Old Item Creation Feats

Item Creation feats are used to create magical items or access other types of advanced casting techniques.

All actual item creation feats are tagged (item creation). Some feats that are not actually crafting feats, but are related to crafting, are also included on this page. These feats are not eligible choices if your class gives you a bonus crafting feat.


Capture Spell (replaces Scribe Scroll) (item creation)

Prerequisites: Caster level 1st.

A character who possesses this feat can create scrolls. In addition to ritual scrolls (which function the same as scrolls from the core Pathfinder Roleplaying Game), they can create scrolls using the talent-based item creation system. Scrolls have the same requirements for deciphering and activating as core Pathfinder scrolls, and a creature must possess a scroll’s base sphere, or else must activate the scroll through the Use Magic Device skill.

A scroll has a base cost of 25 gp x caster level x complexity.

Craft Apparatus (replaces Craft Rod) (item creation)

Prerequisites: Caster level 1st.

This feat allows for the creation of talent-based magic items that require no activation except to hold, wear, or carry them.

Creating an apparatus costs 2,000 gp x caster level x complexity. An item must have an effect measured in hours to be made into an apparatus. Thus, as an example, if making an apparatus of the War sphere totem talent-based item creation effect, which is measured in rounds, the effect would need to have its duration increased by 3 steps (+6 complexity) before it could be made into an apparatus.

Continual Life Sphere Effects: Creating an apparatus that grants what is normally an instantaneous effect, such as life sphere effects, has a base complexity of 6. If crafting an apparatus that grants a continual cure, the effect becomes instead fast healing 1 (+1 per additional +1 in complexity). If an apparatus grants a continual restore, it instead grants immunity to one effect (+1 per additional +1 in complexity; a creature cannot gain immunity to effects that require a magic skill check to remove or are unaffected by the Life sphere). Temporary hit points cannot be made into a continual effect.

Craft Implement of Power (replaces Craft Staff) (item creation)

Prerequisites: Magic skill bonus +3.

Just as a weapon can grant enhancement bonuses to its wielder’s attack and damage rolls, an implement of power serves as a focus for magical power, adding enhancement bonuses to its wielder’s caster level with a particular sphere. These bonuses are always enhancement bonuses, and therefore multiple implements benefiting the same sphere do not stack. These bonuses only apply to the wielder themselves; this bonus does not apply to wands nor other magic items they might be using. Implements of Death and Conjuration do not increase the number or statistics of undead or companions; instead, such implements grant circumstance bonuses to attack rolls and skill checks for controlled companions and undead.

Just like a magical weapon, an implement of power has its cost calculated according to its maximum bonus; an implement of power grants an enhancement bonus from +1 to +5, with a total possible bonus of +10. Just like a magic weapon, an implement costs 2,000 gp x (total bonus) squared.

An implement uses the crafter’s MSB rather than their caster level when determining the maximum caster level implement they can create. The item’s caster level must be at least 3x the enhancement bonus granted by the implement. If the implement has other magical enchantments placed upon it, use the highest caster level. An implement must have at least a +1 enhancement bonus to have any other implement special abilities.

The following special abilities can be added to an implement:

  • Magic Talent: The bearer gains access to a specific talent while they wield the implement. The crafter must have access to a talent to add it to an implement. If the talent is a (form) Conjuration talent, it may be applied to any companion the caster summons, but no more than one creature at any given time. To contain an advanced talent, the implement needs a minimum caster level equal to the talent’s prerequisites; the bearer of the implement does not gain access to the talent unless they or the implement possess all of its prerequisite talents. This benefit can be granted multiple times. Cost: +2
  • Second Sphere: The staff’s granted enhancement bonus applies to the wielder’s caster level with an additional sphere. This benefit can be granted multiple times. The crafter must have access to any sphere to be added in this fashion. Cost: +1

Implements and Automatic Bonus Progression
In games making use of the automatic bonus progression rules (Pathfinder Unchained, Copyright 2015, Paizo Inc.), treat implements that grant an enhancement bonus to caster level as weapons for the purpose of attunement bonuses.

Craft Rituals (item creation)

Prerequisite: 3rd caster level or higher.

Benefit: You may research rituals. See that page for more information on researching rituals.

Craft Spell Engine (replaces Craft Wand) (item creation)

Prerequisites: Caster level 1st.

This feat allows a creature to create spell-trigger items, known as wands, which casters can use as if they were their own sphere abilities. A creature must possess a wand’s base sphere, or else must activate the wand through the Use Magic Device skill.

