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Click on the links below to view subpages for the different Wondrous Items available. Common Cursed Item Effects. The description of each item provides its aura strength and the school to which it belongs.
If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly.
In most cases, though, using an item requires a standard action that does not provoke attacks of opportunity.
By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity. Activating a magic item is a standard action unless the item description indicates otherwise.
However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.
The four ways to activate magic items are described below:. This is the activation method for scrolls. A scroll is a spell that is mostly finished.
The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already.
No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken.
Spell trigger items can be used by anyone whose class can cast the corresponding spell. The user must still determine what spell is stored in the item before she can activate it.
Activating a spell trigger item is a standard action and does not provoke attacks of opportunity. If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it.
Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation.
More often, the command word is some nonsensical word, or a word or phrase from an ancient language. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved, carved, or built into the item, or the item might bear a clue to the command word.
The Knowledge arcana and Knowledge history skills might be useful in helping to identify command words or deciphering clues regarding them.
A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check DC 25 might provide some insight into a clue.
The spells detect magic , identify , and analyze dweomer all reveal command words if the properties of the item are successfully identified.
This type of item simply has to be used in order to activate it. Use activation is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears.
However, some items made for wearing must still be activated. Although this activation sometimes requires a command word see above , usually it means mentally willing the activation to happen.
The description of an item states whether a command word is needed in such a case. Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity , unless the use involves performing an action that provokes an attack of opportunity in itself.
If the use of the item takes time before a magical effect occurs, then use activation is a standard action. You must know or at least guess what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.
Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
Armor and Weapon Sizes: Many magic items need to be donned by a character who wants to employ them or benefit from their abilities.
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.
If you click on the image at right of a person showing the body slots, you can download a PDF that you can print and fill in yourself!
This slot is used for suits of armor that are worn. This slot consists of belts and other items that can be worn around the waist.
This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.
This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest. This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.
This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet. This slot consists of gauntlets, gloves, and other items that can worn on the hands.
This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head. This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
Ring up to two: This slot is for carried shields. This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying.
Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item.
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.
The description of an item indicates when an item has this property. The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are suitable for certain creatures to wear.
While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part.
The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them.
Specific animals may be able to wear different types of items as specified in their original monster entry. If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for those creatures.
Additionally, GMs may use this table as a guide to determine what kinds of magical gear non- humanoid monsters can wear and use. Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items.
Magic items produce spells or spell-like effects. Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent making its level otherwise difficult to determine quickly.
Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a non-magical item would normally get no chance to save.
Magic items use the same saving throw bonus for all saves, no matter what the type Fortitude , Reflex , or Will. The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as non-magical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.
Magic items that take damage in excess of half their total hit points , but not more than their total hit points , gain the Broken condition, and might not function properly see the Appendix.
Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged or even a destroyed magic items—if the caster is high enough level.
Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords.
Of course, not every item in this book is available in every town. The following guidelines are presented to help GMs determine what items are available in a given community.
These guidelines assume a setting with an average level of magic. Some cities might deviate wildly from these baselines, subject to GM discretion.
The GM should keep a list of what items are available from each merchant and should replenish the stocks on occasion to represent new acquisitions.
The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it see Table: Available Magic Items or Table: In addition, the community has a number of other items for sale.
These items are randomly determined and are broken down by category minor, medium, or major. After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item potion , scroll , ring, weapon, etc.
If you are running a campaign with low magic, reduce the base value and the number of items in each community by half. Campaigns with little or no magic might not have magic items for sale at all.
GMs running these sorts of campaigns should make some adjustments to the challenges faced by the characters due to their lack of magic gear.
Campaigns with an abundance of magic items might have communities with twice the listed base value and random items available.
Alternatively, all communities might count as one size category larger for the purposes of what items are available.
In a campaign with very common magic, all magic items might be available for purchase in a metropolis. Nonmagical items and gear are generally available in a community of any size unless the item is particularly expensive, such as full plate, or made of an unusual material, such as an adamantine longsword.
These items should follow the base value guidelines to determine their availability, subject to GM discretion. Adding more magic to an existing item can be quite simple or very math-intensive.
Then subtract the old price from the new price to determine the difference, and determine how many days of crafting it takes to cover the difference.
For specific magic armor and weapons, the price for the base item may be hard to determine, as some abilities may have been priced as plus-based properties and some as gp-based properties.
The existing staves all use this rule for pricing the cost of their spells. Increasing the number of charges required for an ability also affects the cost of that ability see Creating Staves.
Because staff pricing is so complex, a GM might want to forbid adding new abilities to staves, or limit new abilities to the lowest-level spell already present in the item.
Many items, particularly wands and staves, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most 10 for staves.
If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.
Prices listed are always for fully charged items. When an item is created, it is fully charged. This is because wands are the most cost-effective form of expendable spellcasting in the game the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion.
Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity.
A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.
Many GMs might decide that these kinds of transformations are impossible, beyond the scope of mortals, or not as cost-efficient as crafting a new item from scratch.
