agical Item Creation:
      This is a long drawn out process involving magical formulas, Arcane materials, modern materials, and of course great skill in the binding and creation of magical items.  Items come in basically 4 forms.  Charged Items, Permanent Items, Potions, and Scrolls are the four forms magical items. Each type of Item creation has a separate process that involves pain staking research.  Research is dependent upon the type of item created and the effects of the item.
Research:
	Before construction of any magical item research must be conducted.  The only time research is not needed is if the creator has already done the research for the appropriate item. (i.e. Marnard wants to make a Scroll of Levitation. After conducting research he writes the magical formula for his scroll of levitation into his spell book. So the next time he wishes to create a Scroll of Levitation he already has the research done in his spell book, unless he has lost the formula (spellbook)) Magical Item research usually takes 1d10 pages per magical items (potions are always 1 page).  Most Mages use code words or other means of ciphering such material to prevent their labors from being stolen.  The research costs and time are below.  This table is a guideline, however magical item creation is should never be based on sheer mathematical formulas, and random die rolls. Instead magical item creation should be role-played as much as possible.  This is just a guide to determine what a person would typically need to start research, and how much time that person would require.  
	Clerical research is not true research, as opposed to the request for the divine gift from their gods.  Information received is inscribed in their personal canons (a non-magical book of their faith.)  The time is that spent in prayer, mediation, and vigils. The cost is the amount in value of materials offered in sacrifice to their deity.
	Actual Creation should be based on the players imagination and whim, with the Dm as a guide in vagueness of magical item creation. Unlike spell research, magical item research requires access to a large library and a large alchemical lab.   
Research		Time			Cost			Success on d100*
Potions			3days			30gp/day		30%+Int+Level
Staves			3 weeks			500gp/week		10%+Int+Level
Wands			1 week			300gp/week		22%+Int+Level
Rods			1 week			500gp/week		20%+Int+Level
Rings			2 weeks			150gp/week		18%+Int+Level
Scrolls			1day/spell lvl		100gp/day		50%+Int+Level
Weapons		special**		special**		special**	
Miscellaneous		20 weeks-lvl		300gp/week		15%+Int+Level
Special Item***		special** 		special**		special**
*Success:   the research will fail on a roll of 00 meaning the character can not attempt to create that item again until next level.  a failed result means research continues for additional amount of time determined by the chart above including costs. This represents taking a wrong turn, or following a failed lead, or using impure properties or material.  This just means you create a workable formula to perhaps manufacture the specific item. During this time you also design the appearance of the item.  (i.e. helm of brilliance: an open-faced great helm shaped like a dragonhead with the jaw outlining the face. etc.)
**Special:  creation times vary do to the type of item created, Player and Dm should decide a fair amount of time, this is a good opportunity to role play.  The dm helping guide the player research but the Player should figure out the necessary items need himself.  This is good spot to insert side quests.  Clerical classes are required to go on a quest for their gods to receive the requested information.
***Special Item:  Any racial item copied by some one not of that race or a new magical item not listed in the dmg.  A human wishing to make a human version of a hammer +3 dwarven thrower, will fall in this category.  
Creation of Holy Water/Unholy Water:
	Only clerics are able to create blessed water (holy/Unholy).  To create the water a cleric must be a minimum of 5th level. (a charmed or otherwise mentally controlled cleric is unable to perform the rituals correctly.)  The cleric must also have a specially prepared font.  The font has a special blessed basin of precious metals (silver, gold, Electrum, copper, platinum, etc.)  Basin creation.  First the cleric casts Sanctify sin the area that the object is to be worked.   Sancifty must be cast every day before work begins on the basin until the basin is finished. The basin is then shaped by the blessed smiths hammer. After the basin is finished.  The priest then casts bless, as the lip of the basin is engraved with the deities holy symbol.  The Basin is now finished and ready for the insertion into the framework.  The framework must be made from rare wood or stone.  The frame will have a base, pedestal, chest like holder for the basin and a lid. The stone or wood must be cut and shaped with blessed silver items.  The mortar or glue used to secure basin to the font must have holywater sprinkled in it, nails and dowels must be blessed and fashion from silver.. The framework must have bless again cast on it as the basin is seated into the frame.  The Font now complete must be blessed for holy water.  The cleric must cast in order while wearing the ceremonial vestments the following spells.  Create Water, Purify food & drink, bless, chant (1 turn), prayer.  This empowers the font to be a permanent vessel to create, and store holy water.  Creation of vials to contain the holy water is fairly easy.  The crystal vial must have bless cast on it during the shaping process.  This blessed vial allows holy water to be removed from the font with out losing it efficacy.  