A wand contains a limited amount of casting ability, which can be activated by the one wielding the wand as a standard action, as if the magic were their own. A wand possesses a base sphere, a caster level, and a small pool of spell points. The wand uses its own caster level and spell points to fuel its casting ability; under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a wand. If a wand’s effects call for a saving throw, the DC is equal to 10 + 1/2 the item’s caster level.

Once per day, a caster whose caster level is at least equal to the wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so.

The simplest wand a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This wand has a base price of 1,000 gp. When a crafter increases a wand’s caster level (to a maximum of their own), for every 2 caster levels a wand gains, the crafter may place an additional magic talent into the wand, or may increase the wand’s maximum spell point pool by 1. A crafter must possess each talent to be placed in the wand, or else must have access to that talent through another caster. Likewise, if a crafter possesses a sphere-specific drawback for the wand’s base sphere (or simply wants to create a focused wand), that want also possess that sphere-specific drawback, and gains either a bonus magic talent or a spell point in exchange.

A wand may contain an advanced talent, but must possess that talent’s minimum caster level, as well as all of its prerequisite talents. A wand may be used to meet the prerequisites for creating other magic items.

A wand’s pricing is determined by comparing it to Table: Wand Pricing.

Table: Wand Pricing
Caster Level # of Additional Magic Talents/Spell Points Price (gp)
2 (base wand) 0 1,000
4 1 4,000
6 2 9,000
8 3 16,000
10 4 25,000
12 5 36,000
14 6 49,000
16 7 64,000
18 8 81,000
20 9 100,000

Craft Marvelous Item (replaces Craft Wondrous Item) (item creation)

Prerequisites: Caster level 1st.

A marvelous item is a device that produces a magical effect that must be activated (usually activated as a standard action) often through the touch of a button, the speaking of a command word, or some other action such as striking the item against the ground, holding it against the intended target, throwing the item through the air. Marvelous items use the talent-based method of magic item creation. If a wondrous item’s effect requires a saving throw from any creature, the DC is equal to 10 + 1/2 the item’s caster level.

A marvelous item can be used once per day by default, and costs 400 gp x caster level x complexity. Additionally, a marvelous item can possess the following custom multipliers.

Multiple Uses: If a marvelous item can be used multiple times per day, multiply the cost by the number of daily uses. If its uses per day is increased to 5, it becomes usable an unlimited number of times per day.

Limited Uses: If a marvelous item can be used at will but only a maximum of 50 times before it loses all of its magic, multiply its cost by 2.5.

Distill Compound (replaces Brew Potion) (item creation)

Prerequisites: Caster level 1st.

A creature with the Distill Compound feat is adept at creating potions, oils, and powders. Potions, oils, and powders are magical effects stored in physical form; they use the talent-based method of item creation, and are usable only once.

A potion targets the creature who drinks the potion (one target with a range of personal), while oils target the creature or object is is applied to (one target with a range of touch), while any effect that targets an area is a powder. It is possible to place a compound-like effect into another item as well (for example, a jewel that explodes when thrown or an apple that applies a potion-like effect when eaten, etc.).

A potion, oil, or powder has a base cost of 50 gp x caster level x complexity. If a potion, oil, or powder requires a saving throw, the DC is equal to 10 + 1/2 its caster level.

Forge Charm (replaces Forge Ring) (item creation)

Prerequisites: Magic skill bonus +1.

A creature with the Forge Charm feat knows how to add permanent enhancements and effects to an item, such that whoever wears or uses that item gains that bonus for as long as they are wearing or using that item.

When forging a charm, the crafter must possess the base sphere associated with the charm to be made. The base cost of a charm, as well as the minimum magic skill bonus required, vary depending on the type of charm being made. As always, crafting a charm costs 1/2 the base cost.

A charm uses the crafter’s MSB rather than their caster level when determining the maximum caster level charm they can create. The item’s minimum caster level is determined by the charm being created, as detailed below. If the item possess multiple charms or other enchantments, use the higher caster level of all included enchantments.

