The Art of Magic Item Creation

Copyright Thomas A Stobie, SFO © 2004

Edited by Peter Mork for The Guild Companion

Introduction

This article discusses the creation of magic items (except potions, which were discussed in a previous article). Several topics are addressed including recharging items and new uses for spell mastery. This article also introduces the notion of magical receptability, which influences the speed with which magic items can be constructed.


Table of Contents


Alchemist Enchantment Spells

Looking at the Alchemist spell lists, you notice a number of spells with a 24 hour duration. These are the enchantment spells. Let us consider how they work. They permit the alchemist to spend a major part of his active day enchanting an item with that ability. I consider this around 10 hours of active work with light activity and sleep for the rest of the day. It is not possible to do more work in the day and shorten the time as the enchantment process itself is draining on the alchemist and the light activity and sleep (meditation) is required.


Recharging of Single Use Items

Imbedding a single-use spell in an item leaves an impression on that item. This affinity makes it much easier to re-enchant that spell, but the impression fades slowly over time.

To recharge a single use item that is not broken or consumed when used, an alchemist needs to cast the same spell (with the same spell mastery modifications, if any) and an Imbedding spell of the same level used in the item's original creation for a number of days.

Time Requirements to Recharge a Single Use Item: (round up to the whole number of days)
[Level of spell + Level of Imbed Spell] x [Recharge Delay Factor]
/[Increased Alchemical Potency from Spell Mastery of Imbed or 1, if none applied] days.

Recharge Delay Factor Table
Elapsed Time since use Recharge
Delay Factor
Elapsed Time since use Recharge
Delay Factor
0 - 1 week 0.1 8 months - 1 year 0.7
1 - 2 weeks 0.2 1 year - 2 years 0.8
2 weeks - 1 month 0.3 2 years - 4 years 1.0
1 month - 2 months 0.4 4 years - 10 years 1.5
2 month - 4 months 0.5 10 years - 30 years 2
4 months - 8 months 0.6 30 years+ 4

Chargeable Items

Treasure Companion lists Wands, Rods, and Staffs as the only types of charged items. The relevant table (from Treasure Companion) appears below.

Treasure Companion Chargeable Item Properties Table
Charge
Spell
Type
Description Max.
Spell
Level
Max.
Charges
Own
Realm
Charge
Spell L.
Other
Realm
Charge
Spell L.
Make
Spell
Level
Wand any one foot long object (usually made of wood) 2nd 10 4 5 7
Rod any object between one foot and 2 1/2 feet long (usually made of wood) 5th 30 8 10 10
Staff any object between 2 1/2 and 5 feet long (usually made of wood) 10th 100 12 20 15

This table indicates that the maximum spell level and number of charges are independent factors in item creation. This results in a low number of charges for low level spells, and more charges for higher level spells. I believe that a more balanced system is needed that bases the number of charges the level of the spell being imbedded.

I propose a more flexible classification scheme based on the size of the object charged, and specifc Charge spell used. To give greater flexibility, I propose a new set of Charge Spells replacing the standard three on the Imbedding spell lists.

Revised Charge Spells Table
The Charge spells replace the spells, Charge Wand, Charge Rod, and Charge Staff on the "Own Realm Imbedding", "Other Realm Imbedding", & "Divine Imbedding" Alchemist Base Spell Lists.

Likewise the Make Charged Item spells replace the spells, Make Wand, Make Rod, and Make Staff on the "Organic Skills", "Holy Works", & "External Concentration" Alchemist Base Spell Lists.

These new spells may cause there to be two spells on the same list of the same level.