Holy/Unholy Water Receptacles:

*This includes hiring of artisans, materials, material acquisition, purchasing of required blessed items, etc.
Holy water can only be made once per week from each basin up to the capacity of creation. Due to the religious empowerment, only one holy font can reside in one building at a time.  The ritual for making holy water requires a full day of prayers and meditation, followed by the actual ritual prayer spell.  Afterwards the priest will required 8 hours of rest and the font will have filled the font to capacity.  Dwarven holy water is not water but a blessed ale.
	Drinking or bathing in holy water will allow the person to slow the onset of Lycanthropy or of becoming undead.  Each vial will slow the process 1d4 turns.

Creation of Scrolls:
	Scrolls are the universal storage space for spells of clerical might and Wizardly Prowess.  Any wielder of magic (except bards) may create magical scrolls upon reaching 7th level.  They may place any spell currently memorized or in the case of clerics able to cast.  Any error in the crafting of the scroll will ruin the work.
	First item that is needed is the actual paper.  A pure, unblemished piece of paper (papyrus, parchment, vellum, etc.) is used.  Magical beast hides can also be used.  Again most people use the hide from the creature that has the spell to be inscribed as an inborn magical talent.  (i.e. parchment fashioned from a drow’s skin can be used to inscribe the levitate spell) The material upon which the scroll of  spells is written on alters the success of the spell.
material			cost			chance of failure
papyrus per sheet			2gp			+5%
Parchment per sheet		4gp			+0%
Vellum	per sheet		8gp			-5%
Magical creature hide		varies			-15%
	A fresh virgin quill (or any unused writing implement) must be used for each spell inscribed.  The writing implement (feather quill, or pen.)must be fashioned from an innately magical creature or being. (either the large Wing feathers of the creature, or fashioned form the horns, bones or other material that mimic the spell.)
Pen Examples
Harpy feather quill		Harpy bone pen			Pegasus bone pen
Pegasus feather quill		Roc feather quill			Sphinx feather quill
Sphinx bone pen			Demon bone pen			Unicorn horn pen
Dragon tooth pen			Dragon bone pen			Dragon horn pen
Beholder tooth pen		Chimera feather quill		Chimera bone pen
Displacer beast bone pen		Blink dog bone pen		Drow bone pen etc.
	These items can not usually be purchased, but acquired by the spell caster from any method as necessary as determined by the DM.  Most people use a pen or feather that comes from a creature that has the spell they are casting as an inborn talent. (i.e. if inscribing a levitate spell the caster would use a pen fashioned from the body of a drow that was harvested in the underdark.)
