1st: 1 gp/day
2nd: 2 gp/day
3rd: 4 gp/day
4th: 6 gp/day
5th: 9 gp/day
6th: 30 gp/day
7th: 50 gp/day
8th: 100 gp/day
9th: 250 gp/day
An apprentice wizard (level 1-2) can expect to make 1 gold per day of dweomercrafting. As wizards able to cast a particular spell become more rare, the cost goes up (see offset chart).
The switch point at 6th level spells (11th level casters) is because, generally speaking, there are almost no non-adventuring wizards of that level. In the FCM region, there are currently 56 wizards of 10th level, and only 12 of 11th level... and most of them are in their late 70s or early 80s... with one old fart who has almost reached 12th level.
The next two switches (at 8th and 9th level) occur because, strictly speaking, there's no one to cast them. There is one wizard of 15th level in the FCM region, and he doesn't "do" dweomercrafting.
Still, there are items left over from the past, and their owners can be persuaded to part with them for vast sums of money.
If it is nowhere else in here, look it up in the SRD, and do the following:
Special Note: There are many places where the result of this costs MORE than a 1/day tattoo of a Stretched Spell (1 hr/level) would cost. For example, glamered armor, by the above, takes 108 days, and costs 9 gp per day (caster 10th), for a total of 972 gp. However, casting a stretched glamer that will last 5 hours, 1/day, would only take 75 days (and 10 hours would thus take 150 days), at 4 gp per day... for a total of 600 gp.
Depending on how annoying the spell is to cast, I will usually use the cost of the spell, rather than the original cost.
Special Note 2: Similarly, in some cases, an item becomes monetarily available long before the spell, because the item is comparatively cheap. In instances such as this, it becomes more valuable to a wizard to have the item, than to ever learn the spell. In some cases, that's cool - in others, I will go with the higher cost, rather than the original cost.
A Type I bag is listed as 2500 GP, and a caster level of 9th. There is no material component cost, which makes this far cheaper than the spell it is based on.
The GM tells you to attach a +250 gp focus to the bag - the bag itself is no common cloth, but gem-impregnated silk of the highest quality. (This materials cost is NOT divided by 20 - the GM already did that for you).
So 2500 becomes 100 days. A caster level 9 equals a spell level 5, which is 9 gold per day, so that's 900 gold. We now add the 250 gp cost in, for a total of 1,150 gold.
Now the GM looks at it, and says, "Okay, sure, that's the commission price... what it would cost to find a 9th level caster and pay him to spend the next 100 days making this for you. Now, to buy one used, you might be able to get one for as little as about 500 gold - the raw value of the bag, plus markup for rarity of the magic."
So you make some Gather Information checks, with a slight bonus for your Stature, and you find an adventurer who hasn't used his in, oh, forever. He's a 9th level fighter (one of about 20 such legendary warriors in the FCM region), and he's settled down to train students... and although he makes pretty good money, a sudden cash influx would be good for some of his more immediate expenses.
So you make some reaction checks, persuade him to part with it, and end up paying about 550 gold. Not as good as you'd hoped for, but 550 gold made the fighter's math easier - that, plus his savings, would buy what he had his eye on.
Crown: hat, headband, circlet, helmet
Third Eye: goggles, mask, phylactery
Throat: necklace, amulet, collar, clasp
Heart: mantle, armor, cloak
Solar Plexus: harness, robe, shirt
Groin: belt, pants, girdle
Wrists (1): bracers, bracelets, torc
Palms (1): gloves, gauntlets
Pinky Fingers (2): one ring each
Heels (1): boots, sandals, anklets
Only one item may tap any given chakra. Items which do not tap a chakra take twice as long to produce.
Bards: Ink (1)
Cleric/Priest: Relic (2)
Druid: Relic (2)
Sorcerer: None
Wizards: Common (up to 66 days), Construct, Exceptional (up to 999 days), Ink, Spellstaff, Wondrous (1000+ days)
Anyone: Alchemy (3)
(1) Bards can only make scrolls (music sheets), and those scrolls are "infinite use" (at x100 base time/cost).
(2) Relics usually only work for devout worshippers, and may have other limitations on them as well. They are also more difficult to make than most equivalent arcane items (usually +50% time, plus the usual modifiers for being slotless).
