Scrolls are relatively easier to make than potions, but they still require a special ingredient used to make the proper ink. Scrolls are unique to the discipline their creator used: an arcane scroll made by a bard will be more difficult for a wizard to use, and a divine scroll from one religion will be more difficult to use for a cleric of a different god. It generally takes 1 hour per spell level to create one scroll, though a particularly potent scroll can take longer.
Every caster automatically gains the Scribe Scroll feat at 1st level. Scrolls have no base XP cost. The base monetary price of a scroll is its spell level × its caster level × 10 gp. It takes roughly one hour per spell level to make a single scroll.
Scrolls must be made entirely by one caster.
Potions and oils are expensive to create, since they need a strong grounding agent to hold and preserve the magic of the spell. The grounding agent varies per spell tradition (natural, holy, arcane), but is always something either expensive or time-consuming to acquire.
Every caster automatically gains the Brew Potion feat at 3rd level. Potions have no base XP cost. The base price of a potion is its spell level × its caster level × 25 gp. It takes roughly two hours per spell level to make a single potion and the alchemical steps can be performed in parallel, assuming the caster has multiple sets of equipment. It is possible to make potions that duplicate the effect of a spell up to 5th level with a casting time of 1 minute or less.
Potions must be made entirely by one caster.
Enchanted armor, weapons, and other items are exceedingly rare in Pallavia. Creating such an item is quite an endeavor, requiring many components:
Enchanting a weapon or piece of armor with a simple numeric bonus does not require a specific spell. It does require a spell slot equal to the bonus to be added: a +1 weapon needs a first level slot, and a +5 weapon needs a fifth level slot.
Because their effects last much longer than the spell used to create them, enchanted items tend to be weaker than that spell.
Although a single person can enchant an item, the process can also be done by multiple participants. It’s common to have one participant with the feat oversee the enchantment, while one or more casters contribute spells and spell slots. The space used must be appropriate for either the person with the feat, or for all of the casters contributing spells.
The process of enchantment uses up some raw materials like fine incense, special inks, rare flowers, etc. These items can usually be gathered over the course of 1 day per spell level, or purchased for 1gp per spell level if time is tight.
Preparing this space requires time and resources as appropriate for its size and furnishings. The cost is typically at least 10gp and can go into the hundreds. The biggest places of worship for a church often have an enchanting space maintained by its members, as does the College of Bailie Rowe and certain other powerful groups. These shared spaces have a rich history all their own and are lavishly appointed.
Examples of enchanting spaces:
These guidelines are not set in stone, but are here to help set expectations about how an item might work.
These simple bonuses are straightforward. A +1 enhancement to a weapon or piece of armor requires a first level slot, a +2 bonus requires a second level slot, etc. As usual, the maximum enhancement bonus is +5 with a fifth level slot.
Items that increase attributes, like Intelligence or Strength, require a powerful slot to get their full effect. Expect an item made using a 2nd level slot to only give a +2 bonus. If the creator wishes to make an item granting +4, they must sacrifice a 4th level slot.
For example, the spell Bull’s Strength grants a +4 enhancement bonus to Strength when cast normally. An item empowered by a 2nd level spell slot and made using this spell would be similar to Gauntlets of Ogre Power, which only grant a +2 bonus. The more powerful Belt of Giant’s Strength +4 would require the creator to sacrifice a 4th level spell slot, and the epic Belt of Giant’s Strength +6 would require a 6th level slot.
An effect like Flaming or Frost that grants +1d6 damage requires a 3rd level slot.