	The creation of the ink is the vital part of the creation process.  The formulas for fashioning scroll ink varies wildly from spell to spell, from caster to caster.  However all spells have several things in common.  All scroll spell ink has the natural medium of ink from a non-normal squid or octopus (giant, magical varieties).  Please note that any magical creature that has a natural ink can be used instead (Giant Sea Anemone etc.)   This is the base to which all other components are added.  Added The frame will have a base, pedestal, chest like holder for the basin and a lid.   etc. blood from a saint, paladin, great cleric, or righteous person.)  Next a tincture must be made from organ of another creature that the spell is associated. (for the levitate spell the air bladder of a beholder is used.)  A tincture is made by storing an ingredient for a tenday or more in a mixture of one-quarter grain alcohol to three-quarters water. The liquid then acquires some of
the same mystical vibrations inherent in that which was immersed in it. the organ is soaked for 24 hours in a mixture of  80% Grain Alcohol and 20% Vinegar. The organ is then removed for the creation of the special candles and incense.  The tincture (liquid that organ soaked in) is then added to the medium at a ration of 3 to 1. (so 1/3 oz of tincture, 1oz medium)  Next is added a dram of holy water to purify the medium.  Then a final creature organ (again cannot be from the same creature as the previous two items.)  This is ground up in a paste the spells components (i.e.. sleep requires bat guano, sulfur), for non-spell component spells (or a spell whose components are unwieldy i.e. holysymbol) a paste is used consisting of food the organ creature form the tincture eats.  The paste then has a gem powdered into it for the desired effect (see gem table) the gem must be of the finest quality cut before being powdered value is dependent on type. The paste is then added to the medium and stirred with a silver rod.  The completed ink is now ready for the inscribing of the spell. (Each spell requires a separate vial of ink prepared. So 3 levitate spell would require 3 inks (same ink construction).  Special incense and candles must be prepared.  The incense and candles will have the organic matter from the tincture that has been dried out, powdered in a mortar and pestle mixed with the tallow for the candles and coated to the incense stick. The candles must be large enough to continue burning without stop until the scroll is completed (usually 1 day per level of spell to be transcribed)  
	A wizard then draws an unbroken circle of power around the area the spell is being scribed.  The unbroken circle will have a special candles positioned at each point of the compass.  The incense is burned in brazier that resides upon the desk in the center of the circle.  (The circle requires roughly 1 day of construction for each spell level cast)  The caster is now ready to transcribe the spell. The scribing of the scroll takes 1 day per spell level during which time the caster must not leave the circle after the scroll is started.  He may stop his inscribing to eat, rest, sleep, refill the incense (which must not stop burning) On multiple scrolls the circle is temporarily broken when the caster changes candles for the next spell.  This is the only time the circle can be broken.  If the circle is broken or the caster stops working on the scribing of the spell the effort is ruined.
	Priests creations are the same as far as the inks, scroll paper, writing implement, incense needed, and candles. The only difference is the casting.  The priest or druid transcribes the spell on his altar surrounded by the special prepared candles with incense burning in a brazier.  The length of time is the same 1 day per spell level transcribed but the transcription is automatic (no runes of power) The priest prays during this time and makes sacrifices to his or her god which is added to the brazier burning the incense.. (i.e. a war god  a good sacrifice would be a used weapon.)  After the time allotted the ink, and pen are gone, and the spell is transcribed.
	Failure: There is a base 20% chance that a flaw, mistake, smudge was made in the scrolls penning process.  a 1% per spell level is added to the base. Further a Characters character level is subtracted from the total.  (example a 14th level cleric is creating a 7th level spell scroll. 20%+7%-14%=13% chance of failure.  On a multiple spell scroll a failure result means no more spells can be added to the scroll. (a maximum of 7 spells may be written on 1 scroll)
	After a spell is transcribed, another powdered gem (same properties as needed for the spell see gem table) is dusted over the spell and blown off.  The scroll is now ready.
Example Formulas
Protection from Petrification			Scroll of Levitate
1 oz. giant squid sepia (ink)				1 oz. Giant Octopus Ink
1 basilisk eye						1 Beholder Air bladder
3 cockatrice feathers					1 scruple of drow blood
1 scruple of blood or venom from a medusa’s snakes	1 cambion pituitary gland
1 large peridot, powdered				1 Large Malachite, powdered
1 medium topaz, powdered				1 Large Azurite, powdered
2 drams of holy water					2 drams of holy water
6 pumpkin seeds					1 leather loop (burned to ash)
	
Gems and Properties for magical item creation: Gem Table is on the way.