(3) Alchemy is not the only way to make potions (wizards can craft Common potions, for example, and clerics can make various forms of holy water with Relic), but it is probably the best. A non-caster can make potions of most spell types.
Common: 1-66 days
Exceptional: 67-999 days
Wondrous: 1000+ days
Common
+1 to AC or DR: wiz-4, 40 days (160 gp)
Exceptional
+2 to AC or DR: wiz-8, 160 days (960 gp)
+3 to AC or DR: wiz-12, 360 days (10,800 gp)
+4 to AC or DR: wiz-16, 640 days (64,000 gp)
Energy Resistance 10 (one type): wiz-5, 200 days (800 gp) (resist energy)
Energy Resistance 15 (one type): wiz-6, 240 days (1,440 gp) (resist energy)
Energy Resistance 20 (one type): wiz-8, 320 days (2,880 gp) (resist energy)
Energy Resistance 25 (one type): wiz-10, 400 days (12,000 gp) (resist energy)
Energy Resistance 30 (one type): wiz-12, 480 days (24,000 gp) (resist energy)
Ethereal Jaunt (as spell) 1/day: wiz-13, 910 days (45,500 gp) (lesser ethereal jaunt)
Fortification 25%: wiz-13, 120 days (6,000 gp) (limited wish)
Fortification 50%: wiz-13, 320 days (16,000 gp) (limited wish)
Fortification 75%: wiz-13, 600 days (30,000 gp) (limited wish)
Ghost Touch: wiz-13, 600 days (30,000 gp) (lesser ethereal jaunt)
Glamered: wiz-5, 150 days (600 gp) (disguise self)
Invulnerability (DR 5/magic): wiz-11, 660 days (19,800 gp) (stoneskin)
+5 competence to a skill: wiz-5, 150 days (600 gp) (varies)
+10 competence to a skill: wiz-9, 600 days (5,400 gp) (varies)
Spell Resistance (HD+4): wiz-16, 320 days (32,000 gp) (spell resistance)
Spell Resistance (HD+6): wiz-18, 600 days (150,000 gp) (spell resistance)
Wondrous
+5 to AC or DR: wiz-20, 1000 days (250,000 gp)
Fortification 100%: wiz-17, 1400 days (350,000 gp) (wish)
Reflecting: wiz-17, 1530 days (382,500 gp) (spell turning)
+15 competence to a skill: wiz-13, 1350 days (67,500 gp) (varies)
Spell Resistance (HD+8): wiz-20, 1400 days (350,000 gp) (spell resistance)
Common
+1 to hit or to damage: wiz-5, 40 days (160 gp)
+1 energy damage (one type): wiz-5, 30 days (120 gp)
Ghost Touch: wiz-5, 60 days (240 gp)
Exceptional
+2 to hit or to damage: wiz-8, 160 days (960 gp)
+3 to hit or to damage: wiz-12, 360 days (10,800 gp)
+4 to hit or to damage: wiz-16, 640 days (64,000 gp)
Brilliant Energy: wiz-15, 960 days (96,000 gp) (?)
Dancing: wiz-11, 660 days (19,800 gp) (animate objects)
- dancing lasts for a maximum of 11 rounds per day
Distance: wiz-6, 120 days (480 gp) (lesser boost strength)
+1d4 energy damage (one type): wiz-8, 120 days (720 gp)
+1d6 energy damage (one type): wiz-12, 270 days (8,100 gp)
+1d8 energy damage (one type): wiz-16, 480 days (48,000 gp)
+1d10 energy damage (one type): wiz-20, 750 days (187,500 gp)
Keen: wiz-10, 120 days (1,080 gp) (keen edge)
Ki Focus: wiz-8, 120 days (720 gp) (must have a ki-based feat)
Returning: wiz-9, 120 days (1,080 gp) (telekinesis)
+1 ability score damage: wiz-10, 400 days (36,000 gp)
Wondrous
+5 to hit or to damage: wiz-20, 1000 days (250,000 gp)
Vorpal (see below): wiz-20, 1400 days (350,000 gp)
+2 ability score damage: wiz-20, 1600 days (400,000 gp)
Bane: Choose a broad racial grouping (such as "kith" or "giants"). Increase the cost by +1 level; increase the bonus by +2. For example, a Sword +2 dmg/Kith Bane is (360 days, 10,800 gp), works as +2 damage against most things, and acts as +4 damage against Kith. The two most common Banes are "demons" and "undead".