When used to recharge an item, Maximum Power and Maximum # of Charges limit how many charges are replenished in the object up to the maximum the object can hold (determined at item creation). The level of the spell being recharged must be equal or less than the Maximum Spell Level of the Charge Spell.
Make
Charged
Item
Spell
Make
Item
Spell
Level
Std.
Min.
Item
Volume
(cu.in.)
Max.
Spell
Level
Max.
#
of
Chrg.
Max.
Power
Charge
Spell
Own
Realm
Charge
Spell
Level
Other
Realm
Charge
Spell
Level
Make Charged Item I 7 8 4th 12 20 Charge I 4 5
Make Charged Item II 9 20 6th 20 50 Charge II 6 8
Make Charged Item III 10 36 8th 30 150 Charge III 8 10
Make Charged Item IV 13 60 10th 50 250 Charge IV 10 13
Make Charged Item V 16 100 13th 75 500 Charge V 13 18
Make Charged Item VI 20 160 16th 100 750 Charge VI 16 24
Make Charged Item VII 25 240 20th 120 1000 Charge VII 20 35
Make Charged Item VIII 30 320 25th 140 1250 Charge VIII 25 50
Make Charged Item IX 35 400 30th 160 1500 Charge IX 30 60
Make Charged Item True 65 500 any 200 2500 Charge True 60 100

  • Standard Minimum Item Volume indicates the smallest volume that the item can be unless spell mastery is used to overcome this limit.
  • When creating a charged item, the number of charges times the level of the imbedded spell cannot exceed the Maximum Power of the spell used.
  • The Max # of Charges also limits the number of charges especially for low-level imbedded spells.

The Item Size Table (below) estimates the volume of several items that are commonly enchanted. For an imbedded spell to be aimed at a target other than the bearer (or item itself), the item must be targetable.

Item Size Table
Item
Length
Item
Volume
Description/Notes Highest Charge
Spell (w/o Spell Mastery)
Targetable
0.3" 0.1 cu. in. Small Gem (1 Carat) N/A N
1" 0.8 cu. in. Small Jewelry (ring, pin) N/A Y (ring)
N (other)
1" 1.0 cu. in. Medium Gem (10 Carat) N/A N
2.5" 2.4 cu. in. Medium Jewelry (broach) N/A N
6" 4.7 cu. in. Short Wand (1" diam.) N/A Y
1' 5.3 cu. in. Narrow Wand (0.75" diam.) N/A Y
1' 9.4 cu. in. Standard Wand (1" diam.) I Y
1' 14.7 cu. in. Thick Wand (1.25" diam.) I Y
8" 16.0 cu. in. Man's Leather Glove I Y
6" 21.2 cu. in. Large Jewelry (amulet) II N
1.5' 22.1 cu. in. Short Rod (1.25" diam.) II Y
4" 33.5 cu. in. Orb (4" diam.) II N
2' 42.4 cu. in. Standard Rod (1.5" diam.) III Y
3' 65.0 cu. in. Cane (1.5" diam.) with curved top IV Y
2' 72.4 cu. in. Rod (1.5" diam.) with Ball (4" diam.) on end IV Y
6" 113.1 cu. in. Orb (6" diam.) V N
3.5' 131.9 cu. in. Short Staff (2" diam.) V Y
4.5' 169.6 cu. in. Standard Staff (2" diam.) VI Y
6' 226.2 cu. in. Long Staff (2" diam.) VI Y
4.5' 227.2 cu. in. Staff (2" diam.) with Ball (5" diam.) on end VI Y
5.5' 262.4 cu. in. Big Staff (2.25" diam.) VII Y
6' 329.9 cu. in. Long Staff (2" diam.) with Ball (6" diam.) on end VIII Y
5' 340.0 cu. in. Human Cloak VIII N
6' 353.4 cu. in. Wide Long Staff (2.5" diam.) VIII Y
2' 452.4 cu. in. Small Shield (2' diam., 1" thick) IX Y

  • The Highest Charge Spell indicates the most powerful charge spell that can be cast on the item based on the Revised Charge Spells Table.
  • Targetable indicates whether the imbedded spell can be aimed at a target.
  • A ball on a rod or staff indicates an orb, spike, hook or similar feature on one end that increases the volume.