Potion Manufacturing:  Potions can be made by any magic-user or cleric of 7th level or higher.  Priests require sacrifices and prayers and Diety approval and support.  An Alchemist is required to be hired (unless the mage or cleric is an alchemist and has access to a lab.) Hiring additional alchemist or mages with alchemy proficiency will shorten the creation time by 50%.  Potions take roughly 3 days to manufacture at which point a success check must be made. Level +15%+Int is the formula rolled. There is always 5% chance of Failure regardless of modifiers.  A failure results in the following potions:
1d20		Failure Result
1-5		Delusion (of the potion the manufacturer was creating)
6-8		Poison (roll 1d12 for type)(roll 1d6 1-3 weak, 4-5 average, 6 deadly)
			Roll	Type	Dmg		Onset			Duration
			1	A	15/0		1d3 x 10 min		n/a
			2	B	20/1d3		2d6 min			n/a
			3	C	25/2d4		1d4+1 min		n/a
			4	D	30/2d6		1d2 min			n/a
			5	E	Death/20	Immediate		n/a
			6	F	Death/0		Immediate		n/a
			7	G	20/10		2d12 hours		n/a
			8	H	20/10		1d4 hours		n/a
			9	I	30/15		2d12 minutes		n/a
			10	J	Death/20	1d4 minutes		n/a	
			11	O	Paralytic		2d12 minutes		2d6 hours
			12	P	Debilitative	1d3 hours		1d3 days
9-11		Elixir of Madness
12-14		Oil of Fumbling
15-17		Philter of Stammering and Stuttering
18		Explosion (10’ radius and all within suffer 4d6 hp of damage (no save)
19		Lethal Gas Cloud (10’ diameter save vs. Poison or die.)		
20		Special (Dm Choice)

Potion Creation Formula keys:
	Creature part (organ, tissue etc. ) used by the creature for the required power are key in the making of potions. Most require 1d3 organic items. (examples. Potion of Dragon control need a brain appropiate to the dragon type being controlled, or a Potion of speed needs giant weasel blood, Pegasus heart (tincture) and a quickling toe.)
	Base (made from general chemical, herbal, and alchemical ingredients.) these cost 1gp per 1xp of the potion being made.
	Fantastic Material, Ingredient, or Circumstance: a requires 1d3 fantastic Materials (pick or roll random from the list below two d20 and combine. examples are as follows a roll of 3 and 5 could result in a breath of a bumblebee, or the Heart’s desire of a meadow. or the DM can choose himself like..Potion must be made in the shadow of the Great Tree, or Ice made from the enternal snows of the Icerim Glacier.
Fantastic Materials Table.
1d20 Roll		Category A			Category B
	1		Song				Stone (Earth or mineral)
	2		Dream				Flower (Plants, Herbs)
	3		Breath				Meadow (wood, mountain,etc.)
	4		Memory				Child (widow, orphan, etc.)
	5		Heart’s desire			Butterfly (Insect, or giant Insect)
	6		Teardrop			Seasons (spring, Autumn, etc.)
	7		Ability (strength, wisdom)		Grain of Sand (Waters, etc.)
	8		Smile				Snowflake (Icicle, Ice, Snow)
	9		Blessing				Flickering Candle
	10		Touch				Humanoids (goblin, Orcs, human)
	11		Courage				Eagle (Avians)
	12		Scent				Tombstone(Gravesite)
	13		Whisper				Dragon (dragonkin)
	14		Kiss				Skeleton (undead)
	15		Shadow				Mermaid (underwater humanoid)
	16		Essence				Time (dawn, dusk, day, night, etc.)
	17		Secret				Unicorn (Mythical Beasts)
	18		Sorrow				Goddess(saints, godly item)
	19		Epitaph				Giant (giant kin)
	20		Gratitude			City (town, village, habitat)
Examples of Potion Formula:
Potion of Healing
6 drops of blood from an Ogre mage
thread from a Saints robes
Holy water (created on night of a new moon)
	this is mixed only by a single candle light
Peppermint leaf (for Taste)
1 oz  ground and dried paste mixture (Gum Arabic, Ground Ash Leaves, Gum Benzoin) 
1 ground Comfrey root (healing herb)
1 powdered Hematite (50gp value)

Oil of Impact
3 oz of Sulfur
1 oz of a Hell hounds stomach acid
1 oz of Phosphorous (from a Will’o wisp)
4 lbs of cooled magma from a volcano (must be reheated and then melted down with acid)
the acid magma mix is then distilled and then combined with the stomach aid of hellhounds.