Defending: Increase the time and GP cost by 50%. The bonus to AC is a dodge bonus.
Vorpal: On a roll of a natural 20, roll again at the same bonus; if the second roll would have hit, then this ability comes into effect. The target must make a Fort save at a DC of 10 + 1/2 the wielder's HD + the wielder's STR bonus (or DEX bonus if wielded with weapon finesse). If the save is successful, deal +5d6 damage; if it fails, the attack removes the subject's head (and deals +20d6 damage if that doesn't kill the subject). Creatures with no heads are completely unaffected by Vorpal weapons.
Dweomercraft (Ink) can be learned by Bards and Wizards. Bards can only make songsheets with it; wizards can not make songsheets, but can make scrolls, tattoos and sigils.
Material Components: The person making an ink item must have any material components on hand when crafting it.
In the Free City Mornelith region, the right of wizardry is required to copy a particular spell into a spellbook or craft/sell scrolls of that spell. This cost is (spell level) x (min CL) x 0.25 gp. You can purchase and use any number of scrolls without the right of wizardry.
A scroll takes (spell level) x (min CL) x 1/4 days to craft. Thus, a 6th level scroll will take (6 x 11 x 1/4) 16.5 days to craft (and cost 495 gp).
Using a scroll is treated as the same kind of action as casting a spell, and only a wizard may use a scroll. One hand must be free to hold the scroll, and any focus must be provided. Once used, the scroll fades and loses its dweomer.
Use Magic Device: A non-wizard can attempt to connect to the scroll in the same fashion as a wizard does and then speak the activation phrase. This can not be attempted untrained. DC 21 for CL 1; DC +1 per CL +1 thereafter.
A sigil takes (spell level) x (min CL) x 1/2 days to craft. Thus, a 6th level sigil will take (6 x 11 x 1/4) 33 days to craft (and cost 950 gp).
A sigil requires 25 square feet on a relatively flat surface to craft, usually a door, rug, or similar, although in the past war banners have been used to some effect. A sigil affects or is centered on whoever or whatever activated it.
What is required to activate a sigil is defined by the crafter, and can even be a free or non-action, such as a key phrase, looking like an elf (while stepping on the sigil) and so on. The sigil can not be activated by anything which is not either immediately adjacent or in the same square as the sigil. Once used, a sigil fades and loses its dweomer.
Use Magic Device: A character can attempt to activate a sigil without knowing the action required. DC 20 + twice the spell level. Alternately, a character can attempt to "sneak past" a sigil without activating it, despite performing the appropriate action. DC 25.
Usable 1/day: A sigil can be made which can be used once per day without fading for 10x the normal time and material components. For multiple uses per day, multiply the time/components by the number of uses per day.
Usable at Will: A sigil can be made which can be used (and activated) endlessly (but only once per round) for 100x the normal time and material components. Multiple uses per round are not possible.
A songsheet takes (spell level) x (minimum CL) x 200 days to craft. Thus, a 4th level songsheet will take (4 x 10 x 200) 8000 days to craft (and costs 48,000 gp).
Using a songsheet requires that the songsheet be held directly in front of the user (typically mounted on a stand). The user must make a Perform check, DC 16 + (spell level x 3), a full round action which provokes an AOO. On a successful Perform check, the spell is cast as if the performer knew it and cast it himself.
A songsheet can be used over and over again, but only by one person at a time, and only once per round.
Use Magic Device: A character can attempt to spoof a "performance". DC 26 + (spell level x 3).
A tattoo takes (spell level) x (min CL) x 1/2 days to craft. Thus, a 6th level tattoo will take (6 x 11 x 1/4) 33 days to craft (and cost 950 gp).
Using a tattoo requires touching it and briefly concentrating, a standard action (one hand must be free, does not provoke AOO). A tattoo never affects anyone but the person it is crafted on, and can not be activated by someone else.
Use Magic Device: A character can attempt to spoof "being" the person wearing the tattoo, and activate it for them. The tattoo still only affects the person it was crafted on. DC 25.
Usable 1/day: A tattoo can be made which can be used once per day without fading for 10x the normal time and material components. For multiple uses per day, multiply the time/components by the number of uses per day.
Usable at Will: A tattoo can be made which can be used (and activated) endlessly (but only once per round) for 100x the normal time and material components. Multiple uses per round are not possible.