Others might allow these sorts of transformations for free or a small surcharge. Keep in mind the following warnings. Some item slots are very common and are shared by many useful items boots, belts, rings , and amulets in particular , while some slots are used by only a few items such as body, chest, and eyes.
Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.
Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear.
In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category—characters who want to enhance multiple physical or mental ability scores must pay extra for combination items like a belt of physical might or headband of mental prowess.
If there is a trend of all items of a particular type using a particular slot such as items that grant physical ability score bonuses being belts or items that grant movement bonuses being boots , GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.
This is a combination of the two previous warnings. Because most belts enhance physical abilities, wizards rarely have need for standard belt items.
Likewise, fighters have little use for most standard head items, so altering an existing fighter item to use the head slot means it has little risk of competition from found head slot items.
GMs should consider carefully before allowing you to bypass these intentional, built-in item slot restrictions. You might be tempted to create rings that have charges like wands , or bracers with multiple charge-based effects like staves.
GMs who wish to allow some of these sorts of alterations should consider using the original item as a talismanic component for the final item.
You can take advantage of the item creation rules to hand-craft most or all of your magic items. With these advantages, you can carefully craft optimized gear rather than acquiring GM-selected gear over the course of a campaign.
For example, a newly created 4th-level character should have about 6, gp worth of gear, but you can craft up to 12, gp worth of gear with that much gold, all of it taking place before the character enters the campaign, making the time-cost of crafting irrelevant.
Some GMs might be tempted to reduce the amount or value of the treasure you acquire to offset this and keep your overall wealth in line with the Character Wealth by Level table.
Unfortunately, that has the net result of negating the main benefit of crafting magic items — in effect negating your choice of a feat.
If you are creating items for other characters in the party, the increased wealth for the other characters should come out of your increased allotment.
Not only does this prevent you from skewing the wealth by level for everyone in the party, but it encourages other characters to learn item creation feats.
The Character Wealth by Level table states that an 8th-level character should have about 33, gp worth of items. The expectation in a standard campaign is that the PCs go on quests to fighting monsters and collect treasure.
This prevents you from profiting by crafting an item and paying half the price to do so and selling it for the full market price.
You might want to use an appropriate business to sell crafted items for more than half price, but the downtime system already accounts for using a building to generate money, as well as spending personal time helping run the business see Run a Business.
A typical magic shop earns about 3 gp per day, or perhaps 4—5 gp per day if a skilled owner PC directly participates in running the business. Because magic items are very expensive with the most common potions costing 50 gp or more, far higher than what most commoners can afford , this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day.
The GM has two options for resolving this mercantile dilemma. Use the Downtime System: This is the simplest solution, and assumes you are spending downtime running the business rather than crafting specific items.
Patrick owns a magic shop and has 5 days free between adventures. Instead of crafting specific items for his own use, he uses that time on the run a business downtime activity, with the assumption that he is using his crafting feat to create minor magic items for customers to increase the money generated by his magic shop.
Alter Wealth By Level: Similar to using the item crafting rules to adjust wealth by level , this just applies a flat adjustment to your expected wealth.
Each general type of magic item gets an overall description, followed by descriptions of specific items.
General descriptions include notes on activation, random generation, and other material. The AC , hardness , hit points , and break DC are given for typical examples of some magic items.
Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form as part of its entry.
Most of the time, a detect magic spell reveals the school of magic associated with a magic item and the strength of the aura an item emits.
See the detect magic spell description for details. The next item in a notational entry gives the caster level of the item, indicating its relative power.
It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.
For potions , scrolls , and wands , the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.
For other magic items, the caster level is determined by the item itself. Most magic items can only be utilized if worn or wielded in their proper slots.
If the item is stowed or placed elsewhere, it does not function. This is the cost, in gold pieces, to purchase the item, if it is available for sale.
Generally speaking, magic items can be sold by PCs for half this value. This is the weight of an item. When a weight figure is not given, the item has no weight worth noting for purposes of determining how much of a load a character can carry.
Potions, scrolls , staves, and wands refer to various spells as part of their descriptions see Spell Lists for details on these spells.
With the exception of artifacts, most magic items can be built by a spellcaster with the appropriate feats and prerequisites.
This section describes those prerequisites. Certain requirements must be met in order for a character to create a magic item.
These include feats, spells, and miscellaneous requirements such as level, alignment , and race or kind. A spell prerequisite may be provided by a character who has prepared the spell or who knows the spell, in the case of a sorcerer or bard , or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect.
For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.
It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites.
In some cases, cooperation may even be necessary. This is the cost in gold pieces to create the item. Generally this cost is equal to half the price of an item, but additional material components might increase this number.
I looked over the magic item crafting rules and was unable to find an explicit statement on this question:.
Does creating a magic item require the creator to be of the same or higher caster level of the item itself? Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item.
Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level.
However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level—it would be strange for a 2nd-level pearl to be CL 1st.
For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1.
