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In the Hylar Dwarf City


It is the middle of winter and there's no real rush to leave. However, the enemy army is still out there (and holding the fortress between you and where you came from), there are obviously other dragons (and likely other highlords based on Verminaard's final words), and who knows what they're doing while you sit around. So you may want to be prudent in how long you spend here.

You can purchase anything in the Player’s Handbook as normal. Expensive items (such as gems, jewelry, Masterwork items, minor Magical items, etc.) need to be found and then bargained for.

Items can also be sold for 50% their book value if desired. For expensive items (including magic items you can’t use and want to sell) you’ll need to find a buyer and bargain with them.

Some other things you can do are:

Making Magic Items - General Rules
Making Magic Armor
Making Magic Weapons
Making Magic Scrolls
Making Magic Potions
Making Magic Wands

Researching Spells

Magical stuff available to Buy

My Advice


Making Magic Items


All magic items require 5 pre-requisites to make them. I’ll state some general information and then I’ll go into the specifics further down. Note that it doesn’t have to be the same person supplying all 5 pre-requisites.

1) Creating a magic item requires the proper Feat.

2) Creating a magic item requires the proper materials. In nearly all cases, this is simplified by spending an appropriate amount of gold.

3) Creating a magic item requires the expenditure of experience points. Any willing character may supply these.

4) Creating a magic item requires a certain number of consecutive days from all participants.

5) Creating a magic item requires some specific pre-requisite. Usually this is a spell (which is considered to be cast during the creation process and can come from any source) but sometimes it’s something else. Note that if the pre-requisite spell has material components or experience point costs, those must be expended in addition to the expenditures of item 2 and 3 above.


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Magic Armor:
1) A Dwarven priest of Crafts has the feat Craft Magic Arms & Armor. He is available with no time limit. You must supply all other pre-requisites.

2) A Masterwork item must be available to enchant (takes 2 weeks to make from scratch). In addition, a +1 enchantment costs 600gp and a +2 enchantment costs 2400gp. You have the option to make armor from Mithral. Armor made from Mithral has one fourth the weight, Medium armor is considered Light, the skill penalty improves by 3 and the max dex bonus improves by 2. Medium Mithral armor costs an additional 4000gp while Light Mithral armor costs an additional 1000gp.

3) A +1 enchantment costs 40 experience points. A +2 enchantment costs 160 experience points.

4) A +1 enchantment requires 1 day. A +2 enchantment requires 2 days.

5) The specific pre-requisite is the feat owner must be a spell caster of at least 3 levels per + of enchantment (this is covered by the dwarf up to +2).

Notes: You can enchant an item that’s already magic. This modifies the gold piece, experience points, and time costs to the difference between the current enchantment and the new one. Example, a +1 enchantment from scratch costs 600gp. A +2 enchantment from scratch costs 2400gp. If you put a +2 enchantment onto an item that is already +1, you have a +2 item that costs you only 1800gp.


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Magic Weapons:
1) A Dwarven priest of Crafts has the feat Craft Magic Arms & Armor. He is available with no time limit. You must supply all other pre-requisites.

2) A Masterwork item must be available to enchant. In addition, a +1 enchantment costs 1200gp and a +2 enchantment costs 4400gp.

3) A +1 enchantment costs 80 experience points. A +2 enchantment costs 320 experience points.

4) A +1 enchantment requires 1 day. A +2 enchantment requires 4 days.

5) The specific pre-requisite is the feat owner must be a spell caster of at least 3 levels per + of enchantment (this is covered by the dwarf up to +2).

Notes: You can enchant an item that’s already magic; see Armor notes for details. A magical crossbow, bow, or sling applies its bonus to hit and damage.


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Magic Scrolls:
1) Quill has the feat Scribe Scroll.

2) The gold piece cost is (spell level) * (caster level) * (12.5gp). It’s usually most efficient to use the lowest allowed caster level but this depends on the effects of the particular spell. The minimum caster level is 1 for a 1st level spell (12.5gp), 3 for a 2nd level spell (75gp), 5 for a 3rd level spell (187.5gp), and 7 for a 4th level spell (350gp).

