Creating Items with Selectable Caster Levels (Scrolls, Potions, Wands)
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Creating Items with Selectable Caster Levels (Scrolls, Potions, Wands)
When enchanting certain types of magical items, a spellcaster is able to select the caster level that the resulting magic will be cast at.
For example, a 10th level wizard could scribe a scroll of fireball as a 10th level caster (so it will inflict 10d6 damage) or as low as a 5th level caster (inflicting 5d6 damage, at the lowest possible caster level for a 3rd level spell).
When enchanted, the name of each such item will end with the caster level in parenthesis. This information is also shown in the item's properties list, with the spell name starting and ending with multiple z's. (The starting/ending z's mean nothing, but are just used to push the otherwise unused spell cast properties to the end of a very long drop-down list in the toolset).
Such items are really intended for PC use, as merchants do not recognize the value of higher caster level items made by this method, and will usually sell for the amount a similar item of the minimum caster level would go for.
The following types of items support selectable caster levels:
potions - scrolls - wands
You can use the links to jump to information specific to each type of item.
For example, a 10th level wizard could scribe a scroll of fireball as a 10th level caster (so it will inflict 10d6 damage) or as low as a 5th level caster (inflicting 5d6 damage, at the lowest possible caster level for a 3rd level spell).
When enchanted, the name of each such item will end with the caster level in parenthesis. This information is also shown in the item's properties list, with the spell name starting and ending with multiple z's. (The starting/ending z's mean nothing, but are just used to push the otherwise unused spell cast properties to the end of a very long drop-down list in the toolset).
Such items are really intended for PC use, as merchants do not recognize the value of higher caster level items made by this method, and will usually sell for the amount a similar item of the minimum caster level would go for.
The following types of items support selectable caster levels:
potions - scrolls - wands
You can use the links to jump to information specific to each type of item.
Last edited by The Amethyst Dragon on Sun Jul 27, 2014 3:42 pm; edited 6 times in total
Re: Creating Items with Selectable Caster Levels (Scrolls, Potions, Wands)
POTIONS
For a spellcaster to create a magical potion, there are several requirements that must be met.
1. Brew Potion feat
2. Empty Potion Bottle
3. GP equal to 50% of the base GP value of the finished item
4. Be inside a properly equipped magical laboratory
5. Other requirement(s) based on the desired item
The base GP value of a finished potion is equal to:
spell level x caster level x 50 (0-level spells count as 1st level for this)
Before enchanting such an item, the spellcaster should use the VC command ;;mi cl x, where x is the desired caster level. This caster level will be used until the spellcaster used the command again to change the caster level for enchanting. If not set, the minimum caster level for the spell will be used.
The spellcaster must also use the VC command ;;mi class xxxxx, where xxxxx is the name of the class he or she wants to use for enchanting (cleric, druid, bard, wizard, sorcerer, paladin, or ranger). This can be set one time if the caster uses only a single spellcasting class.
Once these requirements are met, the spellcaster can use the VC command ;;mi potion xxxxxx, where xxxxxx is replaced by the name of the spell to be brewed into a potion. An example of this might be ;;mi potion bull's strength to brew a potion of bull's strength.
When this happens, an Empty Potion Bottle will be used up, the GP cost will be deducted from the spellcaster's total gold, the spellcaster will gain XP Debt equal to 1/25 of the base GP value of the item (minimum 1 XP), and the finished item will appear in the spellcaster's inventory.
The following spells of up to 3rd level can be brewed into potions by those able to cast them:
aid
amplify
aura of glory
barkskin
bless
blood frenzy
bull's strength
camoflage
cat's grace
clairaudience and clairvoyance
clarity
conceal alignment
continual flame
cure critical wounds
cure light wounds
cure minor wounds
cure moderate wounds
cure serious wounds
darkness
death armor
dispel magic
divine favor
eagle's splendor
endurance
entropic shield
expeditious retreat
feral visage
fox's cunning
freedom of movement
ghostly visage
haste
health of the soul
invisibility
iron guts
jump
lesser dispel
lesser restoration
light
mage armor
minor globe of invulnerability
mirror image
negative energy protection
neutralize poison
oculus' magical eyes
owl's wisdom
prayer
protection from chaos
protection from elements
protection from evil
protection from good
protection from law
remove blindness and deafness
remove curse
remove disease
remove fear
repel vermin
resist elements
resistance
restoration
see invisibility
shield
shield of faith
strength of blood
tempest's shielding wind
true strike
ultravision
virtue
water breathing
Note: Clerics of Asis brewing potions of cure wounds will automatically brew the special Asis versions of such potions.