Recharging Items

Spell Law specifies that recharging an item requires that the appropriate Charge spell be cast for a number of weeks equal to its half its level. The recharging alchemist does need not to know how to cast the spell he is recharging.

I propose the following formulae for charging chargeable items:


  1. Alchemist can not cast the spell being recharged:

    Time = [Level of Charge spell] x4 /
    [Increased Alchemical Potency from Spell Mastery or 1, if none applied] days.

  2. Alchemist can cast the spell being recharged:

    Time = [Level of Charge spell + Level of imbedded spell being recharged] /
    [Increased Alchemical Potency from Spell Mastery or 1, if none applied] days.

Crafting Magical Receptability into an Item

Experienced crafters can construct their items to make it easier to incorporate magic into them, particularly if they have knowledge of the Alchemist process to be used.

Receptability is expressed as a percentage where 100% indicates normal receptability and is applied as a divisor to the Magic Item Creation Time Calculation. This requires a special crafting roll (using the appropriate craft skill(s)). The difficulty of this maneuver is shown below, and any relevant Crafting Magical Receptability Modifiers should applied to this maneuver.

Crafting Magical
Receptability
Difficulty Table

Desired
Receptability
Diffic.
110%
(Routine)
+30
120%
(Easy)
+20
135%
(Light)
+10
150%
(Medium)
+0
175%
(Hard)
-10
200%
(Very Hard)
-20
250%
(Extremely Hard)
-30
300%
(Sheer Folly)
-50
350%
(Absurd)
-70
400% -100
Crafting Magical Receptability Modifier Table
Influence/Factor Modifier
Relationship
between
Crafter &
Alchemist
Alchemist does his own Crafting +40
Crafter is member of Alchemist's Team +20
Experienced with each other's Work +0
Limited Experience with each other's Work -10
Crafter has worked with other Alchemists AND Alchemist has worked with other practitioners of this Craft. -10
Crafter has worked with other Alchemists OR Alchemist has worked with other practitioners of this Craft. -20
Crafter has never worked with Alchemists AND Alchemist has never worked with practitioners of this Craft. -50
Materials Magical & very receptive to spells +50
Non-magical & very receptive to spells +25
Magical & receptive to spells +20
Non-magical & receptive to spells +10
Neutral to spells +0
Non-magical & non-receptive to spells -20
Magical & non-receptive to spells -40
Non-magical & very non-receptive to spells -50
Magical & very non-receptive to spells -100
Crafting
Process
Involves mixing/melting substances into a common compound (alloy) +0
Involves mixing/melting substances into a common compound (alloy) and affixing other components (such as gems) to it -10
Involves mixing/melting substances into a common compound and subsequent shaping -20
Involves shaping and decoration -30
Involves shaping only -60
Timing of
Crafting &
Enchanting
Simultaneous +0
Some Crafting done prior to Enchantment -10
Majority of Crafting done prior to Enchantment -30
All of Crafting done prior to Enchantment -60
Crafting Magical Receptability Static Manuever Table
Result Description
-26 down
Spectacular
Failure:
You have failed miserably in your attempt to make the item more receptable to magic. The item you have crafted can never be magically enchanted without completely remaking it from its components.
-25 - 04
Absolute
Failure:
You have failed terribly in your attempt to make the item more receptable to magic. Double the time requirements for all alchemist spells.
05 - 75
Failure:
Whatever you did to make the item more receptive to magic did not work, but it did not hinder receptivity either.
UM 66
Unusual Event:
Well, you achieved success somewhat - The receptability desired was incorporated, but it becomes necessary to include a number of restrictive keying(s) (see section 8.7 in the Treasure Companion) in the item limiting its use to a small group of people.
76 - 90
Partial
Success:
You achieved about half the improvement you were trying for, maybe next time you will do better.
UM 100
Unusual
Success:
Wonderful! Everything you tried worked better than thought. Receptability ended up at 250% of the desired improvement. You and/or the alchemist(s) with whom you are working are pleasantly surprised at the ease of enchanting the item.
91 - 110
Near
Success:
Well you tried and almost achieved what you desired. You achieve 80% of the receptability improvement that you sought.
111 - 175
Success:
Your crafting worked as planned. You achieved the increase in receptability of the item desired.
176 up
Absolute
Success:
Wow! That went exceptionally well. You not only achieved the receptability you sought, but got 50% more receptability (100% increase if the roll exceeded 250). Well Done!