This is reheated and then cooled. (the chunks are broken up and mixed back in. and the mixture has the sulfur and phosphorous added.
To futher make the mix unstable
4 oz of Salt peter are poured in the stirred until a thick liquid paste (similar to tree sap in consistency.)
 then 1 oz of Chimera dragon head saliva.
This last ingredient must be added drop by drop. The Potion must not be jostled or moved until the last drops are finished and it is vacuum corked.
Item Creation:   Item Creation requires either access to or ownership of a full library and working alchemical lab.  Item creation is a process done by a PC but overseen and directed by the DM.                    
  This process takes a minimum of 4 weeks completion time, more time is needed for intricate and or larger items.  This time frame does not cover material recovery or research, just the actual construction time.  (use construction times as define in the DMG, and Players handbook for proficiencies.) The materials used must be of the finest quality avialable and fashioned in the finest quality workmanship. (specific exceptions are allowed.)
	Shell Creation:  This is the planning and working of the physical item.   The shell can be an existing item or item combined and purified, but the more common use is a newly crafted item of magically prepared materials. If an item is to be permanenet, like most multifunction items, The item made from both inorganic and organic material, with the inorganic (such as gems, metal, stone) dominating the shell creations.  The exceptions to this principle are certain woods that have an affinity for enchantment  Bone, Horns, and Exoskeletons are also used with increasing occurrance.   Most staves, wands, and rods are made of wood, with the  most common being Ash, Oak, and Thorn wood, however world specific woods (honeywood, Ironwood, etc.) can be substitued upon the Dms desire.  All materials used in the shell creation process must be “silver cut” 
	The “silver cut”  refers to the use of silver tools to fell, cut, work, and shape the item into its finished form. “Silver Cut” items ( axe, hatchet, saw, adz, or sickle.) are a minimum of 10-50 times the usual cost of the item.  All priestly “silver cut” items must be blessed and represent the more expensive figure listed above. Organic material must be from a source associated with the power and or powers that the finished item will possess( a cloak of displacement uses the hide of a displacer beast, a wand of fire can use the thigh bone of a salamander etc.),  at the very least, these inorganic components must have been soaked in tinctures of substances that have been affected by or been part of such magics or natural powers (such as lightning, fire, or decay). Organic components can also be harvested  in the manner related to the finished powers of the item, for example, Item with powers from or duplicating the effects of the sea could be fashioned of driftwood or simply of wood “Silver cut” by a sailor; a wand of lightning could be fashioned from wood “silver cut” from a limb, or trunk section that was blasted from its parent tree by a natural lightning strike or by a lightning bolt spell.  Material that bears a previous enchantment  must be preserved for use in the new item  with the spell  Azundel’s purification. All other material used  during the creation of the magical item, including  all liquid components of a tincture or substance bath must  be treated with  purification spells (Omar’s lesser purification or Axundel’s purification). Priests typically use a higher consecration spell to achieve the purification, however sometimes 4 weeks of prayers and sacrifices with the items placed upon an altar, will also accomplish the same effect. When the various pieces that will make up an item have been fashioned, they must be strengthened both during and after the assembling of the item.  Failure to do so would make the item as  fragile as an unenchanted object composed of the same material components parts. Veladar’s vambrace (wizard) or holy might(priest) is cast on inorganic pieces and a Nulathoe’s ninemen (wizard) on organic components.  Petrification is often used on organic material that decays (commonly used on eyes and other internal organs).  If a mage does not have access to the spells listed above (Nulathoe’s ninemen or Veladar’s Vambrace) he or she will need to research these, or  do without.  Priests who don’t have access to holy might place the completed altar and pray to the priests diety to strengthen the item. This prayer requires a 1 week devotion that is always answered, unless the priest is suffering in his faith.
