields: Bashing (+5)
Arms: Disruption (+4), Merciful (+5), Seeking (+5), Shock (+5), Shocking burst (+4), Spell storing (+5)
Rods: Enemy detection, Flailing, Withering, Python
Looking at the list, some things become apparent. First, healing potions are available fairly readily in any community with one third-level Adept. Basic magic weapons, shields and armor are available in pretty much any substantive town. A wand of healing is available in almost any city. These are the staple magic items for most adventurers, so it is a good sign that these are not going to be scarce. Exotic items probably have to be commissioned from wizards and clerics (or NPC brokers who specialize in finding rare magic items) if they cannot be located as salvage in an adventure.
A Note on Magic Item Shops
I am not a fan of the concept of magic item shops. Most items listed above would have to be commissioned from the adept in question. If, however, you are really hankering for a magic item shop, make the highest level adept in town a magic item proprietor and assume that the adept has the following inventory:
d3-2 of each item that could be made at the adept's level
d4-2 of each item that could be made at half the adept's level, rounded down
d6-2 of each item that could be made at one-quarter the adept's level, rounded down
d10-3 of each item that could be made at one-eighth the adept's level, rounded down
d12-3 of each item that could be made at one-sixteenth the adept's level, rounded down.
If the die roll is less than 1, none of that item is available. Be sure to have the adept hire guards and install traps in the shop that make the EL for overcoming the shop's defenses commensurate with the treasure level of the value of the shop's inventory. Otherwise, it makes no sense for the shop not to have been cleaned out by thieves long before the PCs even roll into town.
Comments are welcome!
It should be noted that this article only uses the core books. Spells and magic items from supplements are not included. However, such items would probably not have altered the analysis much because Adepts rarely gain access to non-core spells and most magic items in the supplements require spells from that supplement in item creation. This idea is also totally useless in Eberron, which has its own NPC classes dedicated to magic item creation.
- original thread by wrecan, WotC Forums, Dec 13, 2006 17:22:04 (https://web.archive.org/web/20150921125946/http://community.wizards.com/forum/previous-editions-archive/threads/1095441)