To make the items in the category of attribute enhancements: items like gauntlets of dexterity, cloak of charisma, and all the rest all require specific 2nd level spells. Currently I've got 2 characters with this particular craft spell, my Wizard and Druid. While the druid can cast most of these spells, she can't cast Eagle's Splendor or Fox's cunning. Both of which I need for my spellcasters and party spokesman (whom happens to be my Sorcerer, she's got a base 17 charisma and all points go into social skills) but I can't seem to find anywhere that you can find these scrolls (in secret hiding places or chests from large encounters) from any merchant or monster. For my next lvl (on my Wizard) being 13, it would be a major waste of choosing 2 2nd level spells than getting 2 7th level. I did find in another post listing item availability that you can get all 5 of these spells, but instead they're the 6th level version where it affects everyone and not just 1 person. Would using the 6th level mass xxxx spells satisfy the requirements to make a headband of intellect or cloak of charisma? Also, regarding Holy weapons, does the Cleric need to have chosen "Good" for his domain? For my Cleric I chose Pelor as his god and then good for spells, and sun for his domain. He has the holy smite spell, but the option isn't available when I try to make a weapon.
Yes, the Mass XXX should be just fine for the crafting, but you have to be able to cast the spells. The scroll does NOT do any good unless you can scribe it. The cleric DOES need to be good aligned and have the Good domain in order to craft holy spells. You will also need to be at least 7th level and have the craft weapons feat. Plus the gold and XP for the costs as well.
After finding the scroll merchant I was able to get the mass xxx spells; when I opened the crafting menu the related items are still not available. Luckily the 2nd level scrolls showed up and was able to buy them; but a irritating ending has come out. Is there a maximum number of spells per level that you can learn? Several other scrolls that I bought (and can cast) don't show up in the scribe scroll options. If not, is there some kind of rest period that you have to wait until you can scribe more scrolls if you reach a max # per day or is it unlimited?
If I'd been writing 3.5, I'd have had the option for cooperative construction of magic items -- in fact, the more powerful ones might have been almost impossible to craft alone if you're short of legendary arch-magi-ish. I only wonder what sort of interesting things might be possible if, say, a cleric of Boccob? and a wizard of some kind were to work together on an item project. ANd... split the XP costs between the two!
I guess you did not accidently tried to scribe them before and failed (the limit is one try per spell until you level up irc).
A higher level wizard should have no problem scribing a 2nd level scroll. For the higher level spells, its always best to save before and after a successful scribe. If you are having trouble, you can use some of those INT increasing magic items, or cast Fox's Cunning on yourself, and have a bard sing the competency song, and the zero level spell Guidance can help as well.
Scribing any of the scrolls was no problem, even the 6th level ones. What's annoying is that I bought a scroll of True Seeing and I don't have the option to scribe it. My Wizards are always made like 1st edition ones - no specializations and access to all spells. With a spellcraft skill of 17 and 26 int I haven't failed to scribe a scroll since 3rd level or so. What burns me is that I've got the owl's wisdom scroll but can't scribe it, its not that I failed in scribing it to my book; rather the game doesn't give me the option to scribe it at all, along with 4 other scrolls I also bought. I really don't want to have to burn one of the 2 spells I get to choose when I lvl up on a 2nd level spell, instead of 2 7th level ones. @Lava Cooperative magic crafting is an interesting idea. I've read lots of times how wizards come together in a large group of 4 or 6 to forge an item. Usually when this is done the magical item they've created is of mammoth power, almost artifact power (or something that will become an artifact in time) that would be hard to replicate. Though you could have the joined crafting open up new options for the item, like adding disruption power to it, vorpal qualities (which would amount to instant death) or a number of other powerful effects that are in the DMG (personally I prefer 1st edition as it isn't watered down in terms of items and their powers, or several that just aren't in later editions at all). Maybe you could have one character pay the XP cost while the other crafts it, since crafting something of large power would be extremely taxing on the crafter one character does the work and he's able to supplement his power by sharing the load of crafting with having the other character pay the XP cost, allowing him to concentrate higher than he normally could.