Table: Charm Bonuses
Charm Minimum Caster Level Required Base Sphere Maximum Bonus Base Cost
Grant an enhancement bonus to an ability score 2x enhancement bonus Enhancement +6 Bonus squared x 1,000 gp
AC bonus (deflection) 3x bonus Protection +5 Bonus squared x 2,000 gp
AC bonus (natural armor) 3x bonus Alteration +5 Bonus squared x 2,000 gp
AC bonus (other) 3x bonus Various1 +3 Bonus squared x 2,500 gp
Energy Resistance 1/2 granted resistance Protection +30 1,600 x resistance -4,000, resistance 5 minimum
Save bonus (resistance) 3x bonus Protection +5 Bonus squared x 1,000 gp
Save bonus (other) 3x bonus Various* +3 Bonus squared x 2,000 gp
Skill bonus (competence) 1x competence bonus Mind +20 Bonus squared x 100 gp
Spell resistance 1/2 granted resistance Protection - 10,000 gp per point over SR 12, SR 13 minimum
CMB/CMD (competence, one combat maneuver) 3x bonus Enhancement +5 Bonus squared x 1,000 gp

1: While uncommon, it is possible to have magic items that grant luck, insight, profane, or sacred bonuses to AC or saving throws, morale bonuses to saving throws, or other bonuses. When applying such benefits through a charm, morale bonuses have Mind as a base sphere, insight bonuses have Divination as a base sphere, and luck, profane, and sacred bonuses have Fate as a base sphere.

Forge Construct (replaces Craft Construct) (item creation)

Prerequisites: Any two of the following feats: +5 MSB, Craft Apparatus, Craft Marvelous Item, Forge Charm, Smith Magical Weapons and Armor.

This feat is functionally identical to Craft Construct.

Prepare Consumable

Prerequisites: Caster level 1st.

Benefit: When you gain this feat, choose a sphere. You may create consumable magic items that rely on that sphere as if you had the Capture Spell and Distill Compound feats. If you possess the Capture Spell or Distill Compound feat as well, then you can make those items in a number of minutes equal to the number of hours it would have normally taken. You may choose this feat more than once. Each time you do, choose a different sphere.

Smith Magical Weapons and Armor (replaces Craft Magical Arms or Armor) (item creation)

Prerequisites: Magic skill bonus +3.

This feat allows the user to craft magical weapons and magical armor. Crafting magical weapons and magical armor follows the same rules as core Pathfinder magical weapons and armor, except that a creature must possess the base sphere associated with any special ability before it can be added. Some core Pathfinder special abilities that can be added to magical weapons or armor carry prices calculated in gp costs rather than bonus increases; some of these special abilities are enchantments more appropriately created through the Craft Marvelous Item or Craft Apparatus feats, which should be used to craft such enchantments.

Magical weapons and armor use the crafter’s MSB rather than their caster level when determining the maximum caster level item they can create. The item’s caster level must be at least 3x the enhancement bonus of the weapon or armor. If the item has other magical enchantments placed upon it, use the higher caster level. A magical weapon or magical piece of armor must have at least a 1 enhancement bonus to have any other special abilities.