At the end of this process, the spellcaster must make a single skill check usually Spellcraft , but sometimes another skill to finish the item.
If an item type has multiple possible skills, you choose which skill to make the check with. Failing this check means that the item does not function and the materials and time are wasted.
Failing this check by 5 or more results in a cursed item. Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created.
The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory.
In addition, you cannot create potions , spell-trigger, or spell-completion magic items without meeting its prerequisites. While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item.
A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell.
Using metamagic feats, a caster can place spells in items at a higher level than normal. Magic supplies for items are always half of the base price in gp.
For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price.
The item cost does not influence the base price which determines the cost of magic supplies , but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs.
The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items.
Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create if their base price is gp or less. Scrolls and potions whose base price is more than gp, but less than 1, gp, take 8 hours to create, just like any other magic item.
The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day.
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks.
This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress just as with the adventuring caster.
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.
Standard items can be made unique without changing their mechanics by adding flavorful descriptions or backstories.
Alternatively, making an item intelligent or cursed, combining two items into one, or adding an unusual power to an existing item are all perfectly good changes that can make items more memorable.
Similar to providing a historical background for an item, creating a story that directly connects the item to one or more player characters in the game allows a GM to spin a fascinating story—possibly one that is directly connected to a story feat.
A restless spirit haunts the item. This lingering spirit might be something that evokes sympathy from the PCs, such as a young child who died in a tragic way or a grandmother who was killed by her family so they could gain her fortune.
Alternatively, a nasty spirit could inhabit the item, in which case each use might require a battle of wills. A mundane sword wielded by a famous war hero or a suit of leather armor crafted by artisans of a long-lost civilization could provide adventure hooks involving the historical figures or cultures associated with the item.
Historians and collectors alike would prize such items simply to study or own, and may send PCs on adventures to retrieve them.
Bards in particular may be interested in tracking down such pieces, as the recovery could earn the lore masters prestige as procurers of museum-worthy items.
Give an item a spark of intelligence to make it more intriguing. Certainly the player characters are used to intelligent weapons, but what about an intelligent folding boat?
Once an item is imbued with intelligence, its use can no longer be taken for granted, instead requiring a diplomatic encounter or battle of wills.
Can the PCs convince the boat to unfold? If so, can they then persuade or cajole it to allow them aboard to make their journey?
When you name an item, many players automatically think of it as something special. Proper names pique interest, and you may find players asking to research the named item at various libraries and taking notes about the discovered references.
Sometimes, finding an item is necessary before a larger adventure can commence. Though required, such an item may have no further importance beyond being necessary to achieve another goal.
For example, suppose the PCs need to find the key to an otherwise impenetrable vault. The search for the sword thus becomes part of a larger campaign.
Who says every rod of rulership , cape of the mountebank , or flying carpet has to look exactly the same? Sure, the item works the same as the other ones, but making a small variation, even if just a minor or superficial change, opens a tremendous host of possibilities for making treasure more wondrous.
To make a fairly mundane item more prized, alter the materials used to craft it. Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch.
Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item.
For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide.
Otherwise, use the guidelines summarized on Table: The correct way to price an item is by comparing its abilities to similar items see Magic Item Gold Piece Values , and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item.
If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect.
The formula indicates this would cost 2, gp spell level 1, caster level 1. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item.
A 0-level spell is half the value of a 1st-level spell for determining price. If the spell has a hour duration or greater, divide the cost in half.
If it has some daily limit, determine as if it had 50 charges. If the GM is using the downtime system , both you and the other character must use downtime at the same time for this purpose.
Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item , the GM makes the check in secret. Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost.
Once you have a cost figure, reduce that number if either of the following conditions applies:. Item Requires Skill to Use: Some items require a specific skill to get them to function.
Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different.
An item is only worth two times what the caster of the lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.
Not all items adhere to these formulas. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point.
The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.
To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled.
Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value.
Additional magic supply costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.
Creating magic armor has a special prerequisite: If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Magic armor or a magic shield must have at least a 1 enhancement bonus to have any armor or shield special abilities.
If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard and must provide any material components or focuses the spells require.
Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Time Required Crafting magic armor requires one day for each 1, gp value of the base price. Craft Magic Arms and Armor.
Spellcraft or Craft armor. The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells.
A single suit of armor can be inscribed with a number of spells equal to its base armor bonus not including its enhancement bonus.
If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed. The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed.
Light armor, a buckler, or a light shield can hold up to 3rdlevel spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells.
An inscribed spell is a spell-completion item that only the wearer of spellscribed armor may activate , and only if he is proficient with the type of armor worn.
The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation.
Spells inscribed on armor can be dispelled as if they were separate magic items treat them as scrolls , wholly independent of the suit of armor on which they are etched.
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.
Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Creating a magic weapon has a special prerequisite: A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard but need not provide any material components or focuses the spells require.
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it.
This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities. Creating some weapons may entail other prerequisites beyond or other than spellcasting.
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