Additional Uses of Spell Mastery

Spell Mastery of a Charge spell can decrease the minimum size (volume) of the item being created.

Spell Mastery of an alchemist enchanting spell can increase its potency; each day of enchanting counts as multiple days. The same potency modifier must be applied to all of the alchemist enchating spells required for construction.

Spell Mastery on a spell can be used to reduce the apparent level (down to half of the original level) of the spell, making it easier for other spells to interact with it. In the context of magic item creation, this means (for example) that a simpler Imbed spell is needed to imbed the spell in an item.

Additional Spell Mastery Modifiers
Reduce Minimum Enchanted Volume
This is modifying the enchanting spell (Charge n) to allow it to work on an object smaller than normal required by the spell.

% Reduction & Spell Mastery Modifier

15% -10 50% -40 75% -70 90% -100 99.9% -130
30% -20 60% -50 80% -80 95% -110 99.99% -140
40% -30 70% -60 85% -90 99% -120
Increase Alchemical Potency
This is modifying alchemist spells to increase the potency of them to speed up the construction of magic items. The spells still have a 24 hour duration, but the total time is reduced based on the potency selected. When recharging rechargable items the spell mastery modifier is halved.

Increased Potency Factor & Spell Mastery Modifier

x1.5 -20 x3.0 -95 x4.5 -215 x6.0 -380
x2.0 -40 x3.5 -130 x5.0 -265 x6.5 -445
x2.5 -65 x4.0 -170 x5.5 -320 x7.0 -515
Reduce Effective Spell Level
This is modifying the spell to make it respond like an lesser level spell. Maximum reduction is 50% of the original level.

# Levels & Spell Mastery Modifier

-1 -10 -4 -100 -7 -280
-2 -30 -5 -150 -8 -360
-3 -60 -6 -210 -9 -450


Expanded Alchemist Spells

This section expands the spells an alchemist can use to create items. Intermediate versions of the existing spells are provided. Moreover, in addition to Daily items, alchemists should be able to produce items that can be used less frequently: Weekly X, Monthly X, and Yearly X, behave similarly to Daily X, but over longer time periods. They are enchanted like daily abilities per Treasure Companion except that Weekly items have a .625x time multiplier; monthly items, .5x; and yearly items .375x.

These new spells may cause there to be two spells on the same list of the same level.

Expanded Alchemist Spells Table
Spell Spell
List(s)
Applicable X Range Formula to
Determine
Level
Max Lvl.
Spell
Affected
Notes
Lower X Higher X
Constant X Own Realm
Imbedding
&
Divine
Imbedding
1 10 Level = X+20 X -
11 20 Level = 6*X-30 X
21 49 Level = 4/3*X+63 (round up) X
50 unl. Level = X+80 X
Other
Realm
Imbedding
1 10 Level = X+40 X
11 20 Level = 6*X-10 X
21 49 Level = 4/3*X+83 (round up) X
50 unl. Level = X+100 X
Daily X Own Realm
Imbedding
&
Divine
Imbedding
1 5 Level = 2*X+4 X X is equal to N*M
(i.e., an
Nth level spell
cast M times per day)
6 10 Level = 2*X+5 X
11 20 Level = 5*X-25 X
21 unl. Level = X+55 X
Other
Realm
Imbedding
1 5 Level = 2*X+5 X
6 10 Level = 3*X X
11 20 Level = 5*X-20 X
21 unl. Level = X+60 X
Imbed X Own
Realm
Imbedding