Table: Magical Weapon and Armor Pricing
Weapon Bonus Base Price (gp) Armor/Shield Bonus Base Price (gp)
+1 2,000 +1 1,000
+2 8,000 +2 4,000
+3 18,000 +3 9,000
+4 32,000 +4 16,000
+5 50,000 +5 25,000
+6 72,000 +6 36,000
+7 98,000 +7 49,000
+8 128,000 +8 64,000
+9 162,000 +9 81,000
+10 200,000 +10 100,000
Table: Weapons Special Qualities
Weapon Special Quality Cost Sphere
Adaptive +1 bonus Creation
Allying +1 bonus Enhancement
Bane +1 bonus Light
Benevolent +1 bonus War
Called +1 bonus Warp
Conductive +1 bonus Death
Conserving +1 bonus Warp
Corrosive +1 bonus Destruction
Countering +1 bonus Enhancement
Courageous +1 bonus Mind
Cruel +1 bonus Death
Cunning +1 bonus Divination
Deadly +1 bonus Death
Defending +1 bonus Protection
Distance +1 bonus Divination
Dispelling +1 bonus Life
Flaming +1 bonus Destruction
Frost +1 bonus Destruction
Furious +1 bonus Mind
Ghost touch +1 bonus Warp
Grayflame +1 bonus Fate
Grounding +1 bonus Weather
Guardian +1 bonus Protection
Heartseeker +1 bonus Death
Huntsman +1 bonus Divination
Impervious +1 bonus Protection
Jurist +1 bonus Enhancement
Keen +1 bonus Enhancement
Ki focus +1 bonus Enhancement
Limning +1 bonus Light
Lucky +1 bonus Fate
Menacing +1 bonus War
Merciful +1 bonus Life
Mighty cleaving +1 bonus War
Mimetic +1 bonus Protection
Neutralizing +1 bonus Nature
Ominous +1 bonus Mind
Planar +1 bonus Conjuration
Reliable +1 bonus Creation
Returning +1 bonus Telekinesis
Quenching +1 bonus Nature
Seaborne +1 bonus Nature
Seeking +1 bonus Divination
Shock +1 bonus Destruction
Spell storing +1 bonus Destruction
Thawing +1 bonus Nature
Throwing +1 bonus Telekinesis
Thundering +1 bonus Destruction
Valiant +1 bonus War
Vicious +1 bonus Death
Advancing +2 bonus War
Anarchic +2 bonus Fate
Anchoring +2 bonus Enhancement
Axiomatic +2 bonus Fate
Corrosive burst +2 bonus Destruction
Defiant +2 bonus Life
Designating, lesser +2 bonus Fate
Dispelling burst +2 bonus Life
Disruption +2 bonus Life
Dueling +2 bonus Enhancement
Endless ammunition +2 bonus Creation
Flaming burst +2 bonus Destruction
Furyborn +2 bonus Mind
Glorious +2 bonus Light
Holy +2 bonus Fate
Icy burst +2 bonus Destruction
Igniting +2 bonus Destruction
Impact +2 bonus Telekinesis
Invigoration +2 bonus Life
Ki intensifying +2 bonus Enhancement
Lifesurge +2 bonus Life
Negating +2 bonus Fate
Phase locking +2 bonus Warp
Shocking burst +2 bonus Destruction
Stalking +2 bonus War
Unholy +2 bonus Fate
Wounding +2 bonus Death
Lucky, greater +3 bonus Fate
Nullifying +3 bonus Protection
Reliable, greater +3 bonus Creation
Repositioning +3 bonus War
Speed +3 bonus Time
Spell stealing +3 bonus Destruction
Brilliant Energy +4 bonus Light
Dancing +4 bonus Enhancement
Designating, greater +4 bonus Fate
Nimble Shot +4 bonus Divination
Second Chance +4 bonus Telekinesis
Vorpal +5 bonus Death
Table: Armor Special Qualities
Armor/Shield Special Quality Cost Sphere
Benevolent +1 bonus War
Arrow Catching +1 bonus Abjuration
Balanced +1 bonus Telekinesis
Bashing +1 bonus Enhancement
Bitter +1 bonus Alteration
Blinding +1 bonus Light
Bolstering +1 bonus War
Brawling +1 bonus Enhancement
Champion +1 bonus Fate
Clangorous +1 bonus Destruction
Creeping +1 bonus Dark
Dastard +1 bonus Fate
Deathless +1 bonus Protection
Defiant +1 bonus Light
Fortification, light +1 bonus War
Grinding +1 bonus Enhancement
Impervious +1 bonus Enhancement
Mirrored +1 bonus Protection
Poison-Resistant +1 bonus Life
Rallying +1 bonus Mind
Ramming +1 bonus Destruction
Spell storing +1 bonus Destruction
Stanching +1 bonus Life
Warding +1 bonus Protection
Wyrmsbreath +1 bonus Destruction
Adhesive +2 bonus Alteration
Animated +2 bonus Enhancement
Arrow Deflection +2 bonus Protection
Delving +2 bonus Alteration
Hosteling +2 bonus Warp
Merging +2 bonus Creation
Putrid +2 bonus Death
Radiant +2 bonus Light
Spell Resistance (13) +2 bonus Protection
Energy Resistance +3 bonus Protection
Fortification (moderate) +3 bonus War
Ghost Touch +3 bonus Warp
Harmonizing +3 bonus Illusion
Invulnerability +3 bonus Protection
Martyring +3 bonus Life
Spell Resistance (15) +3 bonus Protection
Titanic +3 bonus Alteration
Wild +3 bonus Alteration
Energy Resistance, Improved +4 bonus Protection
Spell Resistance (17) +4 bonus Protection
Energy Resistance, Greater +5 bonus Protection
Etherealness +5 bonus Alteration
Fortification (heavy) +5 bonus War
Reflecting +5 bonus Protection
Spell Resistance (19) +5 bonus Protection

Versatile Crafter

Prerequisites: Any one item creation feat.

Benefit: When creating a magic item, you may create an item even if you lack the base sphere or don’t have a high enough caster level or MSB. This increases the DC of the item creation check by +5 for each base sphere or individual caster level/ point of MSB bypassed in this fashion.

Wand Charger

Prerequisites: Craft Spell Engine, caster level 4th.

Benefit: When recharging a wand, you may spend a number spell points not exceeding half your caster level, restoring an equal number of spell points to the wand. You may not exceed the wand’s maximum charges this way. You may recharge a wand more than once a day with this ability, but the total transferred spell points cannot exceed half your caster level. Additionally, you may count your caster level as 4 higher when determining what wands you can recharge.

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