For a spellcaster to create a magical potion, there are several requirements that must be met.
1. Brew Potion feat
2. Empty Potion Bottle
3. GP equal to 50% of the base GP value of the finished item
4. Be inside a properly equipped magical laboratory
5. Other requirement(s) based on the desired item
The base GP value of a finished potion is equal to:
spell level x caster level x 50 (0-level spells count as 1st level for this)
Before enchanting such an item, the spellcaster should use the VC command ;;mi cl x, where x is the desired caster level. This caster level will be used until the spellcaster used the command again to change the caster level for enchanting. If not set, the minimum caster level for the spell will be used.
The spellcaster must also use the VC command ;;mi class xxxxx, where xxxxx is the name of the class he or she wants to use for enchanting (cleric, druid, bard, wizard, sorcerer, paladin, or ranger). This can be set one time if the caster uses only a single spellcasting class.
Once these requirements are met, the spellcaster can use the VC command ;;mi potion xxxxxx, where xxxxxx is replaced by the name of the spell to be brewed into a potion. An example of this might be ;;mi potion bull's strength to brew a potion of bull's strength.
When this happens, an Empty Potion Bottle will be used up, the GP cost will be deducted from the spellcaster's total gold, the spellcaster will gain XP Debt equal to 1/25 of the base GP value of the item (minimum 1 XP), and the finished item will appear in the spellcaster's inventory.
The following spells of up to 3rd level can be brewed into potions by those able to cast them:
aid
amplify
aura of glory
barkskin
bless
blood frenzy
bull's strength
camoflage
cat's grace
clairaudience and clairvoyance
clarity
conceal alignment
continual flame
cure critical wounds
cure light wounds
cure minor wounds
cure moderate wounds
cure serious wounds
darkness
death armor
dispel magic
divine favor
eagle's splendor
endurance
entropic shield
expeditious retreat
feral visage
fox's cunning
freedom of movement
ghostly visage
haste
health of the soul
invisibility
iron guts
jump
lesser dispel
lesser restoration
light
mage armor
minor globe of invulnerability
mirror image
negative energy protection
neutralize poison
oculus' magical eyes
owl's wisdom
prayer
protection from chaos
protection from elements
protection from evil
protection from good
protection from law
remove blindness and deafness
remove curse
remove disease
remove fear
repel vermin
resist elements
resistance
restoration
see invisibility
shield
shield of faith
strength of blood
tempest's shielding wind
true strike
ultravision
virtue
water breathing
Note: Clerics of Asis brewing potions of cure wounds will automatically brew the special Asis versions of such potions.
Last edited by The Amethyst Dragon on Tue Feb 05, 2013 11:07 am; edited 7 times in total
Re: Creating Items with Selectable Caster Levels (Scrolls, Potions, Wands)
SCROLLS
For a spellcaster to create a magical scroll, there are several requirements that must be met.
1. Scribe Scroll feat
2. Blank Scroll
3. GP equal to 50% of the base GP value of the finished item
4. Other requirement(s) based on the desired item (such as proper patron deity for some spells)
The base GP value of a finished scroll is equal to:
spell level x caster level x 25 (0-level spells count as 1st level for this)
Being inside suitable library will reduce the gold cost.
Before enchanting such an item, the spellcaster should use the VC command ;;mi cl x, where x is the desired caster level. This caster level will be used until the spellcaster used the command again to change the caster level for enchanting. If not set, the minimum caster level for the spell will be used.
The spellcaster must also use the VC command ;;mi class xxxxx, where xxxxx is the name of the class he or she wants to use for enchanting (cleric, druid, bard, wizard, sorcerer, paladin, or ranger). This can be set one time if the caster uses only a single spellcasting class.