	Up to 8 substances (organic and inorganic together) can be used in the manufacturing of the physical shell of the item.  It is strongly recommended to use at least one fantastic material in the creation of magical items (the material should be based on the finished product of the item being made.)  These substances can be fashioned, added, or coated in any manner desired. The pieces can be attached to each other by the usual straps, bands, bolts, plug-and-socket fits, wire wrappings, encagings, prong/claw or bezel settings, or left separate, as desired, to be held together entirely by magic, but in any case it is customary to make every connection between different materials that are to bear an enchantment into a perfect fit. This can be done in several ways, with Merald’s Meld, Soverign Glue (magical item) and  a Crown meld (if four or more substances are a part of the same item and have been held to gether with Merald’s Meld.)  Additional pieces or later repairs can  be added by the casting of a Merald’s meld and a crown meld for each piece to be bound onto the item. (When magical items explode through abuse or circumstance, it is usually because these melds call forth the powers of the item into the kinds most commonly used. an explosion as they fail, even though the item may not be normally explosive or violent.)  A Mage can also have the items (such as gems, metals) connected by master craftsman.  This connection is just as strong or stronger that melding (more expensive however) and the finished item is unrepairable.
	If the magical item creation process must be interrupted at this point, a time stop  or Temporal Stasis spell can be cast on an item.  This spell protects the item against decay, physical damage, or spell failure until it is next touched by a living creature (or a specific living creature) which ends the time stop. In this manner, completed but not yet empowered items and the focal stones holding the powers they are to later be imbued with can wait for years for the final steps of the item-making process.   Often these unfinished products remain forever unfinished, because the creator has died before the completion of the item.
	After the shell is created the next step is the empowerment of the Item.
	Empowerment:  The empowerment of the soon to be magical item is done in one of two methods.  The standard method (for each classes) as dictated in the DMG, or the Alternate method (for each class) as stated inside Volo’s Guide to all Things Magical.  The 2nd method is more painstaking, however it seems more pratical, then the barely touched upon standard method, but the standard method is more familiar to most people.  I like both equally and I use a mix of both.
	Standard Method:   After the shell has been constructed the item is ready to be empowered.  The item is moved to a magic free room (no magical enchantments can be within 30 feet unless they pertain to the empowering of the item:  Please note magical items can not be used for magical item creation with the exception of scrolls.)   The mage must remain within 1’ until the item is completed.  The mage must cast Enchant an Item, this allows magical energy to be harmlessly drained into an item.  Then the empowering spell is cast and drained. (sleep, fireball, etc.) Enchant an Item takes 2 days +1d8 days, and each empowering spell takes up to 2d4 hours per level to siphon completely into the item.  All enchantments must have started being cast within 24 hours of the ending of the previous spell. (a mage can only work 8 hours day on item creation.)    For each power or charge an additional enchant an item and empowering spell (fireball, darkness 15’ radius, light)  is required.  Magical weapons are created in the same manner, however the pluses to hit also require an enchant weapon spell.  The enchant weapon must be cast after all special abilities for the item are completed.  (For each enchant an Item spell there is a non-cumulative 5%  chance of draining 1 Constitution point.)  After the item has been empowered with the appropriate spells the item is able to function.  Permanency is then cast on all permenant (non-charged items such as wands, staves, and rods) The permanency spell drains 1 Constituion point to seal the enchantments.
	Standard Method Priest:  After the Item shell is created the priest or cleric, the priest must then spend 2 weeks purifing the item to recieve the diety’s divine grace. After this time, the priest places the item upon an altar to his or her god.   He begins a prayer to his deity for divine intervention,  The prayer has a 1% per day cumlative chance to be heard,  If the diety answers the prayers positively the item is empowered. A charged item is empty.  The priest must start casting or have cast for him the appropiate spells within 24 hours of the deity’s answer.  After the item is empowered the priest must have the item sanctified which takes 1 week of vigil to finish the item.  