3) The experience point cost is (spell level) * (caster level) * (1exp).

4) The time cost is 1 day per 1000gp with a minimum of 1 day per scroll. You can place multiple spells (maximum of 7) on a single scroll.

5) The specific pre-requisite is the spell you want placed on the scroll.

Notes: Using a scroll is practically just like casting the spell. You can’t cast it defensively (and do suffer attacks of opportunity) but you don’t have to make concentration checks to succeed (even if someone hits you). If you can’t use the spell normally, you can’t use the scroll.


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Magic Potions:
1) Quill has the feat Brew Potion.

2) The gold piece cost is (spell level) * (caster level) * (25gp). It’s usually most efficient to use the lowest allowed caster level but this depends on the effects of the particular spell. The minimum caster level is 1 for a 1st level spell (25gp), 3 for a 2nd level spell (150gp), 5 for a 3rd level spell (375gp), and 7 for a 4th level spell (700gp).

3) The experience point cost is (spell level) * (caster level) * (2exp).

4) The time cost is 1 day per potion.

5) The specific pre-requisite is the spell you want placed in the potion.

Notes: Anyone can use a potion.


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Magic Wands:
1) Quill has the feat Craft Magic Wand.

2) The gold piece cost is (spell level) * (caster level) * (375gp). It’s usually most efficient to use the lowest allowed caster level but this depends on the effects of the particular spell. The minimum caster level is 1 for a 1st level spell (375gp), 3 for a 2nd level spell (2250gp), and 5 for a 3rd level spell (5625gp).

3) The experience point cost is (spell level) * (caster level) * (30exp).

4) The time cost is 1 day per 1000gp with a minimum of 1 day per wand.

5) The specific pre-requisite is the spell you want placed in the wand.

Notes: A new wand has 50 charges. If the spell placed in the wand has a material or experience point cost, you must pay 50 times that cost in addition to normal costs for making the wand. Using a wand is just like casting a spell except you don’t suffer attacks of opportunity. Anyone that can ever have the spell on their spell list can use the wand regardless of their level.


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Spell Research:
Quill (and only Quill) has the option to research spells she doesn't already know. Successful research allows her to add them to her list of castable spells.

The cost is 1200gp per level of the spell.

If the spell is an Enchantment, Illusion, or Universal type spell, then it takes 4 days per level of the spell and there's no chance of failure.

If the spell is a Conjuration, Divination, or Transmutation type spell, then it takes 7 days per level of the spell and a spellcraft roll (vs DC 20+2*spell level) must be made. Quill's spellcraft is currently a +15. Failure means the money is wasted and the spell can't be retried until Quill gains another point of Intelligence.

If the spell is a Necromantic, Evocation, or Abjuration type spell, then it will never succeed.


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My Advice

With regards to magical preparations:

Mithral armor is a good way to increase the armor class of Jozan and Arynda without harming their other abilities that depend on light armor. Jozan could wear a mithral chain shirt without impacting his skills while Arynda can wear a mithral breastplate and still be considered as wearing light armor. You'll still want to enchant them, of course.

Cure Light Wounds wands are dirt cheap and extremely useful. Interestingly, even though Quill can make them by herself, she can’t use them. Nadira can use them but Arynda is no longer able to.
Any other low level spell that you just can't seem to cast enough of is a good candidate for a wand (and don't forget Quill can also make wands of Nadira's spells for Nadira to use).

Potions are extremely flexible because anyone can use them so it might be useful to have a few key ones distributed among the group.

Since a spellcaster’s power comes from her highest level spells, scrolls with 4th or 5th level spells on them can really enhance their effectiveness. If you can normally cast only one 5th level spell in a day, but also have a scroll with two 5th level spells on it, you’ve in a sense tripled your power for a day.

Arynda is a real killer. But she is extremely vulnerable to Hold or Charm type spells (anything with a Will save). Jozan is actually worse in this area. You need to be ready to deal with this possible problem. One option is a scroll with Dispel Magic. It’s a good generic solution but it’s not guaranteed to work. Another is to get them magical items (or cast protective spells) that increase their Will saves.


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