Once these requirements are met, the spellcaster can use the VC command ;;mi scroll xxxxxx, where xxxxxx is replaced by the name of the spell to be scribed to a scroll. An example of this might be ;;mi scroll bull's strength to scribe a scroll of bull's strength.
When this happens, an Blank Scroll will be used up, the GP cost will be deducted from the spellcaster's total gold, the spellcaster will gain XP Debt equal to 1/25 of the base GP value of the item (minimum 1 XP), and the finished item will appear in the spellcaster's inventory.
Any spell that a spellcaster can normally use can be enchanted into a scroll this way.
For a spellcaster to create a magical scroll, there are several requirements that must be met.
1. Scribe Scroll feat
2. Blank Scroll
3. GP equal to 50% of the base GP value of the finished item
4. Other requirement(s) based on the desired item (such as proper patron deity for some spells)
The base GP value of a finished scroll is equal to:
spell level x caster level x 25 (0-level spells count as 1st level for this)
Being inside suitable library will reduce the gold cost.
Before enchanting such an item, the spellcaster should use the VC command ;;mi cl x, where x is the desired caster level. This caster level will be used until the spellcaster used the command again to change the caster level for enchanting. If not set, the minimum caster level for the spell will be used.
The spellcaster must also use the VC command ;;mi class xxxxx, where xxxxx is the name of the class he or she wants to use for enchanting (cleric, druid, bard, wizard, sorcerer, paladin, or ranger). This can be set one time if the caster uses only a single spellcasting class.
Once these requirements are met, the spellcaster can use the VC command ;;mi scroll xxxxxx, where xxxxxx is replaced by the name of the spell to be scribed to a scroll. An example of this might be ;;mi scroll bull's strength to scribe a scroll of bull's strength.
When this happens, an Blank Scroll will be used up, the GP cost will be deducted from the spellcaster's total gold, the spellcaster will gain XP Debt equal to 1/25 of the base GP value of the item (minimum 1 XP), and the finished item will appear in the spellcaster's inventory.
Any spell that a spellcaster can normally use can be enchanted into a scroll this way.
Last edited by The Amethyst Dragon on Tue Feb 05, 2013 11:06 am; edited 6 times in total
Re: Creating Items with Selectable Caster Levels (Scrolls, Potions, Wands)
WANDS
For a spellcaster to create a magical wand, there are several requirements that must be met.
1. Imbue Focus feat
2. Bone Wand
3. GP equal to 50% of the base GP value of the finished item
4. Be inside a properly equipped magical laboratory
5. Other requirement(s) based on the desired item (such as proper patron deity for some spells)
The base GP value of a finished wand is equal to:
spell level x caster level x 1250 (0-level spells count as 1st level for this)
Before enchanting such an item, the spellcaster should use the VC command ;;mi cl x, where x is the desired caster level. This caster level will be used until the spellcaster used the command again to change the caster level for enchanting. If not set, the minimum caster level for the spell will be used.
The spellcaster must also use the VC command ;;mi class xxxxx, where xxxxx is the name of the class he or she wants to use for enchanting (cleric, druid, bard, wizard, sorcerer, paladin, or ranger). This can be set one time if the caster uses only a single spellcasting class.
Once these requirements are met, the spellcaster can use the VC command ;;mi wand xxxxxx, where xxxxxx is replaced by the name of the spell to be imbued into the wand. An example of this might be ;;mi wand fireball to imbue a wand of fireball.
When this happens, a Bone Wand will be used up, the GP cost will be deducted from the spellcaster's total gold, the spellcaster will gain XP Debt equal to 1/25 of the base GP value of the item (minimum 1 XP), and the finished item will appear in the spellcaster's inventory.