	Alternate Method:  The 1st step in this method is the creation of focal stones.  Using focal stone, the character empowers the collected gem(of excellent craftmenship) to be able to incase spells.  Then wizard then cast Dweomerflow to drain a magic spell into the prepared focal stone.  The Wizard then casts the spell to be drained and stored in the focal stone. Abeyance is then cast to seal and finish the focal stone. This process only creates a single focal stone.  A focal stone can only hold a single spell.   The focal stones can be saved for later use by timestop or temporal stasis.  After the gems have been impowered and the Item shell has been created the empowerment is ready to start.   Placing the finished shell and the focal stone upon a table (again in a magic free environment as per the standard method)  The wizard links the focal stones into a circle of power surronding the finished shell.  (the circle construction takes 1 day)   The wizard then casts eternal flame to prepare the shell to accept the enchantments.  The wizard then casts wonderous web to siphon dry the focal stones and store the magical power within the shell. During this process the wizard rests his or hand upon the shell and declares the functions of the item, and any command words that will be associated with the item or powers imbued.  After the completion of the wonderous web, the wizard then casts Awakening to acitvate the powers now contained within the item.   The item is now empowered, the only step remaining is casting permanancey to seal the magic from fading (unneccessary in charged non-permanent items.)  Bloodlink is used to cause the constitution drain in some one else instead of the caster. (almost always used on unwilling reciepients by evil wizards.)
	Alternate Method Priest:  Manufactured similar to the standard priest and alternate mage methods, this is a more hands on method for magical item creation.  These items of priestly magic are joint ventures of creation and require quests to establish the priests faith before the true manufacturing of the item can be had.  The only difference is anyone who fashions the items shell must be a faithful follower of the diety in question.   The priest empower focals stones (in the similar fashion of wizards, with focal stone, dweomerflow, and the spell to empower, and abeyance to seal.) however instead of casting abeyance (standard Alternate method for priest). the priest can substitute the abeyance by placing  the newly empowered focal stones within a blessed basin filled with holy water.  After placing all of the focal stones into the water the item to be created is then placed within the water as well.  The priest than casts eternal flame (to prepare the item to accept enchantments.) upon the item within the holy water. Then the priest casts Holy vesting to bring the magical energy inside of the item. As the item drains the the focal stones it also drains the holy water. Upon completion the holy water and focal stones are gone, leaving only the glowing item.  The Priest then rests for several days with the Item placed upon an altar never more than 3’ from the priest. (Note: The Priest and his breathren then prepare to cast ritual of Transference (with lesser members casting combine) to transfer divine energy from thier god to the item., this is a rarely used ritual and is not necessary to create holy items, but any item using this method is immediately more powerful.)  The priest creating the item then casts awakening to activate the item in question.  The Priest then cast permanacey prayer to finish any non-charged item.  Most priest cast bloodlink (so the 1 point constitution lost is given to a faithful and willing memeber of the brotherhood, whose energy is imbued with the item, instead of the casters.)

	Regardless of the Method Chose to create Magical Items their is always a chance of failure, do to any number of causes.  To determine failure or success please use the following formula:  Base chance of Success is 60%,  Creators Level +1%, Each spell, special power, or unique ingredient lowers the chance by -1%.  The dm can also add modifiers for extra-special percautions, and notorious shortcuts used by the creator.  A failed check means the item is cursed. (an exact opposite of the desired effect, unless the item is charged (a wand, staff, rod, etc.) in which case the item and its components disappear in a flash of wasted components. 
	Priests who attempt to make a magical item, must be secure in their faith and duties or risk the wrath of his or her diety.  This wrath is displayed in many ways (requiring quests, curse, plague, loss of magic, etc. until the priest has sufficiently attoned for his abhorent behavior.
	All magical item creation is taxing on the energy.  Upon completion of a magical item,  the creator must rest a # of day equal to Xp value of the item created divided by 100.  An example is an Oil of Timelessnes yeilds 500xp for creating, but  would require 5 days of complete bed rest (the only activity allowed is bathroom use, and food everything else is beyond thier current ability.)
	Recharging an Item (follows the same pattern of magical item creation except spells transfered the item don’t require the 2d4 hours for each charge as is true for magical item creation. (for enchant an item spell) The alternate method needs the focal stones and again similar to the creation of the item to begin with. (Recharging an item is risky.  Each time an Item is recharged a save vs. spell (using the saving throw of the recharger) at a -1 penalty.  If this saving throw is failed the item magic is interupted and the item crumbles to dust.