Brew Potion [Item Creation]You can brew potions, which carry spells withing themselves.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
Concoct Magical Poison [Item Creation]You can create magical poisons, which have magical effects in addition to their traditional deadly nature.
Prerequisite: Spellcaster level 5th.
Benefit: You can create magical poisons. Concocting a magical poison takes one day for each 1,000 gp in its base price. To enchant a magical poison, you must spend 1/25th of the poison’s base price in XP and use up raw materials costing half this price.
See the Magical Poisons appendix for more details on magical poisons.
Craft Cognizance Crystal [Item Creation]You can create psionic cognizance crystals that store power points.
Prerequisite: Manifester level 3rd.
Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, and multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
Craft Construct [Item Creation]You can create golems and other magical automatons that obey your orders.
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.
Benefit: You can create ane construct whose prerequisites you meet. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, you must spend 1/25 of its market price in XP and use up raw materials costing one-half of its market price.
You can also repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 gp per point of damage to be repaired.
Craft Dorje [Item Creation]You can create slender crystal wands called dorjes that manifest powers when charges are expended.
Prerequisite: Manifester level 5th.
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s decription). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
A newly created dorje has 50 charges.
Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost of the power.
Craft Magic Arms and Armor [Item Creation]You can create magic weapons, armor, and shields.
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in its base price. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its base price in Xp and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Craft Psicrown [Item Creation]You can create psicrowns, which have multiple psionic effects.
Prerequisite: Manifester level 12th.
Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
Some psicrowns incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the psicrown’s base price.
Craft Psionic Arms and Armor [Item Creation]You can create psionic weapons, armor, and shields.
Prerequisite: Manifester level 5th.
Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price for its psionic features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance the item in the first place.
Craft Psionic Construct [Item Creation]You can create golems and other psionic automatons that obey your orders.
Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item.
Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
A newly created construct has average hit points for its Hit Dice.
Craft Rod [Item Creation]You can create magic rods, which have varied magical effects.
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Craft Staff [Item Creation]You can create magic staffs, each of which has multiple magical effects.
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.
Craft Universal Psionic Item [Item Creation]You can craft universal psionic items, such as a third eye or psychoactive skin.
Prerequisite: Manifester level 3rd.
Benefit: You can create any universal psionic item whose prerequisites you meet. Doing so takes one day for each 1,000 gp in the item’s base price. To craft a universal psionic item, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or mend a broken one.
Craft Wand [Item Creation]You can create wands, which hold spells.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
Craft Wondrous Item [Item Creation]You can create a wide variety of magic items, such as a crystal ball or a flying carpet.
Prerequisite: Caster level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Create Portal [Item Creation]You have learned the ancient craft of creating a portal, a permanent magic device that instantly transports those who know its secrets from one locale to another.
Prerequisite: Craft Wondrous Item.
Benefit: You can create any portal whose prerequisites you meet. Creating a portal takes one day for each 1,000 gp in its base price. To create a portal, you must spend 1/25th of the graft’s price in XP and use up raw materials costing half this price.
See the Portal appendix for more information on portals.
Forge Ring [Item Creation]You can create magic rings, which have varied magical effects.
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
You can also mend a broken ring if it is one you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur additional costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
Imprint Stone [Item Creation]You can create power stones to store psionic powers.
Prerequisite: Manifester level 1st.
Benefit: You can create a power stone of any power you know. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored power x its manifester level x 25 gp. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any power stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the xp when encoding the stone.
Inscribe Rune [Item Creation]You can create magical runes that hold spells until triggered.
Prerequisites: Int 13, appropriate Craft skill, divine spellcaster level 3rd.
Benefit: You can scribe any divine spell you have prepared as a rune. You must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay that cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when you begin scribing, but focuses are not.
A single object of medium-size or smaller can hold one rune. A larger object can hold one rune per 25 square feet of surface area. Runes cannot be placed on creatures, although they can be drawn on a creature’s equipment.
The rune has a base price equal to its spell level x its caster level x 50 gp (a 0-level spell counts as ½ level). You must spend 1/25th of the base price in XP and use up raw materials costing one-half this base price.
See the Rune Magic Appendix for more details on runes and rune magic.
Scribe Scroll [Item Creation]You can create scrolls, from which you or another spellcaster can cast the scribed spells.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is the spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay the XP cost when scribing the spell.
Scribe Tattoo [Item Creation]You can create psionic tattoos, which store powers within their designs.
Prerequisite: Manifester level 3rd.
Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know that targets one or more creatures. Scribing a tattoo takes one day. When you scribe a tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power and no higher than your own manifester level. The base price of a psionic tattoo is its manifester level x the power level x 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so one) costing one-half of this base price.
When you scribe a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer activates the tattoo, the wearer is the target of the power.
Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay the XP cost when scribing the tattoo.