The following spells of up to 4th level can be imbued into wands by those able to cast them:
acid splash
acidic weapon
aid
amplify
araneae's binding webs
arcane lock
bane
barkskin
barrier of force
barrier of ice
barrier of iron
barrier of stone
bestow curse
blade thirst
bless
bless weapon
blindness & deafness
bone throw
bulls strength
burning hands
call lightning
cats grace
charm monster
charm person
charm person or animal
clarity
cleave health
cloud of bewilderment
color spray
combust
confusion
contagion
continual flame
crag's armor of stone
crashing wave
create food
cure critical wounds
cure light wounds
cure minor wounds
cure moderate wounds
cure serious wounds
dark bolt
darkfire
darkness
daze
deafening clang
death ward
devastating blood loss
disarming wave
dismissal
dispel magic
divine power
dominate animal
dominate person
doom
eagle's splendor
earthen fist
earthen rupture
electric jolt
endurance
endure elements
enervation
entangle
erase
evard's black tentacles
faerie fire
fear
find and disarm traps
fireball
flame arrow
flame lash
flame strike
flame weapon
flare
flora's plant armor
fox's cunning
freedom of movement
frost weapon
gedlee's electric loop
ghostly visage
ghoul touch
glacius' breath of winter
glacius' ice armor
glacius' ice blast
glitterdust
glyph of warding
gnimish's shockwave
grabthar's hammer
grease
greater magic fang
greater magic weapon
gust of wind
hammer of the gods
haste
healing sting
health of the soul
hold animal
hold monster
hold person
horizikaul's boom
ice dagger
ice fog
ice storm
illusionary monster
illusionary object
illusionary spell
improved invisibility
infestation of maggots
inflict critical wounds
inflict light wounds
inflict minor wounds
inflict moderate wounds
inflict serious wounds
invisibility
iron guts
isaac's freezing touch
jump
keen edge
knock
lesser dispel
lesser healing ray
lesser restoration
lesser spell breach
light
lightning bolt
luminus' redeeming flames
mage armor
magic circle against alignment
magic fang
magic missile
magic vestment / magic armor
magic weapon
melf's acid arrow
mestil's acid breath
missile storm
negative energy burst
negative energy protection
negative energy ray
neuman's spider conjuration
neutralize poison
owl's wisdom
pacify
phantasmal killer
phoenix's frigid bolts
phoenix's funeral pyre
poison
prayer
protection from chaos
protection from elements
protection from evil
protection from good
protection from law
quillfire
quillin's arrow burst
quillin's bow of cold
quillin's bow of electricity
quillin's bow of fire
ray of enfeeblement
ray of frost
remove blindness and deafness
remove curse
remove disease
remove fear
remove paralysis
resist elements
resistance
restoration
santuary
scare
scintillating sphere
searing light
shadow conjuration
shelgarn's persistent blade
shield
shield of faith
shivani's bloodletting blade
shock weapon
silence
silvania's blood of holy fire
silvania's golden flames
silvania's silver spikes
silvania's sphere of golden flames
silverblade's searing strike
sleep
slow
sound burst
sphere of denial
spike growth
spiritual weapon
stinking cloud
stone bones
stoneskin
strength of blood
summon creature i
summon creature ii
summon creature iii
summon creature iv
tasha's hideous laughter
telemus arcanum i
telemus arcanum ii
telemus arcanum iii
telemus arcanum iv
tripgust
ultravision
vampiric touch
virtue
wall of fire
water breathing
water throw
web
For a spellcaster to create a magical wand, there are several requirements that must be met.
1. Imbue Focus feat
2. Bone Wand
3. GP equal to 50% of the base GP value of the finished item
4. Be inside a properly equipped magical laboratory
5. Other requirement(s) based on the desired item (such as proper patron deity for some spells)
The base GP value of a finished wand is equal to:
spell level x caster level x 1250 (0-level spells count as 1st level for this)
Before enchanting such an item, the spellcaster should use the VC command ;;mi cl x, where x is the desired caster level. This caster level will be used until the spellcaster used the command again to change the caster level for enchanting. If not set, the minimum caster level for the spell will be used.
The spellcaster must also use the VC command ;;mi class xxxxx, where xxxxx is the name of the class he or she wants to use for enchanting (cleric, druid, bard, wizard, sorcerer, paladin, or ranger). This can be set one time if the caster uses only a single spellcasting class.
Once these requirements are met, the spellcaster can use the VC command ;;mi wand xxxxxx, where xxxxxx is replaced by the name of the spell to be imbued into the wand. An example of this might be ;;mi wand fireball to imbue a wand of fireball.