&

Divine
Imbedding
1 9 Level = 2*X+1 X -
10 13 Level = X+10 X
14 17 Level = X+9 X
18 21 Level = X+8 X
22 25 Level = X+7 X
26 29 Level = X+6 X
30 33 Level = X+5 X
34 37 Level = X+4 X
38 41 Level = X+3 X
42 45 Level = X+2 X
46 49 Level = X+1 X
50 Unl. Level = X X
Other
Realm
Imbedding
1 5 Level = 3*X X
6 10 Level = 2*X+5 X
11 17 Level = X+15 X
18 25 Level = X+14 X
26 33 Level = X+13 X
34 41 Level = X+12 X
42 49 Level = X+11 X
50 Unl. Level = X+10 X
Monthly X Own Realm
Imbedding
& Divine
Imbedding
1 4 Level = 1.5*X+2 (round up) X X is equal to N*M
(i.e., an
Nth level spell
cast M times per month)
5 20 Level = .75*X+5 (round up) X
21 unl. Level = .75*X+5 (round up) Level
Other
Realm
Imbedding
1 8 Level = 1.5*X+3 (round up) X
9 40 Level = .75*X+10 (round up) X
41 unl. Level = .75*X+10 (round up) Level
Rune
Paper
X
Organic
Skills
1 4 Level = 2*X+2 X -
5 6 Level = 2*X+1 X
7 9 Level = X+7 X
10 19 Level = X+6 X
20 29 Level = .5*X+15 (round up) X
30 49 Level = X X
50 unl. Level = 50 X
Weekly X Own Realm
Imbedding
& Divine
Imbedding
1 6 Level = 2*X+3 X X is equal to N*M
(i.e., an
Nth level spell
cast M times per week)
7 unl. Level = X+10 X
Other
Realm
Imbedding
1 10 Level = 2*X+4 X
11 unl. Level = X+15 X
Yearly X Own Realm
Imbedding
& Divine
Imbedding
1 7 Level = X+2 X X is equal to N*M
(i.e., an
Nth level spell
cast M times per year)
8 30 Level = .5*X+5 (round up) X
31 unl. Level = .5*X+5 (round up) 1.5*Level
Other
Realm
Imbedding
1 15 Level = X+3 X
16 60 Level = .5*X+10 (round up) X
61 unl. Level = .5*X+10 (round up) 1.5*Level

Additional Uses of the General Item Spells

The General N spell on the General Enchantments, Holy Office, Understanding Mastery, & Divine Enchantments Alchemist list can be used to give bonuses to magic items. In this section I introduce other uses for the General N spells. These uses I refer to as properties. See the Additional Uses of General Item Spell Table for additional requirements.

Properties:

  • Alternative Spells: This property allows the bearer of an item to choose from more than one spell when the item is used. For example, a daily item may allow the user to invoke either resist cold or resist heat; this decision is made each time the item is activated. This property can be used with charged, Daily, Weekly, Monthly, and Yearly Items. A separate imbedding is required for each spell.

  • Concentration Anchor: This property allows the item to maintain the concentration normally required with certain spells (instead of the user).

  • Dual Spell Capability: This property allows two spells to be linked (and activated) together. A separate imbedding is required for each spell. The spells must have the same duration.

  • Multi-Form Item: This property allows the user of the item to change its form, once per minute, between two or more similiar forms. A common use is to have tools shrink for easy transport.

  • Resistant Item: This property makes the item itself more resistant to damage by improving its resistance rolls. Note that if an item has a normal bonus, this additional resistance is added to that bonus for item resistance rolls. The user's resistance rolls are not modified.

  • Subtle Item: This property makes the item more difficult to detect as magical.