When this happens, a Bone Wand will be used up, the GP cost will be deducted from the spellcaster's total gold, the spellcaster will gain XP Debt equal to 1/25 of the base GP value of the item (minimum 1 XP), and the finished item will appear in the spellcaster's inventory.
The following spells of up to 4th level can be imbued into wands by those able to cast them:
acid splash
acidic weapon
aid
amplify
araneae's binding webs
arcane lock
bane
barkskin
barrier of force
barrier of ice
barrier of iron
barrier of stone
bestow curse
blade thirst
bless
bless weapon
blindness & deafness
bone throw
bulls strength
burning hands
call lightning
cats grace
charm monster
charm person
charm person or animal
clarity
cleave health
cloud of bewilderment
color spray
combust
confusion
contagion
continual flame
crag's armor of stone
crashing wave
create food
cure critical wounds
cure light wounds
cure minor wounds
cure moderate wounds
cure serious wounds
dark bolt
darkfire
darkness
daze
deafening clang
death ward
devastating blood loss
disarming wave
dismissal
dispel magic
divine power
dominate animal
dominate person
doom
eagle's splendor
earthen fist
earthen rupture
electric jolt
endurance
endure elements
enervation
entangle
erase
evard's black tentacles
faerie fire
fear
find and disarm traps
fireball
flame arrow
flame lash
flame strike
flame weapon
flare
flora's plant armor
fox's cunning
freedom of movement
frost weapon
gedlee's electric loop
ghostly visage
ghoul touch
glacius' breath of winter
glacius' ice armor
glacius' ice blast
glitterdust
glyph of warding
gnimish's shockwave
grabthar's hammer
grease
greater magic fang
greater magic weapon
gust of wind
hammer of the gods
haste
healing sting
health of the soul
hold animal
hold monster
hold person
horizikaul's boom
ice dagger
ice fog
ice storm
illusionary monster
illusionary object
illusionary spell
improved invisibility
infestation of maggots
inflict critical wounds
inflict light wounds
inflict minor wounds
inflict moderate wounds
inflict serious wounds
invisibility
iron guts
isaac's freezing touch
jump
keen edge
knock
lesser dispel
lesser healing ray
lesser restoration
lesser spell breach
light
lightning bolt
luminus' redeeming flames
mage armor
magic circle against alignment
magic fang
magic missile
magic vestment / magic armor
magic weapon
melf's acid arrow
mestil's acid breath
missile storm
negative energy burst
negative energy protection
negative energy ray
neuman's spider conjuration
neutralize poison
owl's wisdom
pacify
phantasmal killer
phoenix's frigid bolts
phoenix's funeral pyre
poison
prayer
protection from chaos
protection from elements
protection from evil
protection from good
protection from law
quillfire
quillin's arrow burst
quillin's bow of cold
quillin's bow of electricity
quillin's bow of fire
ray of enfeeblement
ray of frost
remove blindness and deafness
remove curse
remove disease
remove fear
remove paralysis
resist elements
resistance
restoration
santuary
scare
scintillating sphere
searing light
shadow conjuration
shelgarn's persistent blade
shield
shield of faith
shivani's bloodletting blade
shock weapon
silence
silvania's blood of holy fire
silvania's golden flames
silvania's silver spikes
silvania's sphere of golden flames
silverblade's searing strike
sleep
slow
sound burst
sphere of denial
spike growth
spiritual weapon
stinking cloud
stone bones
stoneskin
strength of blood
summon creature i
summon creature ii
summon creature iii
summon creature iv
tasha's hideous laughter
telemus arcanum i
telemus arcanum ii
telemus arcanum iii
telemus arcanum iv
tripgust
ultravision
vampiric touch
virtue
wall of fire
water breathing
water throw
web
Similar topics
» Empowering Items: Adding Magic to Existing Items
» Creation of Magic Items: Predesigned Items
» Party Support Items for use by all levels
» Creating of Non-magical (masterwork) items and traps
» Not Used: Wands, wands, wands ... and rods!
» Creation of Magic Items: Predesigned Items
» Party Support Items for use by all levels
» Creating of Non-magical (masterwork) items and traps
» Not Used: Wands, wands, wands ... and rods!
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