  • Training: This property makes a skill or skills within a category easier to learn. This improves the learning rate (Restricted, Normal, Everyman, & Occupational) associated with a given skill by one (i.e., restricted becomes normal, normal becomes everyman, and everyman becomes occupational). The item must be used in conjunction with the skill (or some of the skills in the category). This property is considered to be a capability for purposes of item enchantment.

  • Training (rapid): Like Training, but it improves the learning rate by two (i.e. restricted becomes everyman, normal & everyman become occupational).

Additional Uses of General Item Spells Table

Property
Additional
Requirements
General
Spell
Specific Effects &
Restrictions
Alternative
Spells
A capability involving
Charges,
Daily,
Weekly,
Monthly,
or Yearly use.
I Works with one specified capability in the item for up to 2 1st-5th level spells.
II Works with one specified capability in the item for up to 3 1st-5th level spells, or up to 2 1st-10th level spells.
III Works with one specified capability in the item for up to 4 1st-5th level spells, up to 3 1st-10th level spells, or up to 2 1st-15th level spells.
IV Works with one specified capability in the item for up to 5 1st-5th level spells, up to 4 1st-10th level spells, up to 3 1st-15th level spells, or up to 2 1st-20th level spells.
V Works with one specified capability in the item for up to 6 1st-5th level spells, up to 5 1st-10th level spells, up to 4 1st-15th level spells, up to 3 1st-20th level spells, or up to 2 1st-25th level spells.
VI Works with one specified capability in the item for up to 7 1st-5th level spells, up to 6 1st-10th level spells, up to 5 1st-15th level spells, up to 4 1st-20th level spells, up to 3 1st-25th level spells, or up to 2 1st-30th level spells.
Concentration
Anchor
Item must have
at least Empathy.
II Works with one specified capability in the item.
IV Works with all capabilities in the item.
Dual
Spell
Capability
none I Works with one specified spell capability in the item. Spells limited to a sum of 5 levels.
II Works with one specified spell capability in the item. Spells limited to a sum of 10 levels.
III Works with one specified spell capability in the item. Spells limited to a sum of 15 levels.
IV Works with one specified spell capability in the item. Spells limited to a sum of 20 levels.
V Works with one specified spell capability in the item. Spells limited to a sum of 25 levels.
VI Works with one specified spell capability in the item. Spells limited to a sum of 30 levels.
Multi-Form
Item
none II Two similar forms.
III Three similar forms.
IV Four similar forms.
V Five similar forms.
VI Six similar forms.
Resistant
Item
none I Item RRs improved by +10.
II Item RRs improved by +20.
III Item RRs improved by +30.
IV Item RRs improved by +40.
V Item RRs improved by +50.
VI Item RRs improved by +60.
Subtle
Item
none I Detections worsed by 10.
II Detections worsed by 20.
III Detections worsed by 30.
IV Detections worsed by 40.
V Detections worsed by 50.
VI Detections worsed by 60.
Training Item must have
at least Empathy.
I Single Skill - Improvement limited to 5th Rank.
II Single Skill - Improvement limited to 10th Rank.
III Single Skill - Improvement limited to 15th Rank.
III Single Category - Improvement limited to 5th Rank.
IV Single Skill - Improvement limited to 20th Rank.
IV Single Category - Improvement limited to 10th Rank.
V Single Category - Improvement limited to 15th Rank.
VI Single Category - Improvement limited to 20th Rank.
Training
(rapid)
Item must have
at least Low Intelligence.
I Single Skill - Improvement limited to 3rd Rank.
II Single Skill - Improvement limited to 6th Rank.
III Single Skill - Improvement limited to 9th Rank.
IV Single Skill - Improvement limited to 12th Rank.
V Single Skill - Improvement limited to 15th Rank.
VI Single Skill - Improvement limited to 18th Rank.

Recommendations for Creating Magic Items

  1. If you wish to encourage magic item creation in a world, I recommend that all pure and hybrid spellcasters get restricted access to Alchemist lists in their realm when they reach 5th (or 10th) level. This allows them to slowly learn how to craft items and if they are truly interested, they will get the necessary training to improve a few Alchemist lists as closed lists. Semi-spellcasters get the lists at 10th (or 15th) level.

  2. For spell masteries on Alchemist enchanting spells, roll the spell mastery once and apply that result to all castings. I would require that the Alchemist have a fairly good chance of succeeding (75%+) before making such an attempt.


    Examples of the Magic Item Creation Process

    1. A 15th level Alchemist wishes to restore the Haste I single use to the Hammer of Orc-Slaying (constructed as an example in Treasure Companion section 9.1.1.). The single use was used around 5 years ago (resulting in a Recharge Delay Factor of 1.5). He is applying spell mastery to his Imbed VI spell to achieve a x3.0 Alchemical Potency. The time requirement to rechange the use is calculated as [6 (Level of Haste I spell) + 13 (Level of Imbed VI spell)] x 1.5 (Recharge Delay Factor) / 3.0 [Increased Alchemical Potency] days = 9.5, rounded up to 10 days.

      Note that the Alchemist only needs to know how the single use was enchanted into the item (Item Analysis spells come in handy for this) and the two spells directly involved (and not all the spells used in the original creation).

    2. A 20th level Magician (with Alchemist spells to 15th level) wants to create a Lightning Bolt I (10th Light Law spell) Wand with at least 10 charges in it.

      As he only knows the Own Realm Imbedding spell list to 15th level, he is limited to an Imbed VII spell. This means that in order to enchant the wand he will have to spell master his lightning bolt to behave like a 7th level spell (-3 levels, modifier of -60) and because he can handle a harder spell mastery manuever, doubles its range to 200' (-20, total modifier of -80 on the Lightning Bolt spell mastery). For a 7th level spell (due to spell mastery), Make Charged Item III spell and Charge III spells are necessary, which requires an item of at least 36 cu. in. He decides to enchant it into a thick wooden wand (1" long, 14.7 cu. in , which requires a Work Wood spell), which will require a spell mastery manuever with 60% Reduced Minimum Enchanted Volume (-50 modifier). He decides he can handle a bit more modification so he modifies all the enchantment spells by x1.5 Increased Alchemical Potency (-20). As the Make Charged Item III spell has a level-charge product of 150, it will have 15 charges (150/10 as 10 PPs are required to throw each Lightning Bolt).

      The wand was crafted by a woodcarver prior to his enchanting the item. The crafter gave the item a 150% Receptability bonus.

      Spells: Work Wood [3], Make Charged Item III [10], Lightning Bolt I [10], Imbed VII [15], & Charge III [8]

      Casting Time: [3 + 10 + 10 + 15 + 8] * .5 (charged item) / 1.5 (Increased Alchemical Potency) / 1.5 (Receptability) = 10.2 weeks

      Base Cost: (per Treasure Companion) 46 [Spell Levels] x 23 [Time w/o reductions for Potency or Receptability] = 1058 gp

      Item Level: 15

      Properties: Wand of Lightning Bolt I with 200' range and 15 charges (chargeable with a Charge III)

    3. Later on, this same magician has used all the charges of this wand and wishes to recharge it. He is going to use his Charge III spell spell mastered for increased magical potency of 5.5 (-160 to his spell mastery) with 200% extra power points to reduce the penalty by 80.

      Spells: Charge III [8], Lightning Bolt I [10]

      Casting Time: 18 [Spell Level of Charge III + Spell Level of Lightning Bolt I] / 5.5 (Increased Alchemical Potency) = 3.3 days

      Total Power Points Spent: Maximum (18 * 4 [days, rounded up] or 150 [Power of Charge III]) + 16 (extra power points for Charge III spell mastery) * 4 (# of castings